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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 1.27 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 (1.66 GB)
MegaMod3.pkm (980 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.

 

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



1 hour ago, BuildHappy said:

How do I disable one of the mods included in MM

i wish I didn't write that phrase like that, but I don't know how else to say it.

You can't disable mods inside MM.

You can and should disable the standalone version of mods that are already inside MM. (Unless you have a very good reason to be using it.)

Like, since CC 1.75 is included inside MM, you are free to disable the actual CC mod when using MM.  Not that you can disable the CC components of MM.

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Well I'm back  Steam is keeping my old mods in one of the number folders.  I delete the mm 7 stuff all of it but there it is again in the game mod  choices.  So Steam has to have it in one of those # folders..  if any one knows which folders I'm speaking about plz give me the number of it.. I check the WinData folder and it does not have them.. They've been deleted but I still have them in the game..

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47 minutes ago, Reino said:

Well I'm back  Steam is keeping my old mods in one of the number folders.  I delete the mm 7 stuff all of it but there it is again in the game mod  choices.  So Steam has to have it in one of those # folders..  if any one knows which folders I'm speaking about plz give me the number of it.. I check the WinData folder and it does not have them.. They've been deleted but I still have them in the game..

It sounds like you subscribed to MM 7 through Steam and you need to unsubscribe. Go to Steam then select View Games Library > Banished. Go to Browse the Workshop. On the right, select Your Workshop Files. Then click on Your Files and choose Subscribed Items. Unsubscribe to the mods you no longer want.  You may want to recheck your Banished > WinData folder to make sure a copy wasn't put there.

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Why do I have a homeless 1 year old, I currently have 2 houses and 2 families to fill them?  is it because her mother was dumb and went all the way to the end of the docks to put something down I guess  cause she is stuck out there homeless on a small island, and soon to die..   Just when I trust the docks they show me why I should only put down one and a time and sit there and wait for someone to fill it in then place the next one but that is beyond microing..   by the way  since I just dl'd the new version of mega mod  why do I not have the jack and jill start?  or did you Mod CC to have it,  if that is the case give us the survivalist start too, they start with noting not even educated, out of The North and Use their form of iron ore its in the ground and you need to use a bloom on it and then the blacksmith pulls iron out of the bloom iron and makes 1 to 2 tools per iron.. 

No it is empty of all the old versions  Estherhb  I checked it after I played a game for a bit to see if it reinstalled.. but they are in the number folders.. I guess I will   unsub it all and get a fresh copy of banished. even doing that doesn't  always work but going into the hidden folder and deleting the stuff in them does always work..

Edited by Reino

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When using the dock set, it is best to only place a few dock pieces at at time or the Builder since the last piece placed is the first one finished, leaving the worker unable to return home for a while. Sounds like the child was with mom (maybe on the shore) when they both became homeless after someone else moved into their home that seemed to be abandoned.

MM 8 is a compilation of existing mods by a several different modders. Not all of those invited have decided to participate for one reason or another.  According to Kralyerg, the Jack and Jill start was added that was in MM7. It's at the bottom of the list. We cannot include any parts of Tom Sawyer's The North because he has chosen not to participate.

Sorry, but I can't help you with the "number folders" because I have no idea what those are. Perhaps someone else can chime in here and help you out.

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28 minutes ago, greatopal said:

Medieval Old Saltery did't work.

Meat+Salt , worker can't find salt.  

Do you have salt in your inventory?

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After I installed the mod, (it worked), my game crashed after some minutes. Some ideas, what could be the error? MM0.07 works fine.(and is not used parallel.). Can i upload the crashdamp anywhere?

Edited by Erasmus

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4 hours ago, estherhb said:

Do you have salt in your inventory?

Yes I have.

flour+salt dont't work too.

I did't make salt but I trade form trader.

 

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On 2/9/2018 at 3:23 PM, Reino said:

Well I'm back  Steam is keeping my old mods in one of the number folders.  I delete the mm 7 stuff all of it but there it is again in the game mod  choices.  So Steam has to have it in one of those # folders..  if any one knows which folders I'm speaking about plz give me the number of it.. I check the WinData folder and it does not have them.. They've been deleted but I still have them in the game..

Found them. The numbered files are in steamapps > workshop > content > 242920 (this is the Banished Folder). I have 37 files in here but only 16 have .pkm files - most date back to 2016 and most I haven't used since then. I haven't found anyone who knows why these files are created. Note that I'm not subscribing to any mods and none of the 16 mods in these files show up as mods in Banished.  I tried deleting these files (I first moved a copy of the contents to another folder). I kept getting random crashes so I've moved them back. No idea if that's really what caused the crashes but I have nothing else to blame it on.

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4 hours ago, greatopal said:

Yes I have.

flour+salt dont't work too.

I did't make salt but I trade form trader.

 

Where doesn't Flour+Salt work?  

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5 hours ago, Erasmus said:

After I installed the mod, (it worked), my game crashed after some minutes. Some ideas, what could be the error? MM0.07 works fine.(and is not used parallel.). Can i upload the crashdamp anywhere?

After you loaded MM8, did you exit the game completely before starting a new game?  Do you have any other mods enabled?  The crash could be caused when you clicked on a particular building that has a bug. Do you remember what you did just as it crashed?

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Excited to try this new mega mod -- any plans to include the new Idle Work Team mod YaoYao in MegaMod?

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11 minutes ago, Tamras said:

Excited to try this new mega mod -- any plans to include the new Idle Work Team mod YaoYao in MegaMod?

We invited the Idle Work Team to send us the code for their new mod if they would like it to be included in MM8, however, they have not responded.

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Thanks for the Stranded/Jack&Jill starts. I have tried a few and they have been fun.

Regression: Stock pile now has a minimum of 2x2 squares. Before it was 1x1. I was using the 1x1 for storage in front of my stacked level 2/3 houses. I was also putting in strips of stock pile between buildings and along side roads.

Interesting fact/quirk.  If you don't have a storage shed/barn yet don't try and build it on top of a wild food item. Because you shed/barn will not get past the removal stage since the food can not be collected and put in a shed/barn because you don't have one yet. I discovered it when Jack & Jill died of starvation. (does not need fixing)

 

 

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On 2/10/2018 at 1:14 AM, Kralyerg said:

i wish I didn't write that phrase like that, but I don't know how else to say it.

You can't disable mods inside MM.

You can and should disable the standalone version of mods that are already inside MM. (Unless you have a very good reason to be using it.)

Like, since CC 1.75 is included inside MM, you are free to disable the actual CC mod when using MM.  Not that you can disable the CC components of MM.

Maybe disable is wrong word, Perhaps hide is better word. As in (un)hiding mod toolbars or buttons/items you don't use. I would love to be able to hide 3 or 4 mod toolbars that I never use. Ideally it would be adjustable in game, perhaps from an additional tab in the debug window. Alternatively as a hide toolbar mod; all it does is hide a toolbar. It does not have to remove any code or assets or not load them just hide it.

If it is technically possible to produce a mod that not justs hides a toolbar but removes it too, might this be a (better?) way to produce a "modular" system.

I think what is driving this is that MM has become VERY comprehensive and people feel that they are using only 20% of it. But just like Microsoft Word everyone seems to be using a (slightly) different 20%, so no part can be taken out.

I consider this to be a "3. it would be cool if" feature, not a 1. Need or 2. Good idea feature.

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Can you help me out? The game takes forever to load and if I do end up playing the game if I try to go back to the main menu the game crashes...Any help with this two problems???

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I can tell you it is a whooping big mod.. and it adds ages to the time between when you click the play button and then click the choice from that takes even longer.  Mine is realitively short, I'm running all SSD's and Win 10 64bit..  and it still takes time to load.. As to your other issue  just  click the exit button and restart it..  I have that issue too..  I can normaly get 1 or 2 starts using the exit to the game screen but I've found that just exiting and restarting is the best thing.  Now I'm using Steams 64bit  and that and Banished don't play nice.

Okay I have a weird intermentant issue going on, Now sometimes its my fault, because I've not set them to the correct work order and others its the game fault.  it is spradic, to full time, idling , to the point it wrecks the game, If I've made the issue it  is easily fixed but if it is the games fault there is no fixing it, its just wait and see if it corrects or kills the game..

And it doesn't happen every game.  about 1 in 3 or 4 it happens..  These are more noticable on the Jack and Jill starts because you have fewer people to deal with, its like they are having a squable and the wife refuses to work..  for the best description of the issue.  or the other way around..  it also seems to involve the prioity button because it mostly starts off of that, They suddenly start collectin just food and ignore the build command or to get other things and they end up  in idle..

I'm only running the MegaMod  and using it to start CC 1.75  I preiviously did a clean install and finally got it all removed.. So this is Banished your style.  I did have the same issue but much worse prior to doing the clean install and I had a bunch of mods installed and CC Journey 1.75..  I'm just reporting this  no comment is needed..  it so hit and miss and it has been my fault but that is always easily fixed,  its when its not my fault that it is a bummer..  oh it happens between 3 and 10 years.. or so.

Edited by Reino

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On 11.2.2018 at 7:14 PM, estherhb said:

After you loaded MM8, did you exit the game completely before starting a new game?  Do you have any other mods enabled?  The crash could be caused when you clicked on a particular building that has a bug. Do you remember what you did just as it crashed?

Thanks, the restart before launching the Mod seems to fix the crash

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On 2/12/2018 at 4:03 PM, chrispunk2 said:

Can you help me out? The game takes forever to load and if I do end up playing the game if I try to go back to the main menu the game crashes...Any help with this two problems???

I had the same problem. I fixed both problems by copying my banished game folder (c:\program files\banished) to a ram disk and running it from there. (eg R:\Application-64.exe) I don't have steam so I would not know it it would work with a steam install. I  also (re)installed Banished 1.0.7 into a different folder so I could cleanly test MM8 and still have access to my old games by loading the other/old Banished copy.

I am using the free and open source ImDisk Toolkit (https://sourceforge.net/projects/imdisk-toolkit/) to create a 4800MB Fat32 formatted ram-disk. You may need to restart windows if you only have 8GB of ram and it gives you an error.

The thing to remember is that that MM8 is ~4.5GB in size, so it is always going to take awhile to load. When I first start Banished it can take up to 90-110 seconds to start, with a black screen and another ~15 seconds before the menu. Without the ram-drive, directly from the hard-drive, it took and extra ~80 seconds.

The crashing bug when going back to the main menu was very annoying, because I like to start with sheep or llamas and will keep regenerating new maps until I get them. When using the ram disk it still takes me 45-60 seconds to cycle to a new map. [Quit button->main menu [~20s], new conditions->generated map [~30s medium map size] but at least I don't have to recover and load Banished again before generating a new map.

[Edited to correct time taken. I got a stop watch out.]

 

Edited by ihavenoname

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@Kralyerg:D Hello

the employee goes over and over with salt from the barn or market to "Bakery" - he does not produce anything, but salt is on the stake and barn - all bakeries where "Bakiery Plus" is located - [Flatbread] - [Flour + Salt] - no salt .
1.Old Bakery - RK
2.Medieval Bakery- RK
3.Friedly Baker - Kid
4. Bakers - EB

the same happens when producing salted dishes
"Medieval Old Saltery" -RK e.g. - Make Salted Meat [Beef + Salt] - no salt

Regards :)

 

Stock Pile.jpg

Old Bakery - RK.jpg

Medieval Bakery - RK.jpg

Friedly Baker - Kid.jpg

Bakery EB.jpg

Medieval Old Saltery RK.jpg

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@Kralyerg :D Hello 

I have a question whether it is possible - to leave one Bakery - original without adding "Bakiery Plus" - I mean "Old Bakery" - RK - v 1.3! where are the items:
Make Omelette - [Eggs + Onions + Mushroom]
Make Quiche - [Eggs + Flour + Cheese]
it is a nice addition and you can use eggs.

One more question - I know that this is a very big mod, but would it be possible to add different types of fish: "Maritimes" - Shrimp, Tuna, Mackerel "DS Small Village: Produkction v beta 1": Bass, Brean, Carp, Cool, The Eel of the Future is to be a fish market: Bass, Bream, Carp, Cod, Eel, Mullet, Perch, Pike, Salmon, Tench, Trout. - "Fishmongers" - idea @ Discrepancy - but it can take a long time to realize this idea?
What do you think about it ? - maybe you will add a small mod? Please and Greetings:):$

Old Bakery - original - RK.jpg

Old Bakery v 1,3  -RK.jpg

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@Estherhb Thank You for takiing the time to find out which file number it is listed in!.  I did get it fixed..  

As to my issue with Idle,  I don't think its the mod that has created that but the game itself.  I have to micro the micro, that helps some, if your having this issue.  but it doesn't fix all. I think they've done something in the engine to create more idle to counter all the overpowering mods that make labor more powerful and since I don't use them, I'm getting hit by it harder then others that do use them.. this has to be the answer, because it is the game most likely that is causing this action.  Watching them hold on to stuff that needs to be dropped off. so they don't have to deliver full loads to the building area, is what makes me think its a game engine issue.. I sometimes get them holding 9 wood and going to the stockpile and just picking up one wood to deliver makes it take forever to get done..  they don't drop their loads as they should when ever they go to the stock pile they drop so so to it and pick up the delivered part already holding on to what they got while out harvesting..

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Hello, in my mods window after activating megamod2, the load order column is not reflected. And I can not enable or disable other modes (from Tom Sawyer). Sorry for my English. Thank you

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