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Black Liquid Dev
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Kralyerg last won the day on November 19

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About Kralyerg

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  1. There isn't really a curated compatibility list. I would estimate that at least 97% of the existing mods are compatible with CC. The only one that I know that people complain about is "The North" by TomSawyer. And I'm not even exactly sure why it would cause crashes instead of just strange behavior. All the mods that you can download from this site are compatible, and most of the mods on the World of Banished forum are compatible. The only real reason The North isn't completely compatible is that it's a comprehensive makeover similar to CC.
  2. You're not really missing anything. The Rice seeds don't exist in CC proper. The only way to get the initial rice is by trading for rice directly. There is a Rice seed mod over in the downloads section. You can totally add that mod into an existing game and then you can buy the Rice seeds.
  3. You can upgrade from v16 to v17 midgame. The only thing is that the game doesn't like to change things that have already been built. So if you have a bugged Market, and you update the mod, that Market will still be bugged, but any new Markets that are built will be fixed.
  4. A mix isn't really possible, I don't think. Foresters are only able to grow a single type of tree. Vanilla gets around that because there's actually 4 types of trees in the code, Oak, Birch, Pine and a 4th "All" tree that is the 3 trees combined. But since all of the regular trees spawn the same set of resources, it's okay to combine them. But since the individual orchard trees grow individual fruits, they can't be combined.
  5. Version 1.0.0


    A series of Forester buildings that will exclusively plant and grow the orchard tree that is chosen. These orchard trees will then grow the fruit or nut that is associated with your selection. Then you can build a special Gatherer building that will automatically go around and collect these foods. You know how the regular Forester plants regular trees, and those trees will grow Berries and Roots and stuff, and then your Gatherer collects them? Exactly the same concept. Plant some trees. Grow some fruit. Collect with the Gatherer. The Orchard Gatherer is the first icon on the list you see below. It is special in that it is the only one that will automatically collect these orchard foods. The Orchard Gatherer will also act like a normal Gatherer if you place it in a normal forest. Because these are still Forester buildings, when the trees reach maturity, they will be cut down for Wood and a new tree will be planted in its place.
  6. Version 1.0.0


    This mod is a standalone version of the Flatten Terrain tools as well as the Terraforming mod. Be careful with these, as they can't be undone.
  7. You'll notice in your screenshot that the MegaMod.pkm file *almost* 2GB. For some reason, I could never get the game to play if a single mod was larger than 2GB. So I cut a large piece of the mod out and made it into a separate mod. http://blackliquidsoftware.com/index.php?/files/category/8-megamod/ There's the main MegaMod and then there's the MegaMod Deco Pack. You need both to get everything.
  8. Do they let people pass even after a long time? There is a weird little thing in the game where the citizens will walk through newly built objects if they have already been assigned pathing by the ai. If they've already started their journey from point A to point B they ignore newly built fences in their path. But then, after things are built, they should route around it. Is this what you're seeing? Or are they ignoring fences even after they've been built for years?
  9. Version 1.0.0


    Instead of gravestones, your cemeteries will contain zombie hands reaching from beyond the grave.
  10. Fences in the regular Decorations toolbar shouldn't let people walk through them. Fences in the Ghost Decorations toolbar will let people walk through them.
  11. Version 1.0.0


    Welcome to the Final Frontier... No, not space. As your civilization pushes into the unknown, build a Fort to protect them, or barter with the Natives for a more peaceful route. Included is the themed Fort Set and Native Buildings from Colonial Charter, as well as a few new buildings. There are no terrains included, but there are a series of themed Starting Conditions that come from Colonial Charter. As with the other sets, this uses the "Community Mod Toolbar".
  12. That's true. There's a slight discrepancy between the Hemp that comes from the CC Hemp Seeds and the Hemp that comes from the DS Small Village Cannabis Seeds. Even though they have the same name, they're not actually the same resource. If you were to grow both of these, then you would end up with two different resources in your barns, both labeled Hemp. The Hemp Seeds Hemp can be used in the Bundling Shed, but I don't know off the top of my head what the Cannabis Seed Hemp is for. I can check the code later when I have it front of me.
  13. We're working doing some fine tuning of the production numbers. In the next iteration, the current numbers may get changed.
  14. When the game was update to version 1.0.5, the way that certain things, like crops, were displayed on the screen. If you're using an old version of the game, the crops won't appear, just their shadows, because the mod is trying to display crops in a way that the game doesn't use anymore. The way to fix this is to make sure that the game is updated to 1.0.7 and your mods are updated (CC should be updated to the 1.7 line)
  15. Which Tavern are you using? Just the regular Tavern that is from vanilla Banished? All of the Taverns are coded exactly the same way in the Compatibility 1.0.7 mod. Can you see if it does the same thing to all of them? Also, since you're using the Compatibility mod, I assume that you're using MegaMod. Are you using version 0.06 or 0.07?