Banished
DS Bridge Crossing
27 comentarii
Populous 4 ian. 2023 la 12:55 
This is very cool... Maybe it is not possible to make your mods compatible with each other, but they often conflict. This conflicts with your trade post.
H-jie 25 dec. 2021 la 8:11 
v2.0 - 2018年3月1日

增加了6座桥梁,可以在小溪,河流,甚至湖泊上建造。




DS跨线桥
- v2.0 **新版本- 2018年3月1日

增加了6座桥梁,可以在小溪,河流,甚至湖泊上建造。

工具栏位置:
“Mod collection工具栏”
——“DS插件”
——《道路、隧道和桥梁》
——“桥道口”

建造可拖动(从海岸线到海岸线)的跨桥:
粗原木桥(2根原木+ 2个工作每瓦)
原木桥(每瓦3根原木+ 3个工作)
有盖原木桥(5根原木+ 4个工作每瓦建造)
石木桥(2石头+ 2原木+ 4个工作每瓦)
城镇石桥(5石+每瓦5个工程)
-守卫塔桥(2石头+ 3原木+ 5工作每瓦建造)
SHinacho_530 22 sept. 2021 la 1:17 
I've posted it in my guide {LINK ELIMINAT}. Thanks for the great mod.
Ako666 7 mai 2020 la 19:39 
After using the Remove Structures tool on one of these bridges, I can no longer build anything in that spot. Is there a solution?
Seres Clericer 13 apr. 2020 la 11:09 
Is there any chance to get german translations for your mods?
discrepancyOk  [autor] 9 iun. 2018 la 17:41 
Ignore the conflicts - The game isn't disabling the mods, it is only using the top loaded assets if they are named the same as another mods that is lower in the list.
My mods use many of the same assets, this is actually so they can be compatible with each other, but like I said ignore the conflict warnings the game puts up, they are more warnings.
Doggolo7 9 iun. 2018 la 11:26 
@discrepancy I'm experiencing the same problem where the mods turn red together and I tried to just turn them on and play anyways but the game disables all of the mods that have conflicting assets when you start the game for me. It even says so in a popup on the mod screen that it will do that.
Dandrik 27 mai 2018 la 12:32 
heh
BumLemon 24 mai 2018 la 17:29 
all of your mods conflictt with each other
Meihem 15 apr. 2018 la 7:32 
@dicrepancy ooohhhhhhhh well thank you, i did not know that. I always figured they couldnt run together if they were red
discrepancyOk  [autor] 15 apr. 2018 la 0:24 
@Meihem, It should work. What is it doing? is it crashing the game? if you are just mentioning bacause they turn red when both enabled, ignore it and load the game anyway. Turning red in mod list does not mean they cannot run together, it just mean that they are sharing resources and could possibly conflict. But as my mods use the same resources there is no issue, it is just a warning.
Meihem 14 apr. 2018 la 6:50 
Why doesnt this mod work with your tunnel mine mod?

i love all your mods btw
Grantig 1 apr. 2018 la 1:34 
Good job on that bridges, thx.
Captain Seasick 15 mart. 2018 la 8:34 
Unfortunately, I couldn't get into the code myself, which sucks donkey balls. Shame too, 'cause I REALLY would've wanted to mess with the code for a bit! I'm not great at making full-blown mods, but I think it's hella fun to rewrite individual strings of code for games. It's like needlessly dangerous surgery, except the "patient" won't run the risk of dying on ya. (lol)
discrepancyOk  [autor] 14 mart. 2018 la 15:40 
yeah I agree, it is a bit disappointing that the game does not give us more possibilties with modding. Most of what we can do all falls within the category of just making different looking buildings or adding new resources, but changes to the mechanics are not really possible. We can make 2 speeds of roads - Fast & Faster, these are in addition to not having a road which is a 25% decrease in speed compared to a Fast road (dirt road). The Faster road (stone) is 40% increase over the Fast roads. There is a small code part in the template files, where it calls a code called 'PathType _pathType = Bridge' - in bridges code, on roads it is either 'Fast' or 'Faster'. The thing is, is I don't see any difference in speed, there already looks like there is an increase in speed with the bridges normally, and I'm guessing they are already set to Faster, as I also think tunnels are.
Captain Seasick 14 mart. 2018 la 7:55 
Well, yeah, that's kinda what I meant... still, I'll make some kinda effort and look it up for ya. Would be cool if you could (somehow) alter the bridges' walking speed, to make them not just cool-looking, but also, y'know, more practical.
discrepancyOk  [autor] 14 mart. 2018 la 3:15 
you can download the modkit from the shiningrock software website. for code there is not a software. we use notepad to alter/make the code we know how to do. It is limited as the game was made by one person, who also made the game engine from scratch. This also means there is a very limited how-to or knowledge base included. The problem is not being able to read the code, but the fact that all of it is not accessible to us.
Captain Seasick 13 mart. 2018 la 21:08 
If I could access the game's core files for that stuff, I'm 100% sure I could find the specific string of code that affects the speed for bridges. But then there's the issue of accessing the files... or rather, being able to "read" them, software-wise.
discrepancyOk  [autor] 13 mart. 2018 la 18:47 
@askenef, I'm not sure what you are asking? why the ark bow? do you mean the Stone & Log bridge with the bowstring design truss? what is wrong with it?
discrepancyOk  [autor] 13 mart. 2018 la 18:46 
@PaganSimmer, yes these bridges should work with everything including CC and Mega Mod.
discrepancyOk  [autor] 13 mart. 2018 la 18:45 
@Captain Seasick, all bridges have the same speed, same as vanilla bridge, this I do not believe can be altered. Unless you know how?
mirix 13 mart. 2018 la 5:49 
why the ark bow?
Crimsin Fury 13 mart. 2018 la 2:46 
Do these work with Colonial Charter: Journey and / or the Mega Mod?
Captain Seasick 8 mart. 2018 la 2:43 
But do these bridges have different speed values to justify their existence(s)?
Mark_V 4 mart. 2018 la 6:38 
Fantastic looking bridges. Many thanks!
White Rabbit 3 mart. 2018 la 1:38 
***** +Rate +Fav *****
Old Lady 1 mart. 2018 la 6:21 
merci ^^ Ces ponts - vraiment adaptés au style de votre village - apportent un agréable complément au jeu.
Thank you ^^ These bridges - really adapted to your village concept - bring a nice adding to the game.