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KevinTheCynic last won the day on December 20 2017

KevinTheCynic had the most liked content!

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About KevinTheCynic

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  1. In regards to lag with the newest version of NatDiv, I usually only suffer serious lag after running the game for a few hours and then try to build some roads. As for my computer, it's about five years old now but when I bought it, I specifically got a gaming rig because I wanted to play games like Cities: Skylines (which is another resource hog).
  2. Welcome to all the new members. Great to see so many people finding Banished and this forum
  3. AARRRRGHH!! God how I hate microsoft some days. Between my last post and this one, I got some updates for Win10 (in the sneaky way that MS does it these days). Whatever they did has now caused Banished to crash every single time I try to load it. It was working fine two hours ago and now it's not and the only thing that's changed is that I cleared some space on my hard-drive and MS snuck in some updates. Now I get the Fatal Access error everytime I try to launch the game. Banished Microsoft
  4. @stiles I don't have the Banished PLUS mod, it made some things just a little too easy and so I have never used it for all the time I've played Banished. As mentioned, when I use the Colonial Charter Very Large map size I have a problem with overspawning blueberries but if I use the vanilla Large map size I don't suffer that problem. However it might also have some relationship with the use of Colonial Charter climates - I've often used the CC temperate or tropical climates. I'm just guessing here but perhaps the milder climates from CC increase the percentage chance of all plants (and specifically blueberries) growing or the length of the growing season etc. etc.? It's something I'm going to test soon. In terms of how the game works for plant growth, I can understand the climate choice having an effect, we have seen various mods that adjust the growing cycle of plants due to season/climate so the more I think about it, the more it seems plausible. I just have to test it to see if it actually holds true. I quite like the newest version of NatDiv so I'm reluctant to drop back to one of the earlier versions. If I keep getting overspawning bluerberries on CC Very Large map but when using a vanilla climate, I'll reinstall an earlier version of NatDiv and try that but I still haven't seen anything to make me think that NatDiv is causing the problem (the blueberries that are causing the problem are not from NatDiv).
  5. Hey @QueryEverything you still around? Something interesting that I just discovered about my problem with blueberries. It only occurs on the [CC] Very Large map size, I have been testing a few mods on the vanilla Large map size and there is no problem with blueberries at all. Because I am basically greedy I have been using the largest map size I can get which just happens to be the Very Large size provided by Colonial Charter. So the blueberry problem is a little more complex than I first thought, it seems to be a combination of some of the mods I have PLUS the Very Large map... quite strange really as I would have thought the map size would not have any impact on the natural resources. EDIT: another point of interest that I would think has no bearing on the problem but ya never know... I am using a vanilla climate and not the CC climates I usually use.
  6. Well I seem to have tracked down my particular problem and it wasn't the hard-drive space... however it did make me clean out some junk from the drive so that's actually a good thing! It looks as though when I was adding some new mods, I added an older (and no longer compatible) mod to my WinData folder when I transferred the group I actually wanted (I tend to highlight all the mods I want and transfer them all at the same time - a habit I think I've just been cured of). I also have a tendency to keep all the mods, including older versions or ones that are no longer compatible, in the same storage folder but I think I'll be transferring the oldest ones into some sort of archive from now on.
  7. The problem I am facing now is that the second drive has too much on it as well so shifting items from one drive to the other is not able to be done. I need to get myself an external hard-drive so I can store everything on that! The most irritating part is that my computer is only about four years old and came with 16 Gb of RAM so I "assume" that I have plenty for the games I'm playing. Sometimes it's not about how much RAM you've got, sometimes it's about how the game designer makes the game use the RAM. I believe that games like Cities: Skylines try to load all their assets (e.g. mods) into RAM so it is particularly hungry for RAM and not particularly good at using it. I think Banished might work in the same way Once I can get some space clear on both hard-drives I intend to swap the Documents folder to the second drive. Knowing that all of you i.e. @tweety, @khemari and @estherhb's husband have successfully done this already is good to know P.S. I don't know why I can't get estherhb's @ notification to work, worked fine for the other member's names, just not esther's
  8. This is actually very interesting for another reason. This is a bit long so forgive me for the pre-amble but it's needed to provide some context because while @tweety doesns't seem to be having the problem that I am experiencing, I think they both originate from the same cause. I had a new town that I had started in October this year then I stopped playing Banished for a few weeks because I started to play Cities: Skylines again as well as an entirely different game called Heliborne. Cities: Skylines would run fine but about a three days ago the town would get to a certain size and then the game would crash due to a remapping allocation error (can't remember specifics). This error was due to not having enough virtual memory (and Cities: Skylines is a glutton for RAM & virtual memory when you've stacked the mods in). Other games run without problems. I checked my SSD (the main drive and the location of the virtual memory page file and it's also the location of my Banished saves in the Documents folder) and found that with all the mods I had crammed into a few games lately (the mod folders are in the Documents folder on C:) plus some major updates to games that I had installed onto C: (because it's SSD and the games run better on SSD) as well as a bunch of photos I am trying to edit, the drive now has only 6.6 Gig of 232 GB free. So I decided to switch to playing Banished because there were two new mods available and I wanted to try them. So I tried to run Banished yesterday after installing the new mods into WinData... The game crashes before the main loading screen can complete. The error is specifically "A fatal access violation has occurred in Runtime-steam-x64.dll and the game cannot continue! A crash dump has been saved to E:\Steam\steamapps\common\Banished\crash.dmp" So the situation is this, I have Steam installed on my secondary drive (E:) and that's were Banished is installed. However, Banished is saving it's games to the Documents folder on the main drive (C:). I have tried every one of the error fixes related to this sort of crash and the history of this particular crash shows that it happened most of the time back in the early days of the game for a variety of reasons, mostly in 2014 and 2015. I haven't seen any mention of this problem occurring during 2017 and I don't recall seeing any mention of Runtime errors associated with lack of drive space and I believe my particular problem with Banished is directly related to the lack of space on my main drive (for both the saved games and for virtual memory). Now I am an average computer user, I know enough to not have to call a tech every time something goes wrong but I do not know for certain that this is the cause. Nothing else has changed except for adding two new mods and my main drive getting too full so at best I am making an educated guess that the lack of drive space is the problem. But I sure would be happy to hear from anyone who actually knows about this kind of thing so that I can figure out if it is the problem. I am going to try moving the save games to the E: drive and see what result I get.
  9. @Takit Just wanted to say that the way you set up that bootlegger & smuggler outpost is great! And it's a nifty way to incorporate the Town Arrival piece. It looks really good and inspires me to try and copy it in one of my towns @Goblin Girl I'm still grinning from your comment!
  10. Hello to all the new members. It's a bit quiet here at the moment but don't let that stop you from making posts or asking questions and if you're looking for mods on other websites, you can find many of the members here are also members on sites like http://worldofbanished.com/ If you don't find an answer to a question here, you might find it there.
  11. Kid has released a new set of buildings, mostly houses but also a town hall, school, hostel and a storage building. I think they fit in well with medieval style of Red Ketchup's NMT and also with the upgraded buildings in CC. You can find the set here: - http://worldofbanished.com/index.php?action=downloads;sa=view;down=343
  12. Welcome to the new members, it's great to see that this site is getting both new and former members on the forums
  13. On a completely different topic, just in case there is any confusion - Governor is not her name, it's her rank in this forum. Her name is estherhb. In regards to the hunting blinds, if they are causing a problem for you then the short-term solution is to ignore them and not build them. Unfortunately Shock and Kralyerg are both away from the site at the moment due to real life issues so they are not going to be able to answer your questions at the moment. Probably the best long-term solution for you would be if someone made a separate mod that alters the the hunting blind. That way you could instal it to affect your production but those of us, like me, who rarely see such high numbers, can choose not to instal it.
  14. Prompted by this thread, I'd like to ask if anyone would be interested in making some more buildings that can be placed over water. While there are quite a few buildings that can be built over the water when you combine CC, Discrepancy's DS Jetty & Bridge set and Necora's Inshore Fisheries mods, there are still a few buildings that are stictly land based e.g. the hospital and townhall. Any attempt at a sustainable village with the minimum use of land is always going to need land for the hospital, town hall, boarding house, fruit & vegetable growing and the blacksmith (so the more advanced tools like steel tools can be made). There is a specific need for those buildings mentioned in the paragraph above but I'd also like to ask @Ketchup and @kid1293 if they might consider making over-water versions of their greenhouses so some fruit & vegetables can be grown without needing a cropfield or orchard (specifically the greenhouse from the Garden Walls: Utility set and the greenhouse from the Tequila Addon set)