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Everything posted by DonSmart

  1. The stone building small school description reads "small school for 14 students" when it appears to edumacate 24.
  2. I hope you don't mind that I post several items in one post. First, a mega thank you to all the modders, programmers and testers who improve this game so much. So far, all starting conditions work (orchards, farmers, etc.). Love it! And I love how these starting conditions add so much variety! Thank you! I noticed the gatherers also picking flowers. Is this normal? I assume flower gatherers pick them but at an increased margin. The coal is now correctly counted under minerals gathered and stored. Helped big time, thanks! Are any testers also uploading their games into youtube?
  3. I disappear for a while and return to this wonderful expansion update. So many treasures, so much to test, so much to get confused about! I am so deeply impressed that I can't begin to say THANK YOU for all the serious hard work and dedication. Banished is still my favorite entertainment and your mod packs over the past few years keep it ALIVE! Kudos to the entire development team and all the serious modders out there. During my own "late" testing I found serious crash issues. I never reported because I wanted to test if I duplicated these. Nope, because after I had a serious violation that dumped me out of Banished, I did a full shut down (not restart) and restart. Worked. The same was true for the new terrain types - the ones listed at the bottom (gorgeous, by the way!) kicked me out once until I shut down and restart. (My own comment - after I X'd the mods boxes to kick in 9, I made sure to exit before even trying PLUS shut down. If I didn't shut down it gave me errors and kicked me out.) Second comment, is there a way to get the housing that were under the modders button, such as RedKetchup's houses, couldn't they somehow be included in the main housing button? Same for the Plymoth Plantation and Plymoth Plantation Harmonized. Third, could the rowhouses be moved under housing? I'd think this would be extremely popular. I had to hunt and peck until I found this and many other popular things I used. Thanks for letting me make suggestions. Don
  4. Same test settings for continuity. Seed 739341383, verdant plains, mild climate. Starting conditions: Easy-Crops DSSV The game began and as soon as I tested the crop by building a test field block it dumped me out of the game with this error. This is the first time I've ever uploaded a graphic to your site along with a pic so let's hope this works. Thanks so much for the help. crash.dmp
  5. I realize. Just making light humor. Have to....life is too serious and this is just a game for the fun of it.
  6. I hope I can continue this thread with my other starting conditions tests and a quick question. For today, this is it because I want to play the game too but I also want to contribute in even a small way to everyone's huge amount of work. You are all fantastic and make this game more than just a one-trick-pony. Thank you. I started each test with my usual conditions and always built a small town arrival to get the seeds list. Also please forgive me if something was mentioned, just point me in the right way. Starting Conditions: 1. Easy (DSSV) - bombed, won't even start 2. Farmers - all difficulties worked. 3. Crops - all worked 4. Orchards - all worked 5. Herdman - worked 6. CC Northern Pinces Easy bombed 3 times - game won't start. I'll try again Two simple questions. First, is there a way to restart the game after being kicked out? I found my only way was to restart. And second, in easy and medium modes could there be a seeds, orchards, and animal randomizer so the same game could be different each time? Just asking. Please ignore 1 through 6 above. I see these are already being handled in another thread. Apologies. But could anser the last 2 paragraphs on new game. I bet it has to do with the "algorithms" involved, if that's the right terminology. Just curious. Thanks. Can't wait for the update/upgrade to come out!
  7. Thanks so much. And this crash happens most of the time so I must have a computer that loves me. Lol
  8. Thanks, just what I needed! I experienced exactly the same thing. Love this starting condition now.
  9. Thanks, estherhb. Weird because it didn't happen before this version. I think the workaround for now it to build any bridge (not the stone bridge split) and do NOT cue up work for them across the river until it's build. Another interesting problem I found coming.
  10. I hope I'm posting this in the right section. If not, please do move it over and let me know. I was playing my standard test map, created a double road and played in the first area for a while with no problem. I wanted to cross the river and make a road double--wide from the point on one side to the other. I watched and noticed the bannies crossed the imaginary, unbuilt bridge then had the homeless sign over their heads until the floated over the unmade bridge back to the other side and became with a home again.
  11. This bothered me because I want to get it right so I re-tested this morning. Map Seed 739341383 (no bearing on results, just my testing map), Verdant Plains, Vegetable Garden Easy Starting Condition. I retested using these conditions to check results. I placed a wooden bridge, assigned builders, and cranked up the speed. The workers stayed on the "East" side of the bridge to place materials and build. No problems. I placed a Stone Bridge Split Left and Right, assigned builders and sped up. The workers always carried the materials and constructed on the West side bank. Some waited there construction was completed. If I assigned additional tasks like a stock pile or harvest trees, they did their work and stood there until the bridge was completed. (I tried other bridge types and the others worked properly but the split bridge didn't.) EDIT: Forgot to test with other starting conditions. Mild and medium had different results where the workers brought materials to the West side then the builders constructed from the East side to West sides which alternated their homeless "balloons."
  12. I'll re-test them again later tomorrow and send the "report" file. Maybe my computer gave me a hiccup and will behave next time. (A lot happened this week but now on the up side of a horrendous week.)
  13. I've opened several just to see how they work in the newest mod version. So far so good except for a few below the CC starting conditions. For example, Easy Crops DSSV failed, Easy Orchards DSSV failed. However I started a game using stranded with Seeds Easy and Vegetable Garden Easy without a problem. I have my tests set with the following: Map seed 739341383, easy, large, mild, verdant plains. Please ignore if this is already reported or fixed but I'd prefer to report something and be wrong than not. I tried to search for this but came up empty. My moniker says DonSmart but sometimes I feel like DonDumb. Thanks so much.
  14. Sorry, I didn't post I played Vegetable Garden on hard difficulty. The only told the bannies to build the double wide bridge plus I marked areas for stock piles, and instructed the bannies to clear resources. I've constructed double wide bridges in previous game versions. I may test other starting conditions for more "unplanned features."
  15. Thanks, Kralyerg! I appreciate that you let me state it and didn't doubt you for a minute. What you said made sense.
  16. I've play tested MM8 several days and, no surprise, I've had a very enjoyable experience but I missed seeing many items in the toolbar where I've grown accustomed. For example, row housing, the small village toolmaker and clothier, the forest buildings, and many others. I went thought the Sets toolbar and found them all after hunting and pecking through several sub-buttons. There are so many to list. Did you want a more detailed listing? (I've written most down so it's no big deal to list.) I try to think as a user who wants things plain and simple. Why not get these and all buildings back to their respective toolbar like they were under 1.72. For example, the druid school wasn't under education but several clicks into the sets and round buildings (I think that's where it was). I would never think of looking there unless I took the time. If I may add another small recommendation please. Whenever there is an error that boots me out of Banished, I have to do a full computer shut down (not restart) then re-enter the game. Is it possible to write into the code to bypass this? I assume the shut down and banished restart clears out or deletes the dump file? Thanks a lot for letting me make ideas and suggestions. Back to the game to test. Don
  17. Let me post one last time to comment or answer. Stiles, yes, I'm usually a lurker but serious family illness kept me away these past months. Life happens. Kralyerg, excellent news on tweaking the toolbar. I'll make notes and post in the other thread. Estherhb, yes I was giving way too much shorthand in my 1.0.7 response and knew I had to install the other mods to get it to work fully. In closing, MM8 works beautifully, so far without a hitch. I'll post as needed. Again many many thanks.
  18. Sorry, yes, I've been away. I played happily along with 1.07 then I noticed this version. So I'm confused - is the "official" version 1.07 or this one? I assumed this one and hoped to keep testing. Love either version. Do you need me to keep testing MM 8 and make suggestions? Or stick with 7? I'm happy either way. Thanks much!
  19. I just started settling things in my head on how the game works and now I have to rethink everything. *wink* Actually it's not a complaint but a HUGE thanks to everyone for all their hard work and dedication to this wonderful game. Modding extended the life and realism of this game, so great job and thanks again! After I get two forest hubs and dense forest up and running and fully staffed I move to my other tasks. At this stage I usually try to think about trade so I can get new things from a trader. (By the way, I LOVE the new trade buildings!) And here's where I'm stuck. In .06 I used the gatherers to gather flax and oats in the forest hub but my dim light bulb finally realized that this resource was no longer gathered so I tested and built a flax and oats gatherer but still nothing. I used flax and oats to bolster trade through linen and domesticated animals. If we shouldn't be able to collect oats and flax then why have these in the menu? Or am I missing something? Suggestions for first trades? Perhaps thinking like vanilla Banished should I chop wood until I can get what I want? Still struggling in the new version learning curve. It baffled me until I realized these mods basically combine Journey and MegaMod but it's still my decision to go where I want with so many optional buildings that essentially do the same thing (i.e., the windmills all grind grains into flours but I can decide which ones I want). Thanks for helping me think this through. - Don
  20. Oats and flax were part of .06, I believe, collected by the gatherers or there was the flax and oats buildings that collected them in the forest node. (Logically, why have the oat and flax gatherer icons if they do nothing. I tried them out in game before and, since the gatherers already collected them why do double duty?) Anyway, I found the work-around for my situations. My biggest concern was collecting enough goods to sell the more expensive items to the trader. I didn't chop wood but first had a extra foods collected in the forests plus added a few more deer hunters around the map which made leather jackets. Plus I found that duck hunting and feathers along with reeds made a good deal of survival coats. Problem solved. I'm extremely cautious about enabling mods because some have actually "broken" the game and ruined my enjoyment. In other words, problems solved but I just wanted anyone aware of my own discoveries. Thanks for listening! Awesome work!
  21. Got it working! I have no idea what happened or how or why but it works now plus all the mods are enabled and working. Beautiful. And food production is comparable to MegaMod .06 so life is good! I love all the additions. Posting more questions in another another forum for basic game helps. (Sorry to post so much info but it may have helped determine what's what.) Thanks again. Drove me crazy and I couldn't enjoy the game I play almost daily.
  22. First post by a long-time lurker but avid Banished fan. I downloaded and installed the mods from here and installed them in the windata directory, started up my game and made sure the mods loaded in order (1.07 compatability mod - CC 1.75 (Journey?) - MM .07 - .07 deco pack). I noticed the CC 1.75 mod won't load because it's either CC or MM. I didn't install other mods. Started my new game and played a while using the same tested map that I know and loved (739341383, easy, verdant plains, large). In MM .06 I could play any difficulty and had enough food harvested and stored even with just the animals, hunters and gatherers but after I installed .07 I barely had enough leftover and people starved within a few years. Love the mod and all the fantastic work everyone has done to keep the game alive but this frustrates me. I thought perhaps I need to completely uninstall and reinstall Banished but I wanted to check this out here first. SIDE TOPIC: For anyone interested in additional historical perspective, please check out the Townsends videos on youtube. Their videos provide a unique historical perspective on life in early Colonial times. Thanks so much. - Don
  23. I'll reinstall all mods in a few minutes - I've already uninstalled and unsubscribed all previous mods so it's clean Banished. I'll obviously extract the mods to my windata folder. Let me explain a bit more. From my previous post, I installed 1.07 Compatability Mod, Colonial Charter Journey (which I called CC 1.75), Megamod .07, and the Deco Pack .07. I believe the CC 1.75 is Journey so I could enable 1.75 Journey or the Megamod in the game but I can't run both 1.75 and .07. Or am I missing something or misunderstand? Installing it and will test run the same map to watch food production again. I always build a first forest node and get my gatherer and hunter fully staffed (4 each) plus kick start my forest by assigning 2 workers until the node is completely planted. I create a second node after my first one is fairly well along. Thanks for the help. Edited to add file names and sizes of each file after unpacking to the windata folder: ColChJ.pkm = 1,509,810 KB MegaMod.pkm = 2,087,225 KB MegaModKecoPack.pkm = 764,292 Compatability Mod = 85 KB