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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. Haha, by design.... ... more like laziness on behalf of the modder who couldn't be bothered making another template file, sprite image, string text. I think somewhere in my brain I have plans to properly set out the fencing menus...
  2. Modding Banished might be limited with our ability to do major changes in the modkit, but it has a quaint beauty in its appeal to all ages and times, that makes it a one-of-a-kind game that is still deserving of a lot more. And, it feels like monthly we stumble across something new, over the last year and a half, a few new modders have found things in the modkit we hadn't, further enhancing the community and new mod content. With limited developer info, modding banished has very much been guess work and a lot of testing, this in it self is an appeal for me, a big puzzle to unravel So, I'm also hoping:
  3. you can download the older version 0.06 from here: ** now I know this is the link to 0.07, but scroll down to the bottom just before the comments where it says: What's New in Version 0.07 "See changelog" click on the "See changelog" button, change to 0.60 now below you will see With version 0.60: and a 'download' link to download the earlier version. alternatively the mega mod is on banishedinfo also, and if you click on Change log you can also download earlier versions
  4. The Wagon Workshop will make Wagon Parts. Toolbar location = Mod Collections - DS mods - Resource Production - Wagon Workshop
  5. Version 2.0

    81 downloads

    DS Bridge Crossing - v2.0 **NEW VERSION -- 01 March 2018 Adds 6 Bridge Crossings that can be built over streams, rivers, or even lakes. Toolbar location: - 'Mod Collections toolbar' - 'DS Mods' - 'Roads, Tunnels & Bridges' - 'Bridge Crossings' Build a drag-able (from shoreline-to-shoreline) Bridge Crossing: - Rough Log Bridge (2 logs + 2 work per tile to build) - Log Bridge (3 logs + 3 work per tile to build) - Covered Log Bridge (5 logs + 4 work per tile to build) - Stone & Log Bridge (2 stone + 2 logs + 4 work per tile to build) - Town Stone Bridge (5 stone + 5 work per tile to build) - Guard Tower Bridge (2 stone + 3 logs + 5 work per tile to build)
  6. @Lizbot, could I ask you what screen resolution you have? 800x600, 1024x768? or other? I have a feeling it is my own code changes that are causing the longer toolbars to be cut off.
  7. 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
  8. @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%+
  9. @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.
  10. Version 1.0.0

    69 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.
  11. 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."; }
  12. @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"; }
  13. big lake. this mod will give you bigger mini-maps: http://worldofbanished.com/index.php?action=downloads;sa=view;down=99
  14. 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.
  15. 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.