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Kralyerg

Black Liquid Dev
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Kralyerg last won the day on February 19

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About Kralyerg

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  1. That's probably Clay. You can't disable CC 1.6 *in* MegaMod. I think the advice meant "if you have a separate CC 1.6 mod, make sure it is disabled"
  2. I made this as a standalone mod a looong time ago.
  3. A little about the domesticated animals: There should only have ever been a handful that are pre-placed on the map when you start. I'm not sure why some people have been getting spammed with them. I haven't been able to reproduce the issue myself Yes, you can find them randomly when clearing a site for building. And yes, the "clear all" tool will also mark them for collection. Or you can build the Wild Shepherd and he will specifically go out and collect them. So, if you're okay with random finding, then you don't technically need the wild shepherd.
  4. That's a very good question. I don't know if Luke ever released the patch that you need. If you go to http://shiningrocksoftware.com/patch/ you can see the list of available patches. But there's a step missing. You can get from 1.0 to 1.0.5, but then there's no 1.0.5 to 1.0.6. I don't know if the "1.0.6 to 1.0.7" patch will work with the 1.0.5 version of the game. (The only difference between 1.0.5 and 1.0.6 is very small, and they were released 16 days apart.)
  5. Version 1.0.0

    29 downloads

    Are you having issues where you're collecting hundreds and hundreds of Domesticated Animals on your map? This mod should fix that problem. This will require a new game. The wild Domesticated Animal resources are placed when your map is generated. In order to fix their problems, they have to be re-generated; which means a new game. If you use this on an old game, nothing will change. Place this ABOVE CC or MM on your map. A new version of CC won't be released until it's ready for the new Banished 1.0.7 game. This fix will be included in that update, but in the meantime, use this. Of course it's going to turn the mods red, that's on purpose.
  6. From what I can tell, there's at least 2 different variables that affect the range of temperatures that any given climate type will generate. It will snow if the temperature reaches a certain low temperature. Normally, the Mediterranean climate won't reach that low temperature, but it looks like you got the fluke case where the two different variables coincidentally both decided to be extra low at the same time and hit the magic threshold for snow. It shouldn't happen regularly.
  7. That's not what that means. What calli74 said is correct. It will be fine.
  8. The current version of MM 0.07 and CC 1.71 were made with the 1.0.6 modkit. You don't need the banished 1.0.7 beta to play them. (All these version numbers are confusingly similar, I know.) When you're enabling mods in your mod list in game, it should tell you what version of the game it's for. If memory serves, it's on the lower left corner, near the mods icon. Both CC and MM should say 1.0.6 there, even if you're running the 1.0.7 game. This weekend I'm going to start work on updating CC for using the new 1.0.7 beta. So future updates will need 1.0.7, but presently 1.0.6 is fine.
  9. It's been thought of, but what would it actually do? Just a decorative building that gives happiness?
  10. This isn't a problem with CC or MM specifically, but of large mods in general. There's nothing we can do inside the mod to fix it, but you can fix it very easily yourself. 1) Go into your mod menu and select which mods you want to use. 2) Allow the game to refresh the list when you click OK. 3) Exit Banished completely. 4) Relaunch the game. 5) All your desired mods will now already be selected and you can start your new game. It shouldn't crash when you quit anymore. It's that step 3 that seems to be the important one.
  11. This isn't a problem with CC or MM specifically, but of large mods in general. There's nothing we can do inside the mod to fix it, but you can fix it very easily yourself. 1) Go into your mod menu and select which mods you want to use. 2) Allow the game to refresh the list when you click OK. 3) Exit Banished completely. 4) Relaunch the game. 5) All your desired mods will now already be selected and you can start your new game. It shouldn't crash when you quit anymore. It's that step 3 that seems to be the important one.
  12. Do you see the little crates on the ground and the gatherers won't pick them up? Or do you not see any fruit crates?
  13. It looks like the 1.0.7 beta has the debug visible by default, and MM has it included, so 2 will show. When 1.0.7 goes out of beta, I expect that the 2nd Debug will disappear as well.
  14. I'm not sure. It's going to be a lot of work either way. Even if I took exactly what is in .07 and updated everything with the new kit I would probably call it .08 anyway.
  15. I've never seen a renamed pkm file work correctly.