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Black Liquid Dev
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Kralyerg last won the day on January 19

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About Kralyerg

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  1. There are some specialized storage carts in CC, as stiles said. But there isn't a way to build the vanilla storage cart that appears in a hard start. There is an old old mod floating around somewhere that let's you build them, but I'm not sure where to find it. It might be on banishedinfo.com.
  2. The latest version of CC is 1.75. The latest version of MM is 0.07 and CC 1.71 is included in this. I'm currently working on MM 0.08 which will include CC 1.75 and dozens and of new mods. There isn't a time frame on this, but hopefully relatively soon.
  3. This is actually the reason that replacing the trading boat is hard. Not technically impossible, but very difficult. The trading boat has a set of rowing animations that we can't see to copy. If Luke would release some of the original models then we could have an example to work from and see what the game is looking for. But as it stands, doing it blind is a little difficult because we can't see what the game wants.
  4. They are 1.0.7 compatible. They'e not compiled with the 1.0.7 modkit, but they should work just fine. You shouldn't need any kind of compatibility mod for these. The 1.0.7 compatibility mod was for the old buildings not understanding the new resource categories.
  5. Yes. Just go into the mod menu after you load your saved game, select which inedible mods you want and then let the game reload itself. Then the foods you selected will be inedible. Yes. Inedibles go on top. Any mod that modifies another mod should go above it in the mod order. As long as you get the load order right, and let the game reload after you select them, it should work. No. There's not really a way in game to dynamically change the way resources are handled.
  6. he CC Edibles Market does have an issue, yes. It is set to store the Edibles flag alone, and doesn't concern itself with the food groups. MarketDescription market { float _fillLimit = 0.99; FillType _fillType [ { RawMaterialFlags _flags = Edible; float _ratio = 0.99; } ] } This was done because there are some resources that have a food group flag, but not the Edible flag (like Flour. Grain but not Edible). If it was made to accept the 4 food groups equally, then people may complain that their market was getting filled with food no one could eat.
  7. The 1.0.7 compatibility mod will help any mod that is part of MegaMod. CC itself shouldn't need it.
  8. Well, Yes and No. You only need that very old Compatible Buildings mod in a very specific set of circumstances.
  9. You can't really make lakes from flat ground. There is a Terraform mod in the downloads section that will let you lower the terrain, but the water isn't there under the ground. If you lower the ground too much it will just turn into a little black hole. The water only exists around the rivers and lakes, and only a few squares inland from what you can already see.
  10. Just for more visibility, there's several new standalone, modular pieces of CC available in the Downloads section. CC Docks CC Frontier CC Stacked Shops and Homes
  11. Version 1.0.0


    An expansion based on the Tiered Houses found in CC. This space-saving mod allows you to build residences above various types of businesses. You can also build single or multiple-family residences of 1-3 stories.
  12. So here's a very unhelpful answer: No one really knows. There is a small minority of people who have the game crash when clicking on trading posts or the town hall when running CC. But I have no idea why that is happening. I have a single theory, but it's very hard to test. The only thing that CC chaneed about the trading posts and the town hall is adding the little minimize button in the corner. I don't know why this would do anything bad, but it's the only.change that happened to both things. But since I can't cause the crash to happen, I can't actually test if that's actually the case or just a coincidence.
  13. 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.
  14. 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.
  15. 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.