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Ketchup

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Everything posted by Ketchup

  1. Mods so far : Start With All Crops & Livestock : Unlocks all resources for production from the start of the game : lol Barn capacity : Increase barn capacity to 15K : lol Hardier Forest : Increases value of all lumber resources by 3 times : lol chiquimula : Description : ss : ?? lol effectively : great community ^^
  2. LOL nan i am not interested ^^ i have enough to do with Banished ^^ already hands full ^^
  3. i didnt played alot with roads... if not almost none... CC crew played with it alot more than anyone else... yes it is 1024x1024 , and i think it is 64x64 per tile. you will want to make some alpha between those lines of 64. to make ghosted triangle or you do a solid plane which will get moiré alot ... or you can just work with decals and footprints which will only "paint" the ground with your footprint road texture. like i said, i have almost no experience with roads.
  4. i would say .... . Proliferation of algae :P
  5. http://worldofbanished.com/index.php?topic=1723.0 NMT3.0Series: Canal Set 1.0.7 is now available. This is the version 3.0 of the famous Redketchup's Medieval Town : Canal System. NMT3.0Series: Canal System is gettting improvements it is now using the Bartender's Liquid Water Technology ™ All the canal pieces will have living water which will flow in a direction (left or right). Each pieces has been doubled to meet all flow directions. 2 different sets : Classic NMT bricks "CL" and Old bricks (CC style) "OB". Each set have 3 different sizes of canal : 4x 6x and 8x Each size have a set of same pieces : Straight 3 tiles, Filler 1 tile, Corner, 3-Way, 4-Way, End, Gate, Dock, Fishing Dock, Trading Post and Watermill. Each footprint have been optimized to show you which direction the living water will flow. I strongly suggest you to pause your game before starting to design your Canal System for an optimal enjoyment. Each pieces now have an enhanced color icon to tell you which direction the water will flow. Warning: Not compatible with 1.0.6. If you want to enhance your old canal system from NMT 2.04 : you need to delete all your canal pieces from your save first and add this one on top of your NMT2.04 Enjoy !!
  6. Hey ! it happends lately to have saw the blueberry transfered to crop (from your CC mod) and i noticed that it looks like the same mesh as the vanilla blueberry which you probably just called it through blueberryMesh.rsc.... and what i noticed is that blueberry swings alot with the wind (like the leaves of trees) so my question is : what is the trick to make them swing like that ? what i need to do to have my crops swing like that with the wind ? i dont see anything special in the code of the blueberry out of the line : float _maxDepthDraw = 60.0; which seems not be related.
  7. i am very curious
  8. Happy to hear you are recovering and getting better @ShockPuppet we missed you !
  9. - 3 ghosted cover looking similar to a barn or stable that also fit very well over the vanilla stockpiles. 2x3, 3x4 and 4x5 tiles. http://worldofbanished.com/index.php?topic=1494.0
  10. is now available. Although it is a stand alone mod... put on top of NMT 2.0 and it also fixes your NMT2.0 with 1.0.7 issues
  11. Version 3.0.0

    34 downloads

    NMT3.0Series: Clay Chain 1.0.7 The first upcomming part of the famous New Medieval Town 3.0 Series. this mod adds and fixes all the Clay chain production with the new 1.0.7 limits : Claypit will use stonecutters and produce 1 to 2 clay. 24 wood to build. Kiln will use 10 clay and will produce 10 bricks or 10 rooftiles. 20 stones to build. Pottery makers will use 3 clay and produce 2 to 3 pottery. It can be upgraded for better production. 48 wood, 4 stone, 4 iron to build (upgrade: 16 wood, 32 bricks, 16 rooftiles) Clay is now a material limit. Bricks and Rooftiles are now construction limit. Pottery are now Misc. NB.: if you put CC ontop: the kiln will only produce 3 bricks from 10 clay instead.
  12. trying to reply but getting 500 HTTP error lol the disease is not a "disaster" mechanic. when you check no disasters, you cancel the tornados, the crop/orchard infestations, and the fire to buildings. that all diseases are controlled by something else and can happends no matter what you have disaster on/off disaster code is controlled by the Game/Disease/Diseases.rsc file which has this : ExternalList resource { External _resources [ "Game/Disease/Influenza.rsc", "Game/Disease/Mumps.rsc", "Game/Disease/Diptheria.rsc", "Game/Disease/Dystentery.rsc", "Game/Disease/YellowFever.rsc", "Game/Disease/ScarletFever.rsc", "Game/Disease/Typhus.rsc", "Game/Disease/Measles.rsc", "Game/Disease/Tuberculosis.rsc", "Game/Disease/SmallPox.rsc", "Game/Disease/Cholera.rsc", "Game/Disease/Plague.rsc", ] } it calls each independant disease file which have all their own chance to "happend" and chance/radius of transmission. probably a mod can be done, but i am not sure how the game will react to it. for example of a try a modder can do is to delete all external _resource list: ExternalList resource { External _resources [ ] } How would the game react to it ??
  13. the code for this should be like : 00 11 11 0 = Normal | Obstacle, 1 = Normal | Obstacle | Fast | Faster, and the other part ## .. ..
  14. all the credits goes to @Bartender
  15. all old bricks (CC style) are done next move will be redo all the footprints with a blue arrow showing which way the river will be flowing
  16. dont worry , wont be that long.... i did all the classic stone canal... all my old brick texture (the one similar to CC docks) are converted, just need to do the code part... i know poeple asked me to add a mill to the canal system.... and after it both will be released in same time.
  17. by the way.... the file is rdy but not given yet .... sorry. it will come soon.... working to update NMT3.0 Series: Canal System presently
  18. indeed !
  19. Great magic stuff ! Grandiose ! THANKS YOU @Bartender you are truly a magician !
  20. i need that !!! (once rdy to share ^^) with that i can start the NMT 3.0 Series : Canal System.
  21. hmmmm looks like someone made some experimentations with the 6 building requirement window and forgot to replace everything back to normal lol
  22. looks awesome
  23. yes, read the readme.htm provided
  24. didnt forgot to install the The DirectX End User Runtime and The Visual Studio 2012 Redist ?
  25. it is hard to say anything about crash and why it crashed specially with just a window screenshot like that and without any explanation of what you did (in your graphics, in your code, in your game) nvwgf2umx.dll is part of NVIDIA D3D10 drivers and developed by NVIDIA Corporation... so double check your textures... and your mesh.