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Kralyerg

Black Liquid Dev
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Kralyerg last won the day on April 21

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About Kralyerg

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  1. 1. MegaMod Deco Pack is part of version 7. This is version 8. You don't need any version 7 files. 2. It is included, it's just not where you're looking. It's in the Themed Sets -> New Medievial Town -> Services. There's plans to put the Themed Sets into the regular toolbar someday.
  2. They sit on the sea floor with the people. Could probably make new models so they're raised or something? Or invisible tombstones. Or make a "floor" so that they can walk on the water maybe. Oh, even more interesting. If you do with a fenced cemetery, the fence will be at 0 level, but the gate is on the sea floor.
  3. Well, I figured out what it would do. When you give them the dock to get there, they go and walk under the water around the cemetery. If you remove the dock, they turn homeless because they can't get back. But they're more than happy to chill under the water and idle.
  4. That's a good point. I don't actually know what would happen. They walk under the water to go build things, but then can't walk under the water to get back. I don't know if they will go under to idle at the water cemetery.
  5. Probably. Although I guarantee that someone will build one and then forget about it and then come here and complain that they suddenly can't build in a certain spot (because there's a graveyard in the way).
  6. Did you start this game with RC3 or RC4? I thought I had fixed that problem with the RC4 update.
  7. I know, I wasn't as detailed as I could have been. The wild flax and the crop grown flax are the same flax. But the workshop is asking for a different flax. There is no way for you to get the other flax except by trade. I had intended for there to be exactly 1 flax, but I missed something along the way and there's 2. One that you can grow/collect/produce/make and one that you can only get by trade. In the next version it will all be one kind and it will all be good. But for now, the workshop is asking for the wrong flax.
  8. Oh.. well.. it does and it doesn't. Despite my best efforts at the time, there's actually 2 versions of Flax in the game. One from CC and one from New Flora. I thought I had merged everything so that this wouldn't happen, but I seem to have missed this instance. Kids workshops are asking for a version of Flax that is only available for trade, so it will ignore everything in your inventory that you made yourself. I fixed it all for the next release so that they will ask for the same flax that is producible by the player.
  9. It's creating Herbs, but there's definitely a typo that is causing it to use the Log Limit.
  10. For comments, please go HERE
  11. Here's the discussion for the newest RC4 where you can list all the thousands of bugs that you find. RC4 is probably savegame compatible with RC3 games. Discrepancy has indicated that DS Jetty And Bridge 2.0 is not savegame compatible with earlier versions of DS Jetty And Bridge. So if you have made heavy use of those pieces, it may affect updating MegaMod midgame as well. Due to a lack of quality assurance on my part, a few of the latest DS mods were inadvertently left out of RC4, even though they are indicated as being included. This has been fixed for the next release, and those responsible have been sacked.
  12. View File MegaMod 8 RC4 Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.34 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.71 GB) MegaMod3.pkm (1.06 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed Submitter Kralyerg Submitted 04/14/2018 Category MegaMod
  13. Version

    383 downloads

    Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.31 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.64 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (0.98 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed
  14. So, here's the nitty gritty details. I did implement the flowers slightly differently than you did. From what I can tell, you set the NaturalResourceGrass in the starting condition, so that it spawns at the start of the game. Then this Grass will spawn the Flowers. (There's also the Fodder Farmer that grows grass which will spawn flowers, but I think you removed this guy in RKEC.) You mentioned in your post that your trees will spawn the Grass, but I didn't see that code anywhere. I did tell the trees to spawn the Flowers directly. I did this because I didn't put the Grass in the starting condition. But since the flowers weren't designed for being wild spawns, they're acting up. No one is mistaking Grass for Flowers. It's just that the Flowers are autoseeding very quickly, and they never die.
  15. Sure, I get that. But it's closer to "by design" than "bug to be fixed".