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Kralyerg

Black Liquid Dev
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Everything posted by Kralyerg

  1. Was the jetty mod not originally part of DSSV? I know there's *something* about jettys in the deco pack, I think I had put it in the decorations toolbar. Not sure if that's the same thing you're looking for.
  2. Well, technically I could fix it myself. But it is a bug from the Mexican fantasy mod itself. Not sure if there's going to be another release of MegaMod for 1.0.6. I'm working right now to update CC for 1.0.7, and many of the other modders are doing the same, as well as using the new modders toolbar that necora did. So a 1.0.7 version of MegaMod will need a big overhaul to work correctly again.
  3. You can. Red doesn't mean anything bad.
  4. Version 0.07

    376 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.
  5. Yes, it's still not updated. I was working on it, but then luke released 1.0.7 things so I switched to that. It's on my list.
  6. I think the actual variable name is called "fuelperresource" or something like that. I think of it as "how much warmth do you get per unit of fuel burned" . So the higher the number, the better.
  7. Town Tithe Barn has a default storage of 50,000. And yes, Ridiculous Storage makes the Magazine 300,000.
  8. 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"
  9. Version 0.07

    3,285 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.
  10. I made this as a standalone mod a looong time ago.
  11. 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.
  12. Version v12

    94 downloads

    This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart
  13. 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.)
  14. Version 1.0.0

    41 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.
  15. 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.
  16. That's not what that means. What calli74 said is correct. It will be fine.
  17. 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.
  18. It's been thought of, but what would it actually do? Just a decorative building that gives happiness?
  19. 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.
  20. 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.
  21. 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?
  22. 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.
  23. 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.
  24. The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. 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. Why is there 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 the second 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. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  25. I've never seen a renamed pkm file work correctly.