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About Jaamesy

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  1. When I was using Wine, it was throwing up all sorts of problems and it's generally just a pain in the butt whenever you want to change your mods. The good news however is that it is possible to play this game with a lot of mods (this one included) on Mac. If you take a look at Bootcamp, you will be able to partition your hard drive so it's got dual boot with a windows OS. I highly recommend it over using Wine or any other VM. I've included a video which contains more information and a step-by-step instruction on how to install it (watch the full video before actually doing it though). One other thing to take note on: the process does actually take quite a while to do though most of that is down to the installation and core set-up, so best to do it when you've got some spare time catching up on a TV show or something! It is usually about 45 minutes - 1 hr 15 minutes, so just keep in mind you won't be able to use the computer as normal while it's installing, etc.
  2. I know this thread is a little bit old, but I just wanted to say that I think this concept would be really interesting and would add a level of difficulty to the game. Is this something that would be used as a standalone mod as and when someone wanted to use it, or could it be included and tied to the "starting conditions" where people can decide from there whether to use it or not? There could also be a building that could convert resources into guilder but the exchange ratio is set in a way to remove how overpowered some resources are in value (such as charcoal and firewood). It could require more of those items in exchange for guilder so it effectively lowers the value of that good indirectly when the guilder is used at the trading post for the merchants if that makes sense? Meaning that it would be less profitable to follow the typical "buy logs, sell firewood or charcoal" strategy.
  3. I saw someone else mention recently about trying to get a slope effect using terraform which is quite difficult to achieve (in fact, I don't think it currently is). One thing I've been really eager to see is that if we use the terraform tool to raise some land and flatten it, it would be pretty neat if we were then to build on that area but also if our bannies were able to access it. The central church building is made to look like it is elevated, but it would be pretty cool if we could get a section of our town to look like that also (perhaps where we put out market and immediate service buildings). There's mods where people can move from the quay to docks, and then walk on a lower level, and there are also some mods where people can walk along elevated areas (medieval castle walls). Is it possible to have a mod or asset which can act like a staircase to allow bannies to travel to and from normal level flat ground to flat ground one level up using the staircase as an access point? Thanks ^^
  4. Yeah I had hit a bug before with workers looping and being unable to drop materials off in some buildings, though someone on Steam helped me figure it out by pointing me in the right direction of having the latest mods instead of older versions, and I think this was causing an issue with the "flags" which was causing the loop bug. So I downloaded Megamod 8, as I was previously using MM7 and CC 1.6 from the Steam workshop - though now I'm in the middle of downloading MM 8.01 (Thank you, Goblin Girl ) to fix a couple of other issues I came across. Long story short, I've had to restart a new game a lot this past week so I think I'm just going to try to avoid using outdated mods incase they conflict with the game later on down the line haha. Yeah I was looking at the Market Puzzle options and such, as well as the "Edible foods only" market which has a big radius. I was contemplating having only the Edible foods only market in the centre, then having a group of 4 sets of markets for other materials such as herbs, tools and clothing further out from the centre on a north, west, east and south point thinking that it might cut time for workers travelling to get new tools, the only downside is that there is quite a lot of micromanagement and workers needed until I hit a point where I can afford to leave workers in there permanently.
  5. Hello I was just wondering if there are any plans to add "Milk" to the list of inedible food mods? ( EDIT: I've just noticed there's more than one page of Inedible food mods, oops! lol. I've now got the Milk one ) One other thing I was noticing, is that markets generally swamp themselves with foods that are both edible and non-edible (if we're using any of the standalone mods). I did see a market in the list which states that it stocks edible foods only but we would need to add others in the area to stock other necessity items like the tools and herbs - so I was wondering if it would be possible to have a market that only stocks: Edible Foods, Herbs, Tools & Clothes. and leaves out the general materials/resources for production chains. Thanks ^^
  6. Not sure if anyone else has had the same issue, but when I click on the "field infestation" button on the debug menu, it causes a fatal error crash. Was playing around with the mod and just exploring it as there's quite a lot to take in and that was one of the things I was noticing happening. Great mod by the way! EDIT: I also get a fatal error crash when I click Themes -> EB Village set -> Trade buildings