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Kralyerg

Black Liquid Dev
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Everything posted by Kralyerg

  1. MegaMod

    Version 0.60

    1,344 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: 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. 95 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. The NaturalResourceTree.rsc has a bunch of different kinds of model files so that the map can be populated by all of the different variations of trees equally. I suppose it was easier for Luke to make a master tree file instead of trying to balance the spawning of 3 different trees simultaneously. Just load up NaturalResourceOakTree.rsc and copy that one, since it just has the 1 mesh file referenced. I just ignore that camera thing in the fbx file. I suppose it may do something with lighting or something, but it doesn't have any effect on the actual model. I don't really know how to make the actual tree. @ShockPuppetis the resident tree expert. I'm not sure how to connect the tree model with the falling down animation part.
  3. @NecoraI went through and made new NaturalResource files for each one. The Forester plants the trees, and the trees spawn their designated resource. I didn't make new models, so they are just baskets of fruit on the ground. Then I set the Gatherer so that it would collect all of these new fruits. Although you could also make a different building that only collects a specific one. When the tree gets old, it gets chopped down by the forester for logs. The trees aren't fully grown yet, but you get the idea. Edit: I realized after I posted that this was more directed at the Maple Forester, but the same thing applies to all of them. I made a different forester for every orchard seed we have. Just substitute the little maple buckets for the orange crates in the above picture.
  4. I'm just curious if you actually are meaning string tables, or if you actually mean his whole codebase. StringTables are a specific portion of the code that lists out every piece of text in the mod. It's the piece that translators need to turn a mod into another language. But it's not the actual code of the mod. And while we don't have access to the code, the 3 mods you listed wouldn't be particularly hard to reproduce.
  5. You know that the modkit can see changes you make on the fly? If you load up your mod in the modkit, then Alt-Tab out, and then change something about your building, then Alt-Tab back into the game, it should have changed the building instantly. It's really handy for checking things like sprites/tooltips/drop down menu items. But it should work for model changes and textures, too. I've never tried it with crops, but you should give it a go.
  6. Did you modify your NaturalResourceTree.rsc file so that the trees will spawn the new resources? Berries/Roots/Herbs/Onions don't appear by themselves, the trees grow them.
  7. Are you sure you actually have enough hemp or reeds to make rope? You need 100-150 resources (depending on which item you choose) in your Ropery to make Rope.
  8. One thing I've done sometimes: Take a vanilla resource file, like RawMaterialStone.rsc. Rename it to the filename of the resource you want to use, like RawMaterialLumber.rsc, and do nothing else to it. Then your game will compile fine, and you can test things. But the "Lumber" in your game will still say "Stone" in inventory, and look like stone. But when you place a mod above yours in the modlist, then it will override your fake Lumber and magically become the real Lumber resource (when you start a new game with the two mods in the correct order). But, like Ketchup said, without the actual files themselves, you can't grab pieces from other mods to include it in your own.
  9. There's a fix for the "It crashes when I click on my trading post" problem. But I have no idea what would be causing a "It crashes when I click the X to close the window" or "It crashes when I click the Dismiss button".
  10. Version

    66 downloads

    Little shacks that will grow resources. Think ""Foresters Lodge that can grow stone out of the ground"". There's one shack each for Stone, Iron, Coal, Dense Trees. Dense Trees will grow densely (hence the name) but will not spawn any wild foods or herbs. But they should be a great source of logs. Note: This mod is fully included in MegaMod.
  11. 1) Why does your stringtable have "String _requirements...". Every stringtable entry should be "String _name...". The consumeproduce has the _requirement, but it should point to an equivalent _name. 2) Look in your template files for the foods that don't show the picture. Down in the rawmaterial section, it should say String _name = "Flour"; String _nameSmall = "FlourSmall"; The "small" version is the one that shows up in the drop down menu. You need to have a 2nd icon that's only 16x16, and a second entry in the spritesheet for it. Luke only put the small line in some of his things, it's kind of annoying.
  12. That looks like exactly how I tried to do it, too. And so did several other people who tried. And the game still won't do it. No one has, so far, been able to figure out how to make that work.
  13. Lite just means the forest is less dense. Sparsely populated trees, instead of denser forest. Otherwise it should be exactly the same.
  14. Do you want information on Terrain types, or Starting Conditions? You used the word Terrain, but that's just basically "what color is the ground" and has no actual effect on gameplay. Things like Water World are Starting Conditions, and affect the amount of rivers/lakes/trees that your map starts with.
  15. Yes. Most likely. I never really tested this completely thoroughly, but from past experience, the game doesn't like to change already existing thing midgame. Like if you have a storage barn, and then you enable Ridiculous Storage to increase the storage size, it won't affect an already built barn, but it will affect a brand new barn. So, I don't know if the inedible foods mods will affect food that is already stored in the barn. It will absolutely affect newly harvested food, and make it inedible, so you can use it in some production chains. But I'm not 100% sure about already existing foodstuffs.
  16. Are you sure you didn't just click on the Star button in the debug menu that says Make All Resources Visible? If you click on the Star and then click on the Add Food button, this is exactly the result you would get.
  17. Have you had a look at the Inedible Foods mods? http://blackliquidsoftware.com/index.php?/files/category/12-inedible-foods/
  18. Version 3

    102 downloads

    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.
  19. Correct. The plantation won't change the edibility of the food.
  20. Whether or not something is edible or inedible is set by the resource itself, not the thing that creates it. Producing something in the Plantation or the Crop Field will not change a single thing about the actual thing that is produced. The Plantation is just there so that you can grow things that aren't foods, and won't be constrained by the Food Limit. But there's no way, in the code, to actually limit the choices of the seeds available. But even if you grow Wheat in the Plantation, it will the exact same wheat that is grown in the Crop Field. Exactly the same.
  21. There's nothing the modkit can do to change the behavior of the citizens. The AI for them is hidden from us. Only the core game itself can tell the citizens what to do and where to go.
  22. Nothing in this thread is included in the current 0.06 version of MegaMod.
  23. The only bug is that both the Livestock and the resource that the pasture produces both have the exact same name. You buy "Trade Llama" livstock it goes into your pasture, and then they create "Trade Llama", but those are dry goods to be sold off. If you buy the "Trade Llama" that is already a dry good, then it's not a livestock. The trading posts aren't doing anything wrong, except not telling which version you are buying, because I was lazy when I made it.
  24. Because the flag for Materials isn't called "Material". We can't add new flags to the game, so we stole Coals flag and made it display the word Material instead of Coal. You want it to say RawMaterialFlags _storageFlags = Fuel | Wood | Stone | Iron | CoalFuel;
  25. If they're actually sitting in your market, then I think you may have bought the wrong thing. If you buy, say, "Trade Bison" they will eventually produce a resource called "Trade Bison". They both have the exact same name. One is a livestock and one is a trade resource, You may have purchased the finished resource version and not the livestock version.