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Everything posted by Vrayna

  1. 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
  2. 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.
  3. Banished 1.0.4 is very much outdated.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.
  4. 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.
  5. I think only the frequency/chance of existing disasters can be modded.
  6. Hello everyone and welcome to the Colonial Madness!
  7. 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.
  8. 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.
  9. 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!
  10. Well, I guess they evolved and grew gills. Maybe they ate too many frog legs?
  11. Can you try using the clearing tool to cut everything in the 3 squares around the foot of the bridge on the forest side? There might be something growing there and messing up pathing. I've seen people suddenly go homeless because one side of a bridge got blocked, but if anyone had started their pathing before whatever is blocking the way grew, they could probably walk under the water. Pathing is a bit wonky for some stuff like that. (Best example is how people walk under the water to bring building materials in the middle of a lake but then stay stuck on a dock once it's built.)
  12. MegaMod is many times larger than the vanilla game itself, and takes ages to load. 10 minutes isn't super surprising as a loading time for it. It loads slower under DirectX9 but is more stable. DX11 is a tad faster, but causes crashes for some people. From what someone else recently posted, it's mostly the RAM size that helps with the loading times for such a big mod. I indeed noticed a small change on my laptop when I went from 4 to 8GB of RAM. Loading times that were 15+ minutes are now merely 10+... Ouch. Basically, if it hasn't given you an error message, it's still doing its stuff. The only way to speed the loading up is to clean up memory used before launching, so closing everything else before. Then go and make yourself a cup of tea and grab food to be ready for a long playing spree while Banished does its slow loading thing. You could try to play with "just" CC first to see what kind of loading times you have for that already big mod. If CC loads slowly but works, MM should work too, but with a much longer loading time. It would give you a rough idea of what to expect when it comes to loading speed. Side note: After enabling CC or MegaMod (or any other mod, or even just changing your mods' load order) in-game, you'll need to entirely exit Banished and relaunch before starting a new town. If you don't do that extra step, you're likely to crash whenever you quit your town. It's better to suffer an extra time through the loading screen than to have crashes later on.
  13. And a Happy New Year!
  14. Oooh, I had forgotten about those!
  15. A couple of things: 1- Step 18:Starting MM 8.01 Part 1 wihout part 2 and 3 WILL most likely crash. You need all 3 parts. Part 1 on its own is not a complete mod. A real test would be all 3 parts of MM and nothing else at all. 2- when you say you enabled MM and other mods and it seemed to work, but you crashed on quitting the game: Had you loaded and enabled the mods then started a town instantly, and did you crash when you tried to exit that town? If that's the case, it's a "normal" issue that can happen whenever you make any change to your modlist and then playa town without first taking the extra step of entirely quitting Banished and restarting it before starting a town. One way to get around that is to launch banished wiht mods disabled (Keep CTRL pressed to get the options first and pick "start with no mod" or however that option is called), then go in the mod menu, enable the mods you want, confirm the changes when exiting, then quit Banished and restart it. You might get to enjoy the "long loading screen" then. After that, try starting a town and you should no longer crash when exiting it. Otherwise one thing you could try is start with CTRL pressed to bring up the options window. In the video options swtich from DirectX11 to DirectX9, then start with mods diabled and do the above steps to enable the mods and force the game to load them cleanly with a restart. DirectX9 usually means longer loading screens, but is more stable for quite a few people.
  16. Welcome to the madness
  17. As a side note, if you were playing version 1.71 of CC with an up-to-date version of Banished (usually is the case on Steam), you would have had issues in the long run with things not being handled correctly because of flag issues. While the 1.71 to 1.76 update instantly doomed your town without warning, in a way it spared you the heartache of crashes and AI madness at a later date on a larger town. :-/
  18. On my laptop MegaMod used to take over 9 minutes to load before I added more RAM. Blackscreen and nothing apparently happening doesn't mean it has crashed, just that it's taking time to load. When it crashes it usually i s"nice" enough to kick you back to desktop with an error message. Loading MegaMod is usually the perfect time to go grab drinks and food and go to the bathroom to be perfectly ready for a good long Banishing session.
  19. I could be wrong, but I think Bronze is actually in MegaMod but not in CC, where we have rough, iron and steel tools "only". So it's not CC-balancing it's consistency issues between mods.
  20. Welcome to the Banishing madness
  21. To increase your population, you need to provide "adult-kids" with new homes, as they won't have children while living in their parents houses. Where you're going "wrong" is that you kick out an entire family (parents + kids) by destroying a house before building another one. The kicked out family will then move in as a group to use that new house. If you have adult-kids elsewhere in town who need a home to start their own family, they still don't have any place to go. By destroying houses before building new ones, your number of available homes remains the same, so you will not see new couples move out from their parents' home to start families, meaning those young adults will not have children. If you do not add housing, the only time new couples will form will be when a house is freed by the death of the people who live there. By that time, the kids who because adults will be too old to have children. Basically, at the start you need to keep an eye on the age of the kids inside the parents' houses, and when you see both a male and a female become "adult" (aka get a job), you should provide a new house for them to move in. Once you can build a Town Hall, you have some helpful statistics: the number of houses and the number of "families". That second number is the number of potential families, counting all the couples that could form if there were enough houses, based on the ages of people around your town. It's usually a good thing to have the number of houses/families to stand at 2/3 or 3/4. Always a few more families than houses, so you don't accidentally split couples.
  22. Using 7Zip to open the correct version might give you a single MegaMod Folder, with the 3 .pkm files in it.
  23. Trying to switch the game to fullscreen might help, although as it seems you are using a WINE-wrapped version of Banished, it might not have the intended effects. Windowed mode has always had some slight issues even in Win7/Win8/Win10 for some people, so I am not surprised something would go wonky when played on Mac/Linux.
  24. Then it's really an issue with worker's carrying capacity being higher than the building's storage capacity I think.
  25. Taverns etc have a pretty limited storage space (400 if I remember right?). It's quite possible that by using Bigger Wheelbarrows, your workers pick up more stuff than the buildings can handle, so once the workers reach the tavern with say 700 booze, they decide "Nopes, no space" and just dump everything out. You could try building a large luxury storage, or adding Kralyerg's Ridiculous Storage mod above MM (I think it affects storage in luxury buildings) and see if that helps.