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Kralyerg

Black Liquid Dev
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Everything posted by Kralyerg

  1. Hard starts don't come with seeds at all. That's kind of what makes it hard. I didn't do anything to change how it was originally.
  2. Post here for bugs / feedback for MM8 RC1. Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list. ----- Issue: Water in NMT Canals may not look right on some PCs. (possibly red) Status: Being researched ----- Issue: Snowman in Kid's Christmas Mod is very dark. Status: Fixed ----- Issue: Lean-to texture in CC's New England Colonial Set have voids. Status: Fixed ----- Issue: Clicking on the Theme Sets -> Tiny Row House toolbar button causes a crash. Status: Fixed ----- Issue: Most of the CC storage barns don't exist in the regular storage toolbar, but are instead doubled in the CC Storage portion of the community toolbar. Status: Fixed -----
  3. Yes, just about everything in the Themed Sets toolbar us missing from the regular toolbar. Asking for things to be in the Themed as well as the regular toolbars is a valid request, but it's a major undertaking. I might do it in future updates but I don't consider them as missing presently.
  4. If you have a second empty school with a teacher already, then if you close the first school, the students should pop over to the new one.
  5. Post here for the MM8 Beta 2 problems.
  6. I've locked comments to this download. Please go over to the regular forum to leave a comment. MegaMod 8 Release Candidate 1 Discussion / Bug Reports
  7. Version

    99 downloads

    Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The biggest change in this version is a major revamping of the toolbar. Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together. But many people like the format of the Community Toolbar and being able to find different mods by the same modder. So I figured, why not both? So the Community Toolbar is there, with the mods sorted by modder. And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder. Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod. For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths. Feel free to leave toolbar feedback. I do read all the comments even if I don't respond to them. The toolbar is a major beast and will always be evolving. The download is a single 1.28 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 (1.63 GB) MegaMod2.pkm (1.67 GB) MegaMod3.pkm (991 MB) (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 beta 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 mod that is included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog: Updated and added various new mods that came out since Beta 2 Some buildings required double sets of logs fixed. Forester build states. Jam House click crashing Tequila Distillery click crashing. Fantasy Castle click crashing. Various Town Hall click crashing. Library click crashing. Little Chapel click crashing. Blast Furnace click crashing. Various Town Hall minimize buttons. Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation.
  8. View File MegaMod 8 RC1 Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The biggest change in this version is a major revamping of the toolbar. Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together. But many people like the format of the Community Toolbar and being able to find different mods by the same modder. So I figured, why not both? So the Community Toolbar is there, with the mods sorted by modder. And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder. Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod. For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths. Feel free to leave toolbar feedback. I do read all the comments even if I don't respond to them. The toolbar is a major beast and will always be evolving. The download is a single 1.28 GB .RAR file, but you need to extract the .PKM files into your games WinData folder (make sure the extractor program you use is a current version). There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.63 GB) MegaMod2.pkm (1.67 GB) MegaMod3.pkm (991 MB) (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 beta 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 mod that is included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog: Updated and added various new mods that came out since Beta 2 Some buildings required double sets of logs fixed. Forester build states. Jam House click crashing Tequila Distillery click crashing. Fantasy Castle click crashing. Various Town Hall click crashing. Library click crashing. Little Chapel click crashing. Blast Furnace click crashing. Various Town Hall minimize buttons. Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation. Submitter Kralyerg Submitted 02/19/2018 Category MegaMod
  9. The guy who works planting the Coffee Trees is just the tree worker. You need a Gatherer in the same radius that will work to pick up the baskets that are produced. Then the Coffee Beans will be stored in a regular barn. Since you posted this in the MM section, I assume you're using the latest MM 8 beta 2. In there, I tried to go through and make sure all of the different Gatherers have the ability to pick up the baskets.
  10. Version 0.07

    4,067 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods.
  11. Version 0.07

    11,079 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  12. There is one possibility I can think of that could be causing this. A typo somewhere. If a modder tries to set a limit that doesn't exist, it will default to logs. So if a specific building is coded wrong, it could say the word Textiles but really be accidentally be affecting Logs.
  13. Well. If you still have a Dry Good limit, you're using an older version of CC. But here's a graphic that tells what is what. And sorry, no, Grains are not Dry Goods. Dry Goods are always non-food items.
  14. Yes. I added it to the next version of MM (just because that what I'm working on right now).
  15. Are you sure you're using Beta 2? And if yes, did you start this game with Beta 1 and upgraded to Beta 2? Everything looks fine in the code now, so I'm not sure why it would still be off.
  16. I already fixed the bug, so in the next update it will be good.
  17. Yep. The Gothic Farm Jam House has a bug. Fixed for the next update.
  18. I posted version Beta 2, so I'll be locking the comments in this thread so we can start a new fresh one.
  19. I think I fixed most of those problems in the Beta 2 version I just posted. Except for the double Log thing. That's new. I'll look into it.
  20. Version v5

    274 downloads

    Requires Banished 1.0.7 For those that don't like the challenge of the Trading Post lottery, here is a Super Easy Trading override. It makes every trader able to carry every item, and will accept any item for trade. It will conflict with CC and other mods that also affect trading. Put this on top of the conflicted mods to override. V2 Fix small bug, and slightly lower time between traders in early game. V3 Makes it so traders will bring many different items, even in the early game. Quantities will still be low and grow as your population grows. V4 Updated for CC 1.6 and Mini Buildings and NMT 2.0
  21. Then this should be fine, too.
  22. Does this mod create a new Mine/Quarry toolbar icon, or does it change the original Mine/Quarry? I've never used it, but this one seems like it should be fine. That's my fault. It'll be fixed in the next version.
  23. That's the bug. It's going to the wrong one.
  24. You're right. Lumber lost it's new flag. It should actually (accidentally) go in the Minerals stockpile as well as the vanilla one. Fixed.