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About This File

Here is the newest update, MegaMod 8.  Because of all of the changes with Banished 1.0.7, and the new Community Toolbar, I decided that it would actually be easier to rebuild MegaMod from the ground up, instead of trying to update the old version.  Because this is basically a brand new creation, this version is still in a very Beta state.  It plays fine, but there are probably bugs lurking here and there, so use at your own risk.

The download is a single 1.25 GB .RAR file, but you need to extract the .PKM files into your games WinData folder.

There are 3 (three) pkm files that you need.  If you don't have all 3, many things will be missing.

MegaMod1.pkm (1.61 GB)
MegaMod2.pkm (1.64 GB)
MegaMod3.pkm (954 MB)

(These file names subject to future changes)

Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything.

I can't guarantee that saves made with this version will be compatible with future updates.


Feel free to post bug reports.  Depending on the volume, I may not respond to every single post, but I will read them all.  If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM.


I have attempted to include every mod that I can.  I'm still waiting on a few modders to get back to me, but I wanted to post this beta in the meantime.  So just because your favorite mod isn't included doesn't mean that it won't be in the future.  That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves.  Aging mods; Storage mods; Texture changing mods; Inedible food mods.  Mods like this won't be included because those kinds of mods are best left up to individual player discretion.

A list of mods that are included in MM8 can be found HERE

This set of mods includes everything you need.  You are free to remove or disable any individual mod (including CC 1.75) that is included in MM.  You are free to remove or disable the pair of mods of MM7.


What's New in Version 2   See changelog

Released

Non-comprehensive changelog:

  • Updated and added new mods that came out since Beta 1

      Fixed:

  • Beekeeper buildings crashing
  • Crop Field Pickup Button
  • Storage Cart cant store fuel
  • Blacksmith UI
  • Lumber storage issues
  • Tiered Windmill/Bakery crashing
  • Library Attendance
  • Old Greenhouse
  • CC Upgrade Buttons
  • Blast Furnace TC Hostel crashes
  • Tropical Greenhouse storage issues
  • Windmill storage issues
  • Friendly Tailor storage issues
  • Fast Food Stand storage issues
  • Missing Toolbar icons
  • Added DS Starts (Jack and Jill)

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User Feedback

I've posted a list of mods included under General MegaMod Discussion - Enjoy!

 

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aight.... so right now in my Windata folder I have 4 files: MegaMod.pkm, MegaMod1.pkm, MegaMod2.pkm and MegaMod3.pkm. I am assuming that the first file is redundant now and can be removed?

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The 1st one is an older version; you just need MM1, MM2 and MM3. And you shouldn't use the Compatibility mod.  Enjoy!

 

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Edit:

Oddly, 7zip could not extract this .rar; that's a first for me.

So I went and got winrar, although i was loathe to do so (not a fan), and it extracted the files just fine. wonder what that's about...

Thank you for this updated MegaMod, I appreciate the work that must have gone into such a complete overhaul.

And to confirm, MM7, Deco, and compatibility all get pulled, because deco is now in these 3 .pkm files?

Also, Thanks for the .pdf listing contents, it is helpful so pull any duplicate stand alone items. I notice Journey (CC1.75) is listed. To clarify, I should now unsubscribe to this on steam? Since it's in MM8?  ...but then, CC1.71 was listed in MM7, and i used it without problems while i was subscribed to Journey (CC1.75) so now I don't know whether duplicates matter? Whether newer versions of CC override older ones?

MM8.JPG

is not.JPG

Edited by BuildHappy
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I was searching for Megamod 7 to play on my laptop and was thrilled to see this new version has just come out. I've already installed it and it seems to be working fine, however, hopefully without sounding ungrateful, I'm finding it tricky to know where to look to find things, and easy to overlook other possibilities when choosing which version of a building to use, due to the new way everything is categorised. I just wondered if there was a reason you chose to categorise the menus the way you did, using the names of the mods instead of the building 'type' like in previous versions? 

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and another question: I am assuming that the file MegaModDecopack is no longer necessary because it is included in the 3 files now?

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You don't need any of files that are MM 7.  They are safe to remove. You only need these 3 MM8 files.

You don't need any individual mods that are included in MM. You don't have to unsubscribe from Steam if you don't want, but just turn them off.

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2 hours ago, kmo said:

I just wondered if there was a reason you chose to categorise the menus the way you did

I didn't personally choose this categorization.  With the advent of the Community Toolbar recently, each individual modder coded their mods to appear this way. The only thing I did is not change it.

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5 hours ago, kmo said:

I was searching for Megamod 7 to play on my laptop and was thrilled to see this new version has just come out. I've already installed it and it seems to be working fine, however, hopefully without sounding ungrateful, I'm finding it tricky to know where to look to find things, and easy to overlook other possibilities when choosing which version of a building to use, due to the new way everything is categorised. I just wondered if there was a reason you chose to categorise the menus the way you did, using the names of the mods instead of the building 'type' like in previous versions? 

Yep, have to agree with kmo... I'm not really a fan of this way of categorization... I have to look "all over the place" to find stuff now.... 

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6 hours ago, kmo said:

I was searching for Megamod 7 to play on my laptop and was thrilled to see this new version has just come out. I've already installed it and it seems to be working fine, however, hopefully without sounding ungrateful, I'm finding it tricky to know where to look to find things, and easy to overlook other possibilities when choosing which version of a building to use, due to the new way everything is categorised. I just wondered if there was a reason you chose to categorise the menus the way you did, using the names of the mods instead of the building 'type' like in previous versions? 

Yeah, I'm spending a lot of time in my menus trying to find what I want and less time actually building and playing. :(

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7 hours ago, Kralyerg said:

I didn't personally choose this categorization.  With the advent of the Community Toolbar recently, each individual modder coded their mods to appear this way. The only thing I did is not change it.

Apologies, I didn't really know the ins and outs of it. I did some reading on the forums last night and can see there were big discussions between the moddlers about the best way to categorise everything. Sadly I feel like their choice to do it this way greatly diminishes gameplay for those of us who are not experts on all the mods.. 

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With over 240 mods included in MM8, there's no perfect way to structure the toolbars. I kinda liked the old one better, but I do really like knowing which mods (and who makes them) that I like best. I've really been missing out on some great mods as I tend to use the same ones over and over.  

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8 hours ago, Kralyerg said:

With the advent of the Community Toolbar recently, each individual modder coded their mods to appear this way.

I have been exploring the new menu, it is going to take a minute to re-learn where all my favorites are now found, but as much as I play Banished, I'm sure it won't be long before I can get to the buildings I use most frequently without much trouble...

:)

I like the community toolbar, it is so small on the outside, but huge on the inside (might as well be a tardis). It stays nicely out of the way while the game plays. And it's nicer-looking than older menus that used to open so wide across the screen, I couldn't see or click on the farthest end.

I have struggled with seeing some of the icons, some are very dark and/or small, and can be time consuming to wait for the hover-over to read tool-tip details about every one of them (plus a small amount don't have hover-over text). But as I start to memorize where things are now, I imagine I will get a bit quicker.

Is there any way to add a new customizable section to the top menu? Where a user could pin some favorites, irrespective of their makers? Like pinning the camera POV's via z, x, etc.?

Or maybe a setting that would allow filtering, by example: show me all woodcutter varieties, from all makers?

I also tend to use favorites (as @estherhb mentioned) which can mean I don't browse the full variety of goodies available. I do the same at the grocery: I go right to the things I need and skip whole aisles of stuff, which may hold new things I don't know about, or old favorites I've forgotten. Retailers know this, and switch aisles around frequently, in the name of "flow" and also I suspect just to make me look. 

But grocers mostly put all the cereal in one aisle, as opposed to a kellogg aisle and a post aisle. With the community toolbar, I like the organization by maker but if I'm looking for a different style or size of woodcutter, I may not get to see all the options available in MM8, having to open/close submenu after submenu after submenu. 

more I think, filtering sounds ideal, would let me see what each maker has to offer by way of type, but this is probably not possible. so maybe the ability to pin a few favorites we use every single time, from any menu...? this is more possible...?

It's an embarrassment of riches to be found here at BlackLiquid (and over at WoB) that it seems churlish to ask for even more. But mom always said what's the worst could happen, they say no? 

I'm off to explore MM8 again. Spent hours this morning looking through new stuff like a kid in a candy store, and now I can't wait to get back.

Thank you to the wonderful creators, modders, and community, such generosity and support, makes the game so much better.

:)

 

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A couple of notes unrelated to the new toolbar. It seems that anything that clashes with CC uses the game's vanilla item instead, for example, storage barns. I can't find the 'regular' storage barn in the CC toolbar, and the vanilla one in the main toolbar cannot be upgraded to a storage warehouse like in CC. Also, the crop fields from CC allowed you to set their status to 'pickup' so that labourers would take harvested food to storage instead of farmers. This option is not available in the vanilla crop field and once again I can't see the CC crop field in the CC toolbar (only the Plantation field is available there). One other bug I noticed is the general wagon vendor on the DS toolbar seems buggy, it just marks the ground when you lay it down and never gets built. You can drop a hundred of them on top of each other and nothing changes, and then the footprint can't seem to be removed.

Not sure if these are the kinds of things you want to know about but thought it worth mentioning.

Thanks again to everybody for all their hard work. :)

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i donload from google drive..when i extract ..it say..file unknown or damageg...i have redownload fili twice..

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wait, this includes CC in the megamod now?

I didn't need to d/l Journey then did I? :/ lol

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@Kralyerg Thank you for the great MM8 mod. I tested it and detected some errors:
1.Blast Furnace - DS and TC - Hotel - Kid - hangs the game - an error occurs
2.Tropical Greenhouse - an employee bears in a circle Bonemeal from the barn to Grenhouse - nothing happens - does not produce, for example, Acai [Banemeal]
3. Windmill - EB - the same employee walks around from the barn to the Windmill - wears Acorns - does not make flour
4.Friendly Tailor - Kid - Survival Coat - [Reeds + Feathers] - the same worker walks i from the barn to Tailor carries Reeds - nothing happens - does not make clothes because Reeds and Feathers are still missing, the barn has all the necessary product
5.Fast Food Stand - I checked this mod - it works - in addition to salt - also can not provide salt for the production of French fries - the same goes over and over again Stand

6 Errors on the bar  - Greetings - I will test

Blast Furnace - DS -Error.jpg

TC- Hotel - Kid -Error.jpg

Windmill - EB.jpg

Friendly Tailor.jpg

Fast Food Stand.jpg

DS - Nomads.jpg

DS- school.jpg

2 windows.jpg

black stripes.jpg

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Well I have a problem when I run this set of mods  with nothing but Banished, I get a fatal dx9  error and my video shuts off..  the game is running but a black screen  I removed the previous mm7 and the mm.sub file  then I started the game   I did free up 23 GB of space, because I had no idea what caused the first instance I was out of the room.  Do you know why that would happen Banished was working just fine until I put this version in and removed the old stuff?  I figuired if it needed the sub mod it would replace it..  if that is causing the issue.

 

Well You can disregard this, it seems one of my Banished Steam crashes resulted in changing my settings, Once I reset them it and the mod are just fine.  um the DS mods is missing the bloomer. can I add that without issue, You use the bloomer to get early iron. prior to building one of the more expensive Blacksmiths and it seems to be missing the charcoal bit as well.

Edited by Reino

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Kralyerg I detected 2 new errors: when building - "Beekeeper" - Build and workplace - Kid and "Beekeeper" - GF Farm - Kid section, there is a game error that hangs. I only play with Mega1,2,3 pkm -{MM * 8 beta1}
note: in 1 case - about the mod "Tropical Greenhouse" - CC in the game mod "Compatibility 107 v2 from 03/2017 and placed it at the top - Tropical Greenhouse - acted - an employee brought Banemeal and created Acai - maybe this suggestion will bring something? I'm only a player I do not know about technical matters but I'm still testing this mod and I want to help you somehow. Regards:D

Build a workplace - Beekeeper - kid.jpg

Bee Keeper - GF Farm - Kid.jpg

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On 1/28/2018 at 5:52 PM, kmo said:

A couple of notes unrelated to the new toolbar. It seems that anything that clashes with CC uses the game's vanilla item instead, for example, storage barns. I can't find the 'regular' storage barn in the CC toolbar, and the vanilla one in the main toolbar cannot be upgraded to a storage warehouse like in CC. Also, the crop fields from CC allowed you to set their status to 'pickup' so that labourers would take harvested food to storage instead of farmers. This option is not available in the vanilla crop field and once again I can't see the CC crop field in the CC toolbar (only the Plantation field is available there). One other bug I noticed is the general wagon vendor on the DS toolbar seems buggy, it just marks the ground when you lay it down and never gets built. You can drop a hundred of them on top of each other and nothing changes, and then the footprint can't seem to be removed.

Not sure if these are the kinds of things you want to know about but thought it worth mentioning.

Thanks again to everybody for all their hard work. :)

The Wagon Vendor requires wagon parts to be built - they will need to be built from the Wagon Workshop in my Production menu:

DS - Resource Production, Mining & Processing - Wagon Workshop

Wagon Parts are made with Logs + Iron  :)

Edited by Discrepancy
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On 1/29/2018 at 2:43 PM, NAMEDVIN said:

i donload from google drive..when i extract ..it say..file unknown or damageg...i have redownload fili twice..

try upgrading you archive extracting program - i suggest 7-zip

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The mods aren't compatable and the game craches every time.  What have I done wrong? 

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2 hours ago, Klinkel said:

The mods aren't compatable and the game craches every time.  What have I done wrong? 

Please provide some more information. Are you only playing with MegaMod 8 beta? or are you using other mods? When you add/delete mods, did you exit Banished completely before starting a new game?  When does the game crash. Are there any error messages?

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13 hours ago, estherhb said:

Please provide some more information. Are you only playing with MegaMod 8 beta? or are you using other mods? When you add/delete mods, did you exit Banished completely before starting a new game?  When does the game crash. Are there any error messages?

Thanks I was using the egamod 8 beta but didn't restart the game, now it works. 

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I uploaded the Beta 2 version.  So I will be locking comments on this version.

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