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chrisgryph

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About chrisgryph

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  1. No, the field was definitely producing eggs. I let the game run for a while and saw a steady decrease in my citizens' health, because they weren't getting any veggies in their diet. Plenty of eggs though. I did figure out what was wrong after some investigation and tinkering; the Soup Kitchen mod was in the wrong place in my load order. Everything works fine now that I've moved it under CC.
  2. Soooooo yeah. Check out this screenshot. I'm using Banished 1.07 beta, and CC 1.76 Journey. Here's my complete list of active mods and the load order. Bakery Plus Better Stock Piles Irrigate BETA Mini Buildings Soup Kitchen Inedible Beef Inedible Bison Meat Inedible Charki Inedible Cheval Inedible Mutton Inedible Pork Inedible Venison CC Hot Crops Inedible Barley Inedible Butter Inedible Canola Inedible CoffeeBeans Inedible Cream Inedible Flour Inedible Oats Inedible Rye Inedible Sorghum Inedible Sunflowers Inedible Tulips Inedible Wheat Jade Quarry: A CC Mod Marble Quarry: A CC Mod Hunting D20 Medieval Houses Debug Menu Happiness Radius Legalized Marijuana Less Food 50 Renewable Resources Beta 2 Unhappiness Radius RoadBound CC: 1.76 Journey Tunnel Mine (CC version) PirateCove Build Monuments Tropical Greenhouse Flatten Terrain Tool Storage Shed Tighter Roads: Extended Edition Edit: Started a new game, and my Friesian cows are also producing eggs instead of milk. Haven't tested anything else yet, but something is conflicting really badly here.
  3. Here are the mods I use, in the order they appear in the in-game mod list. Bakery Plus Inedible Beef Inedible Bison Meat Inedible Charki Inedible Cheval Inedible Mutton Inedible Pork Inedible Venison CC Hot Crops Inedible Barley Inedible Butter Inedible Canola Inedible Coffee Beans Inedible Cream Inedible Flour Inedible Oats Inedible Rye Inedible Sorghum Inedible Sunflowers Inedible Tulips Inedible Wheat Jade Quarry Marble Quarry D20 Medieval Houses Happiness Radius Legalized Marijuana Renewable Resources beta 2 Unhappiness Radius RoadBound CC: 1.76 Journey Tunnel Mine (CC version) Pirate Cove Build Monument Tropical Greenhouse Tighter Roads Extended Edition And a screenshot of what I'm talking about, using lumber as the example. In this screenshot it's been about two in-game years since I built anything with lumber or produced any lumber. Every now and then some will go back into the stockpile, but then it will get almost completely grabbed back into the marketplace again. The same thing happens with heating resources, furnace fuel, clay and sand, as well as the basic materials like logs and stone and iron ore.
  4. Nope, only using one as well, although for me it just seems one is enough for most games. Hey, awesome, thank you!
  5. I'm using CC 1.76 Journey alongside a bunch of other, smaller mods, but this happens even when CC is my only mod running. I understand that markets are supposed to help distribute goods across the city, I mean, that is sortof the point after all. It's just really frustrating when I see a stockpile literally completely empty when the market has hundreds of whatever resource the stockpile is for in it, clogging up its inventory. The only workaround I've found is to limit the amount of stored wood, stone, or whatever to a very small amount, in which instance the stockpiles and other raw resource storage buildings end up with nothing in them ever.
  6. A huge annoyance I have sometimes is how like 90% of my central markets' inventories end up being filled with charcoal and stone and iron, things that already have their own dedicated buildings. Markets should be for things like tools and clothing and food, and basically nothing else. It'd be great to see some sort of add-on mod for CC that would keep certain things out of market inventories. I tried to make it myself, but the Banished toolkit won't run on my computer for some reason.
  7. Works extremely well, but with one massive problem... after about three hours in a single world, the game crashes. Doesn't matter how often a save is made or how many, once your time reaches three hours (as far as I can tell) it crashes. Restarting the game has no effect; even if you reload a saved game it still crashes once that time limit hits.
  8. When I tried to build the Pirate Cove it said it needed ten of some kind of resource, but what the resource is on the building info card is blank. Doesn't show wood or stone or anything, it's just blank, and my builders won't build it. Edit: Figured it out. Pirate Cove needs to be under CC in the mod list. Then it shows the required resource as Hull Components.