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Vrayna last won the day on June 26

Vrayna had the most liked content!

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About Vrayna

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  • Birthday April 24
  1. Then you're pretty much doomed I fear. That tunnel-trick is pretty much the only way to get rid of trees too high on hills for people to get there. Well, you could hope it dies of old age and falls on its own I guess.
  2. Try placing a tunnel under the moutain where that tree is, it might help. Just make sure it doesn't actually get built. Safer to do that without a builder employed.
  3. That looks gorgeous! (I'm starting to worry about how my computer will be able to handle this!)
  4. Welcome to the madness!
  5. That's the updates for the modkit. If you want the patch to bring your game from 1.0.6 to the correct 1.0.7 Build 170910 , it's here: http://www.shiningrocksoftware.com/patch/BanishedPatch_1.0.6_To_1.0.7.170910.zip If you have the GOG version of the game, the last version uploaded as stand alone is the last beta of 1.0.7. If you want the release version, you have to go through the GOG Galaxy launcher app. Simplest way is to install GOG Galaxy, open it, go to the Library in there and select Banished. Then hit the MORE button > Manage Installation > Import Folder and select where Banished is installed on your computer. Once the GalaxyApp tells you that Banished is installed (meaning it has found all your existing files, including mods), hit MORE again, > Manage Installation > Verify/Repair. That will get GOG to grab the latest patch and get your game up to date.
  6. GoG might not update automatically, so if you haven't played in a while, it's super forget all about updates. Until you look up new mods
  7. Guilty too. I did that when I updated from 1.0.4 to 1.0.5 years ago. Took me 2 days to figure out why I was crashing.
  8. Banished 1.0.4 is very much outdated. If you got your game from GoG (that's the version you get if you got banished from HumbleBundle or directly from the dev's website), get the patches from there. The current MegaMod will not work with earlier versions of Banished, only with Banished 1.0.7. Previous MM should work with Banished 1.0.5 and 1.0.6. I don't think even the earliest version of MM worked with Banished 1.0.4. I think you'd have to dig into the CC Archives to find some of the very early Colonial Charter mods to play with that early Banished. Things that can happen if you try the current MegaMod with Banished 1.0.4: Simply crashing on map creation, appearing to work but crashing the moment you produce any item that has a flag/category the game can't handle, and crashing the first time you get a trader that brings something with a wrong flag. Basically, it'll crash, crash or crash.
  9. Which version of CC are you using, is it 1.76 or an older one, and which version of Banished? There might be a mix up in the flag/categories if you have the latest version of Banished but your CC is not up to date.
  10. I think only the frequency/chance of existing disasters can be modded.
  11. Hello everyone and welcome to the Colonial Madness!
  12. Things are not recalculated constantly, but rather a few times per season, so it could perfectly be that people kept using the wonky pathing that was calculated and set before you made sure the end of the bridge was clear, but the ones who started their pathing afterwards got it right. You'd still have gotten people using the old pathing once the clean up was done, but a bit later it'd look like it magically fixed itself.
  13. If the Unlimited mines and quarries mod is from before mid-2017, it might be using the old flags and be the one creating issues. I think Coal got sorted differently in Banished 1.0.7 and that wouldn't be handled right in a mod made for previous versions of Banished. It could be causing those crashes if the boats bring coal and it can't get shown right in the inventory. There might also be a mess between iron and iron ore not being flagged correctly. Side note: in CC you can upgrade your mines and quarries, and they become "unlimited" after the 2nd upgrade so you don't really need an Unlimited mod, except to save on a little bit of materials and construction work. By the time you reach the point where the first level of the mines/quarries is empty, you usually have more than enough materials and workforce for the upgrade though, and same when you reach the time you need to do the 2nd upgrade. Mines and Quarries in CC can also be deleted after you've completed the first upgrade. You loose that possibility if you overwrite the CC mines/quarries with the ones from another mod.
  14. I don't think it has much to do with disk access speed sadly, but purely with memory buffering. The game wasn't made to handle large mods. Luke increased something about allowed memory use, but I don't think he realized how insane modders can get!
  15. Well, I guess they evolved and grew gills. Maybe they ate too many frog legs?