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Black Liquid Dev
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Kralyerg last won the day on December 10

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About Kralyerg

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  1. 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.
  2. The 1.0.7 compatibility mod will help any mod that is part of MegaMod. CC itself shouldn't need it.
  3. Well, Yes and No. You only need that very old Compatible Buildings mod in a very specific set of circumstances.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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?