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Discrepancy

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Discrepancy last won the day on February 14

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About Discrepancy

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  1. Horn Carrots should not replace the other carrots. Horn Carrots are made of the following files: Seeds: NaturalResourceDSCarrotPlant.rsc Horn Carrots: RawMaterialDSCarrots.rsc CC carrots: RawMaterialCarrot.rsc
  2. @Tamras, it looks as though your Horn Carrots are only just starting to sprout/grow, they won't get to full size until the yield is 70%+
  3. @Periandre, @WNovizar, thank you for informing of the issue with the Blast Furnace. It turns out this bug isn't isolated only to the mega-mod version. I re-did the build points and made a patch mod: DS Mods - Blast Furnace Patch download available here from the Downloads section. Installation: place the .pkm file in your Banished/WinData folder. Enable in mod list and place above MegaMod and/or DS Blast Furnace & Industry Mining. Exit completely out of game, then restart game to ensure smooth playing. If adding to a save-game, demolish any Blast Furnace foundations in your town, Enable the patch mod in the Pause mod menu, save and exit game, restart and load save-game.
  4. Version 1.0.0

    32 downloads

    Players of the mega-mod noticed a major bug with the Blast Furnace: builders weren't building it even though all resources were delivered to site. It turns out this bug isn't isolated to the mega-mod version. I re-did the build points and made a patch mod: DS Mods - Blast Furnace Patch download mod. Installation: place the .pkm file in your Banished/WinData folder. Enable in mod list and place above MegaMod and/or DS Blast Furnace & Industry Mining. Exit completely out of game, then restart game to ensure smooth playing. If adding to a save-game, demolish any Blast Furnace foundations in your town, Enable the patch mod in the Pause mod menu, save and exit game, restart and load save-game.
  5. I think this was part of my original DSSV mod. I have not re-released the start conditions yet. That one is pretty easy to add though. @Kralyerg, the Game/StartCondition/ file was just this, simply 2 people start with nothing: MapGenerator resource : "StartConditions.rsc:defaults" { StringTable _stringTable = "UI/DSSVStartsStringTable.rsc:startConditions"; String _name = "DSSVJackAndJillName"; String _description = "DSSVJackAndJillDesc"; bool _exposed = true; int _startAreaSize = 7; float _citizenRadius = 2.0f; WeakComponentDescription _citizen = "Template\Citizen.rsc"; InitialFamily _citizens [ { bool _educated = false; int _maxChildCount = 0; }, ] InitialStructure _structures [ ] int _initialWoodCount = 0; int _initialStoneCount = 0; int _initialIronCount = 0; int _initialToolCount = 0; int _initialFoodCount = 0; int _initialFuelCount = 0; int _initialClothingCount = 0; int _plantCount = 0; int _treeCount = 0; int _livestockCount = 0; float _livestockOffsetX = 0.0f; float _livestockOffsetY = 0.0f; float _livestockRadius = 0; int _livestockGroupCount = 0; } stringtable: { String _name = "DSSVJackAndJillName"; String _text = "Jack & Jill"; } { String _name = "DSSVJackAndJillDesc"; String _text = "A Jack & Jill game begins with a couple, uneducated, alone in the banished wilderness, not a thing with them."; }
  6. @Kralyerg, in the template file of ColonialCityWall3x5DSstorage.rsc there is an extra '\' in the point call up that should not be there... not sure if this is the same in the code you have, if so, my fault. InteractDescription interact { PointList _pointList = "Models\\Fences\CityWall\CityWall3longStoragePoints.rsc"; }
  7. big lake. this mod will give you bigger mini-maps: http://worldofbanished.com/index.php?action=downloads;sa=view;down=99
  8. From what I can gather from trying to edit this part of the UI... not likely. For DSSV I tried to make the Terrain Type drop-down prompt a text tip like the Starting Conditions do, but the code that makes this happen does not seem to be visible to us. ... unless we can set a sprite image... needs further investigation. But a possible option, that can be done is to display a small banner with all the pictures of the different Terrains/ground textures.
  9. looking great @Bartender& @despo20a masterpiece in the making. and a shameless plug for myself... I have made a Patch for my own DS mods to utilize 'Thatch' in construction when playing with NatDiv, it can be downloaded here.
  10. When I get back to updating DS Storage I will keep this in mind.
  11. I'm not 100% certain, but if you place my mods below CC1.75, but above both MegaMod files they should be okay. Only use the new icons from the new community toolbar though. 1.0.7 Compatibility Colonial Charter 1.75 DS Blast Furnace (normal version) DS Jetty & Bridge DS TownHouses DSSV: Homes DSSV: Production beta3 ... all other DS-prefix mods MegaMod .07 MegaMod .07 Deco
  12. You only need 1 points list without the smoke point. But instead attach the smoke point to the actual building mesh. Your code is correct, the particle section doesn't want to include the point list so it will look to the individual model instead. so in blender: mesh - smoke points - build_001, build_002, create_001, use_001
  13. wow, I never knew you could get it in a can! I did try haggis when I was in Scotland. I wasn't a fan, I doubt I would be now either. I always liked spinach in a can though... I must be popeye. makes me want to watch the french connection...
  14. wow, excellent @Bartender
  15. That is correct. They weigh 1, flagged as textile. They are basically an IOU between the trader and yourself and a trader... They can only be 'produced' at the 'New Styth Tower', the old tower will not generate them.