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KevinTheCynic

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KevinTheCynic last won the day on July 22

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About KevinTheCynic

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  1. 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
  2. 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.
  3. @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!
  4. 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.
  5. 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
  6. Welcome to the new members, it's great to see that this site is getting both new and former members on the forums
  7. hey

  8. 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.
  9. 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)
  10. I like the old chandlery and I also use it to match the other buildings with thatch type roofs
  11. An interesting idea @Banished&Used but as you've mentioned, there's some services that just are not available for any over-water village at the moment (e.g. a hospital, townhall, boarding house). For some variety I would recommend Discrepancy's DS Jetty & Bridge set found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=188 and I'd also recommend Necora's Maritimes mod, specifically the PEI Shore Fisheries and the NS Inshore Fisheries as they add some other services (rope maker, lumber cutter) as well as add a lot of variety. Both of those mods can be found in the download section here on the BlackLiquid site http://blackliquidsoftware.com/index.php?/files/category/13-maritimes/ I'm thinking that it might be worthwhile asking one of the modders if they could make some more over-water buildings to fill the gap caused by the lack of hospital etc. etc. however there will always be the issue of food variety to keep the citizens happy & healthy - they're going to need vegetables and fruits to supplement the chicken, fish & rice if they are to reach the full level of health and happiness. I wonder if Kid would consider making an over-water versions of his tomato greenhouse from the Tequila Add-on mod? It could be changed to allow other vegetables or fruit to be grown. In fact, instead of just thinking about it, I'll actually make the suggestion!
  12. hey

    Unfortunately real life has prevented Shock and Kralyerg from spending much time here over the last few months.
  13. @Snapphanen that sounds like there could possibly be a conflict with one of your mods. Do you have any really old mods that were from way back when Banished was still in version 1.0.4 or 1.0.5 at all? There's one particular mod called Pesky Produce that will cause big problems when trying to use it with Banished 1.0.7 and CC 1.75 but there's a few others floating about that may have the same problems. The other question would be what is your mod load order?
  14. I think that what all this shows, is that there can be great variation in resource production. Having seen previous examples of apparent over-production, I tend to think this is just one of those quirks of the map seed, map size and terrain type in use. I don't think it's a bug with the hunting blinds or CC 1.75. I tend to favour the same map size, terrain type and starting conditions whenever I start new maps and I'm using CC 1.75. I seem to get about 800 duck meat per hunting blind with my prefered map conditions. I "sometimes" see it go above 900 and more typically get about 750. Rarely do I see it go as high as 1000. Again, I believe this is just one of the quirks of the procedural generation of the map based upon the starting choices.
  15. I'd just like to say once again, that while the abundance of blueberries is due to the interaction of a few mods that includes Natural Diversity and appears to be unique to my specific mod collection/load order, this is not because of Natural Diversity. The root cause seems to be with the Pine mod and Natural Diversity has simply allowed a dormant problem within the Pine mod to became noticeable. If I ran my game without the Pine mod, the blueberry problem would probably not exist. @Bartender is being very generous & considerate of us, the players, by offering to fix a problem that is not even in his mod.