[14e] [MOD] Towns++ v14e2

Post here your released mods

Re: Blue Steels mod pack L/U 2012/02/09 6:58am

Postby alexpoysky » Sun Feb 26, 2012 1:28 pm

Your mod rocks BlueSteel. Kudos!
alexpoysky
 

Re: Blue Steels mod pack L/U 2012/02/09 6:58am

Postby BlueSteelAUS » Mon Feb 27, 2012 12:50 pm

Thanks ;) over 700 downloads now just on the current version of the mod (not including earlier versions or the individual distros),

ok now this is weird , mediafire stated that this file had been d/loaded 705 times when i first posted this.
Now 1-3 days later its back down to 611 Downloads..
So I guess they've lost some data somewhere or had to recover /restore an old backup.\
I'm now left wondering just how many D/loads it has really had , how many other times has it happened.
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Blue Steels mod pack L/U 2012/02/09 6:58am

Postby BlueSteelAUS » Wed Feb 29, 2012 3:32 am

ok, just to let you all know what's in the planning stages , I'm always on the look out for any others mods that I think I can use in my mod pack.

If I add anyone else's mods it'll be with their permission.

I won't be using adfly or any other payment type links

I'll only be adding mods that I use when I'm playing.

I won't be add Cheats or things that will unbalance the game, eg: instant builds , massive weapons / armour or anything like that.

Other peoples mods will be tweaked where necessary for compatibility, ease of updating and maintaining, to fit into the same balance as the rest of the Towns Game and the rest of my and others mods that I have included.

Full Credit will be given to the original Authors for any mods(mods including Graphics/sounds will be credited to the mod authors name. names of content providers within that mod might not be credited directly, you'll have to look up the other mods links to see who provided what for in them) or separate Graphics/sounds that I include. (in the read me , on the forum, in my videos and on the wiki.). If i can't use the code from their mod and have to re-write it myself i'll then credit the original author for the Ideas, and the graphics / sounds people accordingly.)

You may not redistribute this mod directly or indirectly yourself in any way except by linking to this thread, any of my Videos or you tube channel, the Towns Wiki.
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Blue Steels mod pack L/U 2012/02/09 6:58am

Postby BlueSteelAUS » Tue Mar 06, 2012 6:47 pm

Updating the my modpack expect it in a day or 3
Doing the hardest part first, the map generator. After that the rest should be rather straight forward.

PS: i've been working on it now for over 12 hours, trying different to do things (A lot has changed, i've had to do a complete re-write of my old mapgen, but i think i'm getting close now to finishing the mapgen. I haven't even had time to scratch or play the game yet myself.

EDIT: Almost Done Testing & Tweaking. Hopefully I'll have it out in a couple of hours. time here now 9:51 pm 7th March
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby BlueSteelAUS » Wed Mar 07, 2012 1:20 pm

Finally updated to Towns v0.42a

Updated OP(ening) message in this thread

Here's a quick link if you don't want to read what's changed http://www.mediafire.com/?8ajn4b5q3282r1t
(but really you should read the opening thread each update)

I'll do a Video soon..(no not now lol) so Stay tuned to my youtube Channel

Happy Towning
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby n0waay » Thu Mar 08, 2012 1:20 am

Hello, the apple farms & pear farms don't work for me. Can't place them on grass or till grass.
n0waay
 
Posts: 3
Joined: Tue Feb 21, 2012 5:13 pm

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby BlueSteelAUS » Thu Mar 08, 2012 2:14 am

ok looking at it now (the 2 things that i didn't test, and assumed that they'd still work.. lol)

They need to be placed on Homus (tilled Tiles). because its a farm where your growing things in the ground.

Everything looks fine here
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby pizzagrapes » Thu Mar 08, 2012 3:17 am

Actually its spelled Humus in the game files, I just renamed the prereq and now they work
pizzagrapes
 
Posts: 8
Joined: Mon Feb 20, 2012 1:31 pm

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby n0waay » Thu Mar 08, 2012 10:25 am

Yes, it work when i rename :

<mustBeBuiltOver>homus</mustBeBuiltOver> to <mustBeBuiltOver>humus</mustBeBuiltOver>

Thanks for your help and nice work for this mod.
n0waay
 
Posts: 3
Joined: Tue Feb 21, 2012 5:13 pm

Re: Blue Steels mod pack L/U 2012/03/07 10:34pm

Postby BlueSteelAUS » Thu Mar 08, 2012 11:28 am

do.. I'll fix it up , they must have changed the spelling between versions, because it was working , I'm current running a newer version of my modpack , changing some things etc for my next release and I must have already fixed it in my working copy :(
User avatar
BlueSteelAUS
 
Posts: 785
Joined: Sun Dec 11, 2011 10:37 pm
Location: Nanango, Qld, Australia

PreviousNext

Return to Released mods

Who is online

Users browsing this forum: No registered users and 4 guests