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Black Liquid Dev
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Everything posted by Kralyerg

  1. Version 0.07


    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.
  2. Version 1


    Make all of your Meats not able to be eaten by your citizens, but used for production and/or trade. Place Above CC. Includes: Beef Bison Meat Charki Chicken Duck Meat Fish Cheval Mutton Pork Venison
  3. Did you check it with matching cases in the filenames? Sometimes the game is picky about certain things and sometimes it's not. But even when it is picky it doesn't actually tell you that something is failing. Like putting spaces and . and - and _ in your pkm filenames all have issues, but it won't actually make the compiling fail, but then your mod won't work.
  4. As was said in another thread, I don't know when MegaMod will be updated for Banished 1.0.7. It may be a little while. But I did make a small compatibility patch mod. 1.0.7 Compatiblity for MegaMod 0.07 It should allow you to use MM and the new CC with 1.0.7. It's very very beta. It shouldn't crash anything, but things might not work as expected. Let me know when you find the bugs.
  5. Are you checking the right folder for the .pkm file? It should be in your /BanishedKit/bin/WinData/ folder. The modkit is sometimes picky about capital letters. I don't remember exactly, but you should try keeping your Package file and your Resources file with the exact same capitalization. (BetterFishResources.rsc and then Package.rsc:BetterFish, not betterfish).
  6. Version 4


    Allows your Bakery to produce the following: Hardtack [Flour] Bread [Flour] Fruit Cake [Flour + Apricot] Nut Bread [Flour + Walnut] Cheese Bread [Flour + Cheese] Sugar Cookies [Flour + Sugar] Croissant [Flour + Butter] Donut [Flour + Vegetable Oil] Flatbread [Flour + Salt] Garlic Bread [Flour + Herbs] Bagel [Flour + Egg] Muffin [Flour + Blueberries] Cake [Flour + Honey] (from NMT) Apple Pie [Flour + Honey + Apple] (from NMT) Cherry Pie [Flour + Honey + Cherry] (from NMT) Pecan Pie [Flour + Honey + Pecan] (from NMT) Affects CC and NMT Bakeries. Place ABOVE CC or NMT to use.
  7. Colonial Charter 1.75 is available for download. Rearrage Refined Production toolbar to better reflect the new resource flags and limits. Fix general markets that should not be storing Luxuries Allow Trading Posts to set autopurchase for new resource flags Add new subtoolbars for Market Stalls, Market Carts, Specialized Storage Barns No real big changes. Just some minor updates. Unless there's some big bugs that are found, this should be the last update to the 1.7x line.
  8. No one is saying that NMT is *bad*, just that it's different.
  9. You can always use the Compatibility mod. (http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/) It was designed for MM, but it works fine with any individual mod that also happens to be in MM. It should fix most of these weird flag incompatibility problems.
  10. Last I checked, steam uploads were disabled while the game was still in beta status.
  11. Oh. The options you want are already in CC 1.75.
  12. I'm confused. Why can't you select the Lake Terrain type and then select Northern Pines as a Starting Condition? I don't know what you're actually requesting. It looks like it's already there.
  13. You can try this little guy I just whipped up. NoMountainTrees.pkm Since trees are spawned when the map is generated, this would require a new map to be used. But (based on my tiny bit of testing) it should make it so you don't get any trees on your mountain tops.
  14. All the trading post will show the same info, so if it shows like that on one it will look the same on all of them. Deer As Livestock was included in CC a long time ago. I don't even think I have the original code for the separate mod. That's probably where the bug is. But if you disable the Deer As Livestock and just use CC, the bug should not be there.
  15. They're not actual animals. The Training Camp mod by @Ketchup makes them.
  16. You don't actually have to build the tunnel. Just drag the tunnel across, let go, and the trees that it is crossing should magically disappear. Then just go and cancel building.
  17. Version 2


    14 new roads of varying types. Some of them are a little hard to see on the regular grass. All of these roads have the same speed as the Dirt Road. The new roads are: Grass Road Grass Road 2 Grass Road 3 Verdant Road Marsh Road Swamp Road Crop Road Pasture Road Plantation Road Desert Road Sand Road Sandy Road Gravel Road Transparent Road (If you look in the screenshot, on the far right, just to the right of the Gravel Road, is the Transparent Road. It's there. Be careful with that one.) Note: This mod has been included in MegaMod.
  18. http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/ Even if you're not using MM, this will work for all the mods, individually, that are in MM. It will allow the old mods to store items that use the new 1.0.7 flags.
  19. They won't put it straight into the market. Assuming you're using 1.0.7, the Small Medieval Barn will only store it if you're using the Compatibility mod. All of the general purpose barns should store it, as well as the specialized "Misc Small Barn" from CC.
  20. I'm a little late to this, but I can shed a little light on the WeakComponentDescription problem. The CC "Wild Things" map has like 30 things listed there, so there's no actual cap. The game won't compile things that are *only* listed in the WeakComponentDescription list. Normally, if you have, say, a building that you list in your mods Resources file, when it's compiling, it sees that your building is referencing the things its producing and it compiles those as well. So you don't have to list every single item in your Resources file. But, for some reason, it kind of ignores the things listed in WeakComponentDescription. So when you try and load that starting condition, it's looking for something that isn't there. But then, when you added it to the Rock spawn, it does see it, because it does go through the Rocks file and sees the other files it references. So, to fix this, all you need to do is to add your NaturalResourceGrass.rsc to the list in your mods Resources file. Then it will be compiled correctly and you won't get that error when you load the map. Did that make any sense at all?
  21. I never did any long term testing (I never do :P) but I would wager that if the Wild Shepherd has any animals to pick in it's area, it will do that, and then become a laborer. If he's acting like a laborer, then he's probably exhausted the area, if there were ever any there.
  22. Only if they can't find any Domesticated Animals to harvest. Then they do like any other worker that doesn't have work to do and act as a laborer.
  23. That's an easy one. This is what I have general storage barns set to: RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile | Grain | Vegetable | Fruit | Protein | Custom0 | Custom1 | Custom2 | Custom6 | Custom7 | Custom8 | Custom9; I find it a good idea to put the actual food flags in, for cases of non-edible foods (Flour only has the Grain flag, but not the Edible flag). The new flags you want are the Custom numbered ones. 0-2 and 6-9. 3-5 are stockpiling ones, although you're welcome to make them be stored in your barns if you want.
  24. Domesticated animals are (invisibly) spawned on a map when it is created, much like the trees and rocks. So they will only be spawned on a CC map, since other mods don't know what they are. There should only be a handful on the map, and since they are invisible, it's a little hard to figure out where to place your wild shepherd sometimes.
  25. The two minerals stockpiles are because of how I transitioned the stockpiles for 1.0.7. There used to be a Materials stockpile, but I removed that one from CC and made all the new flag stockpiles, including Minerals. But the materials stockpile still exists in MM. But then, I jus rejiggered the text instead of making new ones. So the new CC minerals stockpile is partially overlapping the old MM materials stockpile, creating two identical stockpiles. The duplicate crop field comes from one of the mods in MM. I don't remember which one off the top of my head, but I put it in MM because that's what was in the mod. I try not to change individual mods *too* much. Not sure about the missing trader boat items. It's hard to diagnose when the little icon is missing too.