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Showing most liked content since 04/16/2017 in all areas

  1. 12 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  2. 8 likes
    Here some more with this new technique...
  3. 7 likes
    A small preview of the v1.1 Large accessory storage
  4. 6 likes
    I have started to play around with some more decorations. This time I've made a 'paintable' water square, to make a pond on land. There are currently 3 F-variants of a center piece, corner piece, and edge piece (which will be turned into individual buttons because it is annoying). I need to play around with the edges, they are rather harsh. But, the water does 'move' slightly (like the trees to in the wind) so this gives the pond a nice, but subtle, bit of movement to it. I plan to make some at a couple of sunken stages so you can ultimately build a stream through your town to the river. I'll also make some rapids and turbulence sections for this. And some diagonal pieces too. I will probably work on this while listening to the hockey tonight, then share it tomorrow. But for now, thanks to the decorations included in CC and a few of my own, we have a nice, custom DIY reflection pond
  5. 6 likes
    Don't leave in a huff... It's not so much that there is no interest, you do raise some valid points... but you may have underestimated the uncomfortable limitations our modders have to work with. The ModKit is a nasty "tool" - actually there is no tool... changing one bit in a mod means riding through thousands of lines of code, then recompile the whole thing... so the tiniest tweak turns into a major chore. Innovation within Banished means breaking out of the tight modkit, bending, nay - twisting the "rules" in order to "work around" limitations.. so yeah, sometimes at the cost of "balancing". It's rather natural that modding goes off in different directions - some want it harder, some want it more beautiful, some more efficient, some more streamlined, some want cowboys and indians, some want pyramids and sphinx... and so on - immersion takes all kinds, and modders are hard put to cater to all.
  6. 5 likes

    Version 1.0.0


    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiueHdPcnRHbGtQQzA Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  7. 5 likes
    @KevinTheCynic that's odd. I've not noticed any problems with them. I have no idea what would lead to an auto save error, I don't know what would effect that of the things I mod, @Kralyerg do you know why this might be? Is it just the fishing shacks or the trade post? The fishing shacks are basic buildings, nothing special about the coding in them so I have no idea why they would crash out. The trader however might be an error somewhere in the new limits/code or something, but again I don't see why because it was a straight copy of what people had out there. Odd that moving it above other mods resolved the issue. I wonder if it is because it was compiled with the first 1.0.7 mod kit and stuff, and something changed since then? I have to update the texture names and food resources in that mod anyway to prevent odd compatibility issues, so perhaps I'll do an update of it some time soon with the newest mod kit. I also want to make the food output more similar between species. I like the variation, but it is too much atm when you get a couple of hundred of 1 and double another with the same work effort and value out etc. As for a general update to what I am doing atm, well, not a lot! I've been playing around with this and that lately, but as the day light hours are getting longer my modding time is getting shorter. I seem to be working on a couple of avenues, and flipping between them each time I fire up blender. Some Sherbrooke here, decorations there, a bit of storage, and some Port Royal rarely in between. Also, I have got involved in a couple of projects at work that are taking up more time, and threatening to take up most time. I might be incognito for a couple of months during the summer due to some field work. So that is why I have slowed down a bit on getting the teasers I've been sharing lately actually released! So we'll see what I can get done over the next couple of months. I hope at least to get the Sherbrooke set done and bug fix/balance everything out there now. So after saying that, here are some things I have managed to play with. First, some little riffle decorations to be placed by the river, that will hopefully liven up the river banks with some steam, foam, and turbulence. More (including a test download) can be found >HERE<. Below we see them with @Discrepancy 's bridge and boat and some CC reeds and willows. And also I had a bit of time to clean up some buildings in the storage add on. I've given them some more detail, made them look better, and added a tool shed. I plan to add a couple of different small storage options to this, a dry/textiles storage, some materials storage.
  8. 5 likes
    yeah but part of the problem is have all of us "active moddlers" 100% adherate to the way CC they decided to do things like : Charcoal, Furnace Fuel, Building Supplies, Homewares, and Fancy Homeware..... you call my "roof tiles" as obscure material. why it is "obscur ??" roof tiles have been used since thousands of years. so why obscur ? because CC hasnt made it first before i did ? why isnt the supplies, homewares and fancies arent THE obscure materials ? this is because you set, from the start, that CC is THE only and unique "rule" and everyone that doesnt go the way CC did (with their own obscure decisions), it automatically make them "THE" obscure moddlers. all of us , "obscure" and "unknown" moddlers we are making our best to make it "compatible" with CC because we know more than half players use that mod. we know it. and now, Do we need to "100% accept" all the "obscure chains" they [CC] decided and not want to make our own way ? and denied all our own visions of things , of chains ? Megamod is a huge project lead by @Kralyerg. and it is the most huge task ever made in this game. it is already extremly hard to deal with all the billions of files, of things... yes "billions" !!!! a huge mess of billion files put all together and he tries his best to make all these work together. (only him could do that!!) and following your mind, and what you've been asked, he needs to "delete" all the entities these mods have and redo all the templates these mods have and make them 100% assimilated like if they never existed outside "CC" , deleting their "souls" and "their way to do things" because whatever hasnt been done first in "CC" are obscure and need to be deleted. A good part of the goal of this Megamod, was to integrate all the "other" visions the "other moddlers" had when they created their mods and SHARE it with people in one and unique MOD, the Mother Mod of all the mods Part of the goal was to SHARE all the "Entities" and "Souls" all these mods have, and this is what is the most important. but all i always says to @Kralyerg : he has everything and he can do whatever he wants with these. i always 100% supported him.
  9. 4 likes
    My little houses have found a place to grow up happy
  10. 4 likes
    Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier. In this next version, you'll find... 1x ghost water steam particle. 1x ghost water foam particle. 4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed. 4x digging tools = 0m, -0.25m, -0.50m, and -0.75m. 3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement. 3x lower level water squares = -0.25m, -0.50m, and -0.75m. 3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement. All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work. Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river. These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this... MaritimesRiffleWIPv2.zip
  11. 3 likes
    Maybe this may be one of my next buildings
  12. 3 likes
    i love llamas, i always think of sims 3 when i get llamas as the default animal at start... *sigh* their goofy little stick legs move so funny, when you watch them closely for a bit. and... stop biting your buddy's butt
  13. 3 likes
    I greet all the moderators and it's a comfort for the effort
  14. 3 likes
    Hi Despo, I'm known to "abuse" mods in sometimes strange ways... here are some shots that may give you more ideas how to set up your snap-on storages This is probably a fluke, being able to slip the storage 1 tile in, making a pseudo gate... But it even works on some other buildings... While here it leaves an undesirable gap... You may want to exploit that on your own, so we can attach those snap-ons to any bare wall we find... Looking forward to your next release!
  15. 3 likes
    Wow @Bartender!!! Your work is really amazing! I can't wait to try the version 1.1 !!! I agree with the new production chain (I like complex chains with multiple possibilities ) and I want to use your thatch in the next versions of my mod
  16. 3 likes
    Very nice @Paeng, I think the water pump would look better with a diagonal version
  17. 3 likes

    Version 1.0


    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  18. 3 likes
    @anni71Haha, I think that would get very confusing when using the two mods at the same time! I might look into it at some point though . Meanwhile, I am overjoyed with all the positive attention that this mod received after I released version 1.0. While the suggestions for improvements are rolling in (which I am very glad to receive too!), it is time to seriously start thinking about what the next update is going to bring. Ofcourse there will be optimizations, fixes and updates of what is already there, but the most exciting part would be the new content! Therefore, I present the first sneak peek for v1.1: the Berry Bush. Some of you may have wondered why the berry bush is the only plant resource that did not receive an upgrade yet in v1.0. The reason for this is that I was unsure of how to approach this in the most realistic way. Aside from visuals, there are two issues that bother me in the original berry bush. 1. Berries can be harvested year round, while the bushes should not have fruits in winter. 2. When villagers harvest the berries, they cut down the whole bush. Now the first problem could be resolved by making the berry bush die in cold weather, but this would not be realistic either, as berry bushes are perennials and live several years. The second problem is one that is hardcoded into the game; resources simply get destroyed the moment they get harvested. A few days ago I finally found the perfect solution to both problems, partly inspired by how DarkBibou handled the wild fruit trees in his Tree of Life mod. In summer, this new Berry Bush will drop berries on the ground, which can be harvested by the gatherer. In winter, The Bush will lose its leaves, and will not drop any berries. The bush itself can be harvested too, but will only give firewood.
  19. 3 likes
    Thanks all, looking forward to some feedback and ideas of things to add to it/improve it. As for the shadow @Bartender it is because it is a mesh rather than just the points. I don't know, is there a way to stop something from casting a shadow? It stuck out to me at first, but once you decorate with some reeds and things, it is less noticeable. I had some time to make another storage, a dry storage loft. Stores clothing, textiles, fabrics, crafted, precious, and misc items. Only a 2x1 footprint, but over hangs quite a way so you can place other things under it such as a stock pile or smaller storage. In the last screenshot I've placed the food cellar and tool shed beneath it. I am trying to decide, what colour schemes should I use for these storage pieces? I've used just the ones from the Pine Set so far. Would people want more F-variants, or perhaps two toolbar buttons one for colour and one for schemes with brown, black, grey, orange? I can't decide how much variation is too much variation!
  20. 3 likes
    I agree that balancing does need to happen in my own individual mods, but as far as being able to balance all the mods in the MegaMod to work cohesively... whoa! Who has time for this? It would require a huge amount of time testing and altering a lot of different files. I don't envy Kralyerg as it is now when I send him updates to my mods that contain 1000's of files that he must sort through to update the megamod. And every update we do means the same for kralyerg. For us as modders to all conform to the same set of standards isn't as easy as it might seem. Not all of us play with CC, so introducing Building Supplies or such to our own individual mods could be counter-productive and instead we are just unnecessarily making it more complicated than it needs to be, plus we might all have different views on where our mods would like to go in the future, adopting a single approach is likely to kill creativity. To be honest, I'd like to see more of you take up modding - it really isn't that hard, just time-consuming. if you yourself would like to try and make this mod, I can point you in the right direction on how to do it. In terms of the happiness effect of buildings, there was a conversation and testing done regarding this on the WOB website and as far as we can tell the whole happiness code doesn't seem to have any significant effect on gameplay.
  21. 3 likes
    @stiles Ofcourse! here it is: https://drive.google.com/open?id=0B-ZePVZCUPiueHdPcnRHbGtQQzA I added it to the description as well in case anyone else is having similar problems. @kemagobias This is just the start ;), I've got many more features planned for future updates.
  22. 3 likes
    @Bartender could't get a more Nova Scotian name if you tried. And it does look like a full sized model village. A lot of the buildings around here do, especially the older ones that have been maintained. Unfortunately, not very many remain, due to the wood! Everything burnt down, there were some glorious buildings in Antigonish, where I live, but they are all burnt down at some point and replaced with nasty concrete things (just like in Plymouth and Portsmouth). I think it is the wood and the colours, which I really like especially coming from the UK originally where everything is medieval or brick and concrete. There is a unique look to a lot of towns, and I think similar to older towns in NE States too. This, unfortunately, makes it quite hard to make in the Banished scale that @estherhb is referring to, which I agree with the principle, but not so much the practice... the grossly over sized wood chopper comes to mind. I always preferred the smaller buildings, such as the row houses by DS and Kid, and the colonial houses by The Pilgrim are much better proportioned. Here are a few more model buildings from around the maritimes...
  23. 3 likes
    @Ketchup and @Bartender yes and no. I see what you mean, and my buildings are rather small compared to many other sets. Although, I think we are used to oversized buildings in Banished as IMO the vanilla ones are way too big and I guess most mods have followed on with that. I've attached some pictures to the end of this post, you can see that IRL the houses that I'm getting inspiration from are quite boxy, most houses around here are especially older ones. Cram as much as you can in as little as possible seemed to be the way. That being said, I think one thing mine do miss is a foundation so when I get the set together I'll put them all in and add foundations/height where needed, also with a selection of other mods for reference. I might increase the foot print of them by 1 wide, but I am not sure yet.
  24. 2 likes
    well glad you guys are figuring it out. Well, it probably needs to be done anyway. There have been so many changes lately that it is hard to keep up and I can't remember what I used for the earlier sets. It will probably all change again when the game comes out of Beta! @QueryEverything I have no idea how that was done, so I might not be the best person to ask for that! @Bartender I have a question for you. What does CullMode do? I know it determines if you can see the faces even from behind, but what do I set it to? I want to make sure that if you rotate around an object (a fallen tree) then you can still see the textures from behind (branches). Do I set it to " CullMode _cullMode = None; " for this to happen?
  25. 2 likes
    @Bartendre. water and flowers
  26. 2 likes
    @QueryEverything and @KevinTheCynic What a conundrum you guys have. I have no idea why these crashes would occur, nor do I have any idea why the maritimes needs to be above any other mods that also have all the new things associated with them. I had a look through the code for the PEI Shore and there is nothing in there that stands out as something that could cause a crash, it is all unique to those buildings (i.e. no links to other template files). Maybe something deep inside the code is from an old version or something, it is possible that with all the updates to the game lately something hasn't followed along. I guess the only thing I can really do is re-build all mods and make sure everything is up to date. @Bartender nope I didn't try again, I will do though. That sounds like an interesting idea. It would be cool to get a nice ice texture to show up on water during the winter. Oh and those reeds are pretty cool, mind mixing up the heights of them for decorations so we can have them go down a river bank? So we can place them at lower levels and they are low to the ground.
  27. 2 likes
    Thanks @Paeng, they actually gave me some new ideas The little storage was born to patch a mistake of my first house (it's too short for half a module on one side). Maybe I could make another variant of the storage a bit longer. There's a lot of possibility and so little time In what mod is this home?
  28. 2 likes
    Yes @KevinTheCynic, it's a possibility My idea is to create a series of buildings that can be combined together in different ways, so the player can experience and create varied medieval quarters. @Ketchup I'm really really jealous of your New Medieval Town!!! Your job is of great inspiration
  29. 2 likes
    As roughly a week has passed since my last update, here's v1.1 sneak peek #2! I'll try to do these once a week, to give some insight into the development proces and to gather some feedback while I'm working. Currently I'm doing some exploration into several new directions, just to see where the ideas take me. I will use the results of this exploration to decide what the scope of the next update is going to be, after which I can work out those ideas in more detail. Where last week was a week of berry bushes, this week my main focus was on another plant that is high on my wishlist: Reeds. As you can see in the pictures, these reeds will grow on the waters edge naturally. I don't intend to have them grow along all the riverbanks; there will be some with reeds and some without. I'm still fiddling a bit with the spawning behaviour, but I'm already pretty happy with how natural it looks. As for all my resources, I intend to make several different species, for a nicely varied environment. Thatch changes? I'm currently in a heated debate with myself about how to deal with the resource for reeds. One of their main uses in the real world ofcourse is for thatching as well, but I feel that both grasses and reeds giving the 'thatch' resource directly would make it even more difficult to attain a healthy balance. One idea I have is to create a production chain for the thatch: Instead of directly receiving thatch from harvesting grasses or reeds, you would receive 'grass bundles' or 'reed bundles'. These would then need to be processed by a new building into 'thatch', that can be used for construction. A nice advantage of this change would be that these 'grass bundles' and 'reed bundles' could also serve as a basic resource for other new production chains (for example paper or wild cereals from grasses, or fishing equipment from reeds). A disadvantage could be that it becomes harder at the start of the game to obtain thatch and start building. Updates to old models The last thing I've been working on this week is to do experiment with some improvements on the models of v1.0. @Necora and @Ketchup kindly suggested and explained to me the concept of multi-materials, which enables a whole new range of possibilities to make their behaviour even more natural. This means for example that on top of losing their flowers in winter, my herbs will also be able to have swaying leaves, and to get snowed under in winter. I'm not sure yet how exactly I am going to make use of this new technique, as I am still trying to figure out some new tricks with the Material files, but I'm pretty confident that I will manage to improve the old models conciderably for v1.1.
  30. 2 likes
    Wow! Love that storage building Do you perhaps have any plans to make a mirror image version so that two of them could be placed together (so in effect you would have a large three sided building rather than a two sided one)? EDIT: While I can see that the storage building is meant as an add-on to one of the houses, I like the idea of it being a stand-alone building as well, hence the question about making a mirage image version so that the "left" and "right" versions could be combined into one large stand-alone storage facility.
  31. 2 likes
    Thanks Query. I havent had any crashes either with the Nat Div since I swapped them so thanks again. I will also try the Pine Set as well. Thanks again. If you think up any other good ideas I would be interested to hear them. Another thing I mentioned in an earlier post was about paths either being able to curve them or at least at an angle. I noticed there are dock paths/decking at a 45 degree angle, do you think this could be modded to make a stone path?
  32. 2 likes
    Would it be possible to create a building that acts as a well? A Firehouse/Fire Station building to be placed in areas where you want a well for fire prevention. And either has "Firemen" work there or simply be a place townsfolk go to for water in the event of a fire? Maybe even have a horse model with a water cart attached?
  33. 2 likes
    The water pump is very cool @Discrepancy!
  34. 2 likes
    Hi @malcg60 there are a couple of foresters that already do what you are wanting. If you use MM, there is a Krazy tree mod that @Kralyerg included of his, and you can plant a forester that plants many different types of trees, then you use a gatherer who picks up all the resources, apples etc. (Toolbar: Resource Production / Foresters & Logging / Foresters (far right with a thin green outline) @Necora has in his Maritimes collection foresters that plant his Pine trees, vanilla tress and Canadian Maple trees, and his gatherers will pick up his resources. Check out the Maritimes Pine Set and download that. Load top to bottom: (NOTE: Do not mix the order for the Maritimes & NatDiv mods, NOR the order for the BL mods - these have been designed to be loaded in this way). You can play around with the order of your other mods, but I would try this start, unless one of the modders can definitively answer how you should do it. The Maritimes order works for me, but Necora may suggest otherwise. (Tree -> Pine or Pine -> Tree). ---------- Banished plus Hi res terrain textures Maritimes Trees Maritimes Pine Set NatDiv BL Mods: 1.0.7 Compatibility CC 1.75 MM 0.07 MM 0.07 Deco Pack Go huntig Super easy trading ----------
  35. 2 likes
    Thank you ! @QueryEverything Yes I will do a ghosted decoration pack with the next update .
  36. 2 likes
    For the want of words at this hour ... holy cow batman! I love, love, love @Ketchup if you were to finish your Asian themed, theme, paired with this reflection pool, wowsers! (It is still cool & awesome ), we really could design gorgeous Asian themed reflection pools!!
  37. 2 likes
    @Bartender so the bush is now a tree that spawns fruit? Nice idea, do you include it as another tree line or as a separate thing like the grass? Also, I think what @anni71 is getting at is ghost decorations either included in the mod or as stand alone. To be honest, I don't think you'll be able to get away for very long making such cool things without making them into ghost decorations
  38. 2 likes
    @NecoraThose sound like very cool ideas! I don't even come close to understanding everything that's going on in the .srsl files, but I got close enough to manage to adapt the BillBoard one to my wishes. Making a material that doesn't face camera and doesn't change colour is definitely possible, I'll work on that. I have thought about the possibility of reversing the timing of the disappearance too, but I haven't really tried it yet as I don't understand that part of the code well enough. I will give it a go as well though, who knows, I might get lucky .
  39. 2 likes
    you is a busy beaver. i see you have learned to skip rocks,lol.i am amazed at how much you have changed the game in such a short time. i wonder what off the wall idea you will come up with next? while you are making the list of future fixes,please rememeber to fix the black cannons. i do miss my forts.
  40. 2 likes
    Yeah I was thinking that too. Perhaps also throw in a black version as well to match the Port Royal set.
  41. 2 likes
    If I might interject ... the different variations make it interesting to me. Those inconsistencies are fun to explore and suss out. The sooner we figure everything out, the sooner we'll get bored with the game.
  42. 2 likes
    Those water effects look great @Necora brilliant.
  43. 2 likes
    I haven't disappeared. RL just got a little crazy. Lost my teaching position and decided it was time for a career change. Starting a new company doing home inspections and custom carpentry. (Following my dad's footprints. One of the New England Houses is based on his house. I think was build in 1730 and he has spent the last 20 years restoring it. ) I should be around more now that things are settling out. I am in the process of getting an update together for the New England mod, either still as part of CC or spinning it off as a companion.
  44. 2 likes
    @Bartender thanks very much for the google drive link, I was having the same problem as @stiles although for me it was bombing out at about 30% of download completion. To be very clear though, this is a problem I have with downloads from a few sites on the net and this is not the only Banished site that my internet connection doesn't seem to like (I also have the same download problem at World of Banished). So aside from all my drivel about my net connection, awesome mod, I'm looking forward to giving it a run
  45. 2 likes
    Great stuff! And welcome to the modding community
  46. 2 likes
    Thank you so much. It worked brilliantly.
  47. 2 likes
    As a beginning modder myself, I didn't follow using CCs materials and some of their textures because I felt that CC was the "correct" way to go, but because the Black Liquid crew was awesome enough to share their resources, time and skill with me as they have done with many of us. The fact that so many of the mods out there are compatible with CC or use many of the same ingredients speaks to the amazing community we have established here, not CCs "correctness". We have all built upon each other's work more often that not with the help and tutoring of those that were here before us. @Ketchup, @kid1293, @Necora, all the Black Liquid guys ( @ShockPuppet @Kralyerg and @Denis de la Rive especially with me) have been indispensable in helping the whole modding community move forward in ways we never thought possible. If you don't like someone's mod or someone's acsthetic fine... Don't use it. But talking a bunch of crap or disparaging someone elses work around here is not welcome.
  48. 2 likes
    multi material at the end will give you more, more details for less megabytes. the more often , here and there, everywhere, you use the same little pieces of 128, 256, 512 pixels and more you save to compare using the big big 1024x1024 or 2048x2048 huge single materials. specially if you have alot of details, a 2048 isnt even enough to compete with the litlle 128-256p
  49. 2 likes
    can we get a google drive link for this and the other mod???? for some reason i get this to about 80% and it quits,says it is loaded but the file is short.thank you.
  50. 2 likes
    Yes, I tried today and it worked! It's going to take quite some time to redo all my meshes I'm afraid, so I've put that on my list for a future update. It will enable me to add much more detail to their behaviour though, so I'm a happy man . Thank you guys!