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KevinTheCynic</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8298-stiles/&do=hovercard" data-mentionid="8298" href="<___base_url___>/index.php?/profile/8298-stiles/">@
stiles</a>, <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/9529-queryeverything/&do=hovercard" data-mentionid="9529" href="<___base_url___>/index.php?/profile/9529-queryeverything/">@
QueryEverything</a>, I did toy with the idea of adding houses to this set. I want to focus on the industry first, especially as <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3372-the-pilgrim/&do=hovercard" data-mentionid="3372" href="<___base_url___>/index.php?/profile/3372-the-pilgrim/">@
the Pilgrim</a> has some colonial houses coming out that look pretty cool. If I do, they will probably be shore based, there are not many over water houses here, too cold! That being said, I agree some of the buildings will make a neat house. If I get some time later on I will, upon request, code a few of them up as houses.
Yes these can be placed on land. However, as they are coded to be placed on water, they will not flatten the ground. That is great if you want to place them against a hill, but if you want to put them on flat land you might need to use the flatten terrain tool first just to make sure it is flat. If it is slightly raised, the nasty base texture will show through. If it is flat, the dock texture should show through.
As a Christmas present to all who have helped out and given feedback and discussion to this mod, I have put together a few of the next set of buildings for you to test. They are not ready for an actual release, because the resource production/consumption needs to be tested to make sure it is well balanced, so give it a go and let me know how they do! One thing to note, I have coded in the necessary resources, but no way of generating them, mainly flax. For example, you need flax to make rope. If you use this mod alone, then you will have to trade for flax as there is no way to produce it. Rope, lumber, dory and all foods are all OK, it is just Flax at the moment. If you use <abbr title="Colonial Charter">CC</abbr>, it should work fine (despite a red warning in the mod list). I have been playing with it listed above <abbr title="Colonial Charter">CC</abbr> in the mod list, with no issues. <abbr title="Colonial Charter">CC</abbr> flax from either trade or plantations works just fine in the buildings, however my flax model sucks so that needs to be improved. It does not, however, work with the wild flax mod from WOB. I'm not sure if perhaps that mod calls flax something else behind the scenes, but you get two instances of it, and the wild flax doesn't seem to be used in the rope maker.
https://drive.google.com/open?id=0B2nh4i...nF4LV91RVk
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