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Showing most liked content since 07/09/2018 in all areas

  1. 4 likes
    the RK ED mod should not be included in Megamod for the moment , time to give my mod some visibility and being known as a great mod.
  2. 2 likes
    I tried a hard Appalachian start and the cart came with firewood. Kralyerg says the code for the carts looks fine. I also have Increased CC but none of the other mods you're using. While none of them stand out as causing your problem, try a hard start with just MM8 and no other mods and see if your cart has firewood. Kralyerg has gotten rid of the gloomy trees for the next version of MM8
  3. 2 likes
    Yes. There is now a release just titled Mega Mod 8, and not beta or release candidate. This should hopefully be the actual release version.
  4. 2 likes



    Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.48 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 (1.68 GB) MegaMod2.pkm (1.75 GB) MegaMod3.pkm (1.20 GB) (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 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 Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed there being 2 Fig seeds. Dock Storages no longer accepts firewood. Fixed a missing toolbar icon Industrial Coal and Furnace Fuel both options as Glassworks. Increased max workers at Resource Depot from 4 to 8.
  5. 1 like
    Thank you very much for this clarification, I'll probably scrap the orchards on this map
  6. 1 like
    Well. Kind of. Yes it's missing, but at the time it was a conscious decision. There's no actual use for processed gold so, at the time, it was decided to disable it, with the intention of enabling it when there was actually something that could be done with Gold besides trading. I just went in an re-enabled Gold processing. So it will be an option in any future updates.
  7. 1 like
    This chart tells you the temperature ranges for each climate and the temperature ranges for growing crops and orchards (still valid for CC 1.7): TEMPERATURES IN COLONIAL CHARTER As you can see, orchards tolerate a high of 140F (60C) and a low of 40F (0C is 32F). That means you need to pay attention to the temperature and harvest your orchards before the temp drops to 40F even though the yield is less than 0. You can press the Harvest button on the Orchard's info screen. May help to choose Pick-up also so Laborers gather the baskets of fruit and take them to storage. That saves time on the Farmer's part.
  8. 1 like
    esther I so appreciate your kindness in keeping me informed. I can wait until the next release. Thank you for telling me
  9. 1 like
    The change in trees was inadvertently caused by the addition of a new mod to MM8 just before it was published. Kralyerg has fixed this issue for the next release. Unfortunately, I don't know of anyway to fix this problem until the new MM8 is released. For now, I'm using CC 1.76 with 40 or so of my favorite mods.
  10. 1 like
    I have a play style similar to @estherhb, as I turn off disasters, plus I keep the climate setting gentle (usually either mild, very mild or temperate), and use large open maps that usually provide plenty of space to work. Then it's usually just a matter of designing a layout that pleases me. I've gotten pretty good at pushing food and warmth levels to sustainable right away, so I can focus on trade and tweaking health and happiness. I love perfect 5 stars and hearts. Last week, though, I tried out DSSV Stranded Harder. wowzers Adam and Eve has 2 people, 7 tools, 7 clothes, 100 fuel, 250 food, and a cart. Stranded Harder has 4 adults no food, no tools, no storage, and no clothes except the ones on their backs (they're not running round nekked!) It was a bit of a thrill, seeing if I could get them to survive and thrive. Even with easy climates, abundant resources and plenty of space, it took quite a while to ramp up to my normal level (which for me is usually around 750-1000 people with 3 to 5 times the amount of food needed for a year and at least 3 to 5 sets of tools and clothes for everyone, with very high happiness, health, etc.) The only debug cheat I used was "set everyone as educated," because Claude, Marie, Zoya and Bob were highly skilled experts in their fields when they got stranded, and they've taught everyone how to be very efficient! Starting is the best part, and now I'm looking forward to trying out the types I haven't used yet!
  11. 1 like
    In CC you only need a Town Hall. Nomads come from different sides of the map. If Nomads are blocked blocked from reaching your Town Hall by rivers and streams on one side that can cut the frequency of getting Nomads. Maps with lots of streams can make it difficult. You can try placing bridges where needed.
  12. 1 like
    Ahh I didn't realise there was an updated version of MM8...I'm still using the one I downloaded in March I've downloaded the latest one (I believe) and will see what happens when I load up the game Thanks
  13. 1 like
    This. Unless the game specifically drops you back on desktop with an error message, it hasn't actually crashed, it's just working hard on loading the mod. It can take a pretty long time on older computers. It takes a couple of minutes on my desktop, and 3 on my laptop now that it has 8GB of RAM. It used to take longer before that. It's perfectly fine to alt-tab and do other stuff while it's loading. You can catch up on your emails or the latest gossip or simply go grab a snack and a drink to enjoy with your Banishing.
  14. 1 like
    According to the (unmodded) code there are 3 speeds when people are walking: float _slowSpeed = 0.75; float _fastSpeed = 1.2; float _fastestSpeed = 1.4; Slowspeed is walking on normal grassy ground, fastspeed is walking on a dirt road and fastestspeed is walking on a stone road You can only have the 3 speeds, so in CC, brick road is the same speed as stone road. In CC, we did bump up the road speeds a little bit: float _slowSpeed = 0.75; float _fastSpeed = 1.4; float _fastestSpeed = 2.0; In CC, any road you can build for free is FastSpeed and any road that costs stone, brick or something else to build is FastestSpeed. View full article
  15. 1 like
    Each version of Colonial Charter contains everything and just adds more. You definitely don't want to use the current version with an older version. When you add or delete mods, be sure to exit the game completely before trying to start a new game. This helps prevent crashes.
  16. 1 like
    So I did a search on the web re "Banished Road Speed". According to a post from Kralyerg on Reddit from 3 years ago: According to the (unmodded) code: float _slowSpeed = 0.75; float _fastSpeed = 1.2; float _fastestSpeed = 1.4; Slowspeed is walking on normal grassy ground, fastspeed is dirt road and fastestspeed is stone road You can only have the 3 speeds, so in CC, brick road is the same speed as stone road. In CC, we did bump up the road speeds a little bit float _slowSpeed = 0.75; float _fastSpeed = 1.4; float _fastestSpeed = 2.0; I'm guessing this hasn't changed since then. In MM, I would assume that all roads, including those from other modders, use these speeds rather than the slower vanilla speeds. But Kralyerg will need to verify that for us.
  17. 1 like
    There's no tunnel, but you can use Red Ketchup's Canals to connect lakes to the main river - works really well. The Canals are included in MegaMod, or you can download the mod from WorldofBanished.com.
  18. 1 like
    If anyone sees StainlessSteelCynic on Discord, it's me. I started using Discord for the Heliborne game. For anyone wondering about the name StainlessSteelCynic, yes it is directly inspired by the Harry Harrison "Stainless Steel Rat" series of sci-fi novels.
  19. 1 like
    Yeah, that's a little hiccup. The CC 1.76 update was just to include the Modular sets. And since the Modular sets were already in MM, CC 1.76 was included in MM before CC 1.76 was even a thing. But then I compiled 1.76 after I had already made MM8 and didn't want to reupload the whole thing just to change one little thing on the pdf. So, to sum up: Yes, CC 1.76 is already included in MM8, even though the pdf doesn't say so yet.
  20. 1 like
    As promised, here's how I start a new town, using an Easy Start. This is a Word file. Easy Start.docx