Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Kralyerg

Black Liquid Dev
  • Content count

    784
  • Joined

  • Last visited

  • Days Won

    143

Everything posted by Kralyerg

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. Did you start this game with RC3 or RC4? I thought I had fixed that problem with the RC4 update.
  6. 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.
  7. 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.
  8. It's creating Herbs, but there's definitely a typo that is causing it to use the Log Limit.
  9. For comments, please go HERE
  10. Version

    282 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
  11. 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
  12. For MegaMod 8 RC3 Discussions. 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: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Status: Fixed for next release Issue: Medieval Salt Mine using wrong flag (textile) Status: Fixed for next release Issue: Ghost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Status: Fixed for next release Issue: Kid1293's Medieval Grace Monastery does not take on students. Status: Fixed for next release. Issue: Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Status: Fixed for next release. Issue: Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Status: Fixed for next release. Issue: Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. Status: Fixed for next release Issue: Trade Deer and Trade Beef Cows are producing Trade Horses Status: Caused by using Busy Pastures Mod which has now been fixed to stop that error. Issue: The Stranded with Seeds start does not have a cart with initial supplies. Status: Fixed for next release Issue: The Small Crafted Barn - Crafted is misspelled Status: Fixed for next release Issue: Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing Status: Fixed for next release Issue: RK's Choo-Choo is not accepting Coins Status: Fixed for next release Issue: Duplicate tabs for Wintin's End of Roads Status: Fixed for next release Issue: Two vanilla Woodcutters under Fuel Production Status: Fixed for next release Issue: Canal Bridge need to fix appearance Status: Fixed for next release Issue: Angel Statue has voids Status: May not be able to repair; may need to leave it out of next release Issue: Kid1293's Fish Farm only in Community Toolbar Status: Added to main toolbar for next release Issue: Trade Horses will not leave Trading Post Status: Cannot duplicate issue; Trade Horses moved to Pasture when we tried it
  13. 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.
  14. Sure, I get that. But it's closer to "by design" than "bug to be fixed".
  15. That's by design in the original mod. There's a 1x1 version, and an "overhang" version, as F variants. The overhang version sits on a 1x1 square, so it's still in the 1x1 button. I can understand the confusion, but it was done on purpose like that.
  16. Well, there's two issues here. Everything that is in the Mod Collections toolbar is also in the non-Mod Collections toolbar. Some people find it easier to find a specific building and it's related buildings based on the modder. The fleur-de-lis is slightly different. There are some mods that have come as a complete set of similar buildings. So they're still in their sets. There's future plans to possibly make the Themed Sets also in the standard toolbar.
  17. It's not possible to set Traders to only accept certain specific resources. But it is possible to only have them accept only certain flagged categories of resources. So, we can't say "only accept Gold Guilders" but we can say "only accept things that fall into the Precious resource category". That includes Guilders, Pfennigs, Polished Gemstones, Pearls, Arrowheads, Native Artifacts (in CC, there are other options in MM and other mods). So, to answer your question... sort of?
  18. There's one in the Community Toolbar. Go to button titled Mod Collections. (The one that looks like 3 people holding hands in a circle) and then to CC, then Roads And Bridges. There's a Dock Bridge there. The Community Toolbar is helpful for finding a specific thing made by a specific modder. I'm not sure what happened to the Dock Bridge in the regular Roads toolbar. I'll look into it.
  19. Version 4

    873 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.
  20. Yes, toolbars are not linked to starting condition/climate/terrain choices. They're always the same no matter what you select. Where exactly are you clicking? I just went and clicked on everything I could find and nothing had a problem. Is this the Community Toolbar, or the regular Storage toolbar? Like, literally, exactly which buttons are you clicking until you get the crash?
  21. I think that if you attempt to remove the first mine (instead of upgrading) that it turns the mine model into a battered/rundown version and that land is then unusable. I don't think the upgrade button is available at that point. I'm not sure of the exact details. It's been a while since I looked at it.
  22. Version 1

    209 downloads

    Makes all the pasture animals quieter and talk less frequently. Vanilla and CC animals included. Never messed with the sound settings before, so let me know if anything is odd.
  23. That's' not the CC stable, that's my standalone stable. I probably forgot to update it for the 1.0.7 update
  24. Version 6

    235 downloads

    I didn't thoroughly test this, so be careful. All of your Livestocks can fit twice as many animals in the Pasture. They will reproduce twice as fast, and and give their bonus resources (Eggs, Wool) twice as often. Probably a little cheaty, but hey, that's how some people roll. Load ABOVE CC to use.