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kmo

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About kmo

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  1. Hi all. I seem to be getting a fatal crash when using Kid's 'Alotofseeds' trader. I can't say for sure though as it doesn't seem to happen immediately - but has happened four or five times now. I had traders moving silk and firewood to the building at the time of each crash. EDIT: OK I removed the Alotofseeds trader and just got the crash again.. So now I have no idea what's causing it! Not very helpful I guess...
  2. @Governor I tried disabling those mods one by one, and it was definitely the legalized marijuana mod that was causing the problem. I was able to disable it and reload my game and my plants are back. It was loads of different ones -- cotton, sunflowers, sugar beets, to name a few. Problem solved, cheers!
  3. Hmmm ok, thanks for the quick reply! My mod list is attached, any tips on what could be causing it?
  4. Here's a funny one for ya.. I'm getting invisible plants in a whole bunch of different crops -- only shadows showing as they grow. Missing models....?
  5. I seem to be getting a fatal crash when I build one of Kid's small beekeeper stations (see attached image). Builds ok, but as soon as I click on it it crashes the game.
  6. Hmm ok, so then I can probably assume my yield is not typical? 140 is what I got when I started a brand new game and just made cotton fields, I think with Megamod 8, I wonder if it could have to do with that..? UPDATE: I tested again with ONLY CC (Journey) loaded and I got 360 from an 8 x 18 crop field. Seems odd that we would get such different results..? UPDATE 2: I tested again with Megamod 8 and got 72 in the same crop size.. so something definitely seems awry...
  7. I just did a test and I got 140 cotton out of a 24x10 field with four farmers and no early frost crop loss. I did figure it was probably a deliberate change, it just bummed me out as I was planning to try setting up a linen trade instead of the usual firewood trade and it did NOT go as planned.
  8. Hiya. I've been playing the new Megamod the last few days and I guess before that I was using an older version of CC. One thing I have noticed is that the output levels from plantations of cotton and flax seem to be incredibly low now - like a field that produced 90-100 cotton per year would produce over 800 potatoes for example. I'm struggling to get enough cotton and flax produced for the clothing I want. I just wondered, is this a bug or a deliberate change to the textile production levels? Thanks!
  9. A couple of notes unrelated to the new toolbar. It seems that anything that clashes with CC uses the game's vanilla item instead, for example, storage barns. I can't find the 'regular' storage barn in the CC toolbar, and the vanilla one in the main toolbar cannot be upgraded to a storage warehouse like in CC. Also, the crop fields from CC allowed you to set their status to 'pickup' so that labourers would take harvested food to storage instead of farmers. This option is not available in the vanilla crop field and once again I can't see the CC crop field in the CC toolbar (only the Plantation field is available there). One other bug I noticed is the general wagon vendor on the DS toolbar seems buggy, it just marks the ground when you lay it down and never gets built. You can drop a hundred of them on top of each other and nothing changes, and then the footprint can't seem to be removed. Not sure if these are the kinds of things you want to know about but thought it worth mentioning. Thanks again to everybody for all their hard work.
  10. Apologies, I didn't really know the ins and outs of it. I did some reading on the forums last night and can see there were big discussions between the moddlers about the best way to categorise everything. Sadly I feel like their choice to do it this way greatly diminishes gameplay for those of us who are not experts on all the mods..
  11. I was searching for Megamod 7 to play on my laptop and was thrilled to see this new version has just come out. I've already installed it and it seems to be working fine, however, hopefully without sounding ungrateful, I'm finding it tricky to know where to look to find things, and easy to overlook other possibilities when choosing which version of a building to use, due to the new way everything is categorised. I just wondered if there was a reason you chose to categorise the menus the way you did, using the names of the mods instead of the building 'type' like in previous versions?