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Paeng

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Everything posted by Paeng

  1. check you pm
  2. It's a CC housing - I think probably the "Captain's House"... or one nearby on that toolbar
  3. 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!
  4. Well, they normally come with the official install packages... Yeah, sounds like the right thing to do - 1.0.5 and 1.0.6 had a number of bugfixes... the latest 1.0.7 is still in beta, but hopefully a full release will come soon. Just shout out if you need some hints
  5. Okay, your list of mods seems to match the pre-1.0.4 era... if none of them has been updated later (m/any mods compiled with banished 1.0.5 or later will give you problems, as there were big changes at that time). Check your shortcut - it must point to either Application-x32.exe or Application-x64.exe... or try to start directly via the exe, not the shortcut. I'm also wondering - according to my notes, you should have the following files in [WinData -] C:/ShiningRock/Banished/WinData/ patch0.pkg patch1.pkg data0.pkg (for 1.0.4 Build 141103 Patch, which is the one just after your patch...)
  6. Fire up Banished, in the first loading screen at bottom center you will find the version number... If CC:EA is really your current game, I fear you missed a few updates, to both CC and Banished...
  7. Or try "Disable Direct Input"...
  8. Nice idea - I'm partial to the waggon with water barrels, and maybe a horse tethered nearby...
  9. * Housing by Despo, Turbulence is a WiP by Necora
  10. Here some more with this new technique...
  11. The DirectDraw Surface container file format (extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression algorithm. You'd probably need more proprietary MS stuff to work with it...
  12. 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.
  13. Looking good, downloading now... will give a desaster report in a while .... j/k
  14. None that I know of... so go for it Also consider that other mods add new professions as well...
  15. Bridge? You mean Tunnel, right? Anyway - I only remember this technique dimly, all you do is draw the tunnel, then cancel the build to remove the footprint... not sure why you get red squares left behind... In any case, it should do to clear the hill, what Slavepetrich wanted... but now you want to clear the hill first and then build a tunnel through it, too... can't you just build the tunnel without all that "clearing" stuff first...?
  16. Try to lay a tunnel footprint under the trees, iitc that should remove those trees...
  17. Check the latest mods by RedKetchup... http://worldofbanished.com/index.php?board=49.0
  18. The independent state of Timbledo - no trade post, no "traditional" foresters... Homestead Woodcamp Market Shaman Stronghold Farm Winter Data Production Population Seed: 767 639 289, Lake Waters, med, Marine, Northern Pines med Mods used: ColonialCharterJ.pkm DSBridgeCrossing.pkm DSCelticHouse.pkm DSCrestBlacksmith.pkm DSSmallVillageHomes.pkm DSSmallVillageServices.pkm DSStoneHovels.pkm DSStorage.pkm elfStorageCarts4v104b.pkm ForestDeep.pkm ForestOutpost.pkm HouseSmall.pkm iSeeFire.pkm RKFirewoodStorage.pkm RKGardenWallsUtility.pkm TinySmallBarns.pkm TrainingCampDeco.pkm TrainingCampMain.pkm TrainingCampStorage.pkm WorkPlace.pkm ----- My Journals & Movies -----
  19. Silvery Moonlight... Do You Dare To Enter the Realm of the Dead...
  20. Oh my, this looks so good... I don't want to add to your burden, just maybe plant a little seed - it would be nice to break up the rocks and ore a bit more, so instead of the rather fat ugly grey blobs we get smaller rock fields, with nicer textures, shapes and colors... that's natural diversity, too - kinda
  21. Thanks Btw, this is also a really cool map - first, it's rare to get such a large island (on a medium map), but also how the river flows (east-west-south) connecting the two lesser lakes... that little gap between them makes a great bridge point for expansion... plus you could build plenty trade posts if you desire, along the river and the lake shores... I think this will be the rare map that I replay...
  22. Yeah, I prefer that, too... as long as the footprint is tight so we can build cellars, lean-to's and such against it...
  23. Thanks, much needed...
  24. Hooray - no more primecuts sitting in the dust! The one says thank you, much appreciated
  25. Yeah, we can probably meet in the middle by saying that having all 4 food groups improves health... you can see that if you go without e.g. grain for a period of time, health decreases, but it's a gradual, slow process... then, once you bring in grain, health improves, again slowly and gradually. Meanwhile, with the herbalist you see an immediate effect, health jumping up half a heart right away.