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Everything posted by KevinTheCynic

  1. Nice to see more maps being displayed here @Dolbadarn that map with Seed: 994070328 is particularly interesting so I think I might just have to start a new game...
  2. EDIT 13Dec16: Note that the "Medium Map" title on the image is from the mini-map mod I am using and is not the starting conditions. Hi everyone, after adding some comments to the poll for what would we like to see in CC version 1.7, I figured I should try and post some screenshots of the two map types I mentioned in that thread. I like the larger maps because I like to make a few villages and one or two small towns on the map. These two particular types also give large lake areas that don't look like the normal Banished "circle lake". Terrain Type - [CC] Lake Waters Terrain Size - [CC] Very Large Map Seed - 777, or Map Seed - 999 The bottom of the Yellow Box shows the starting location of the map. Map Seed 777 Map Seed 999
  3. I didn't know that, I'm such an irregular Discord user that I haven't checked all the options available. So thanks for the info
  4. These pages from World of Banished should hopefully make it clearer. They're also the download pages for Necora's Flax Patch and New Pine Flora Flax Patch http://worldofbanished.com/index.php?action=downloads;sa=view;down=303 New Pine Flora http://worldofbanished.com/index.php?action=downloads;sa=view;down=304
  5. If anyone sees StainlessSteelCynic on Discord, it's me. I started using Discord for the Heliborne game. For anyone wondering about the name StainlessSteelCynic, yes it is directly inspired by the Harry Harrison "Stainless Steel Rat" series of sci-fi novels.
  6. @TuffDwarf Wow! That is impressive A really good map for those who want to try the challenge of a water village with minimal use of land.
  7. @Dolbadarn an interesting mix of land, lakes and rivers/streams!
  8. I know I'm a little late with this but when you have the file, there are some sites available that try to identify the track by uploading it to their website so they can analyze it. These services are not perfect but one that I have had some success with is AudioTag. There website is here http://audiotag.info/index.php If you want to have the programme on your phone instead there are two popular services you can download called Shazam and MusicID and if you can't get any success with those services, there's a website were other people listen to samples of a tune/song and try to identify it. The website is here https://www.watzatsong.com/en
  9. Ah I forgot the dock workshop can do rope. I've never needed the rope early in a game so by the time I do need it, I'm building the ropery on land
  10. It can certainly be done but there are several requirements that cannot be built over water. There are no over-water hospitals, graveyards/cemetaries, nomad buildings, boarding houses or townhalls available in CC and as you have discovered there is no way to make some items without land-based infrastructure (e.g. rope, clothing, certain food types, candles). Personally, I use a mix of CC, Necora's Maritimes set and Discrepancy's Jetty and Bridge set and his Stone Bridge set so that I can get more resource & storage buildings (and some variety in housing). CC just does not have enough over-water buildings to cover all the needs of a town but to be completely fair, none of the other mods do either. Using a mix of them covers some of those areas where a particular mod is lacking. Necora's Maritimes sets can be found in the download section on this site and Discrepancy has a lot of mods on World of Banished. The two specific mods I mentioned can be found here:- http://worldofbanished.com/index.php?action=downloads;sa=view;down=188 http://worldofbanished.com/index.php?action=downloads;sa=view;down=385 It might be worth your while to read the following threads because they covered the same idea: -
  11. I think it's the graphics card - the GeForce 210 is listed as having 1GB of DDR2 RAM so I think because it's an older card, it can't handle the extra size & graphics of MM
  12. At a guess I would say that your system is seeing the load time increase but nothing is actually happening regarding the game loading so it's terminating the process. Banished with mods will take longer to load and in some cases, much, much longer than anyone expects - however this is normal and a lot of people have found that the Alt+Tab trick reduces the load times from the 15-40 minutes some of us experienced down to around 5 minutes. I'm sure someone else reported a game crash from an endless loading loop but that was a few years ago now. MegaMod is huge, it will take a while to load. So considering that you have no other mods enabled and the game works with CC I am inclined to think your system believes something is wrong with the load time for MegaMod (MM). Are you still using the original download of MM or have you downloaded it a second time and are using that now? If you are still using your original download then as a "just in case", download it again and try the newer download. If that also does not work then I'm inclined to think that your system and MegaMod are not compatible somehow and maybe it's one particular mod within MM that is causing the issue. It might be worth trying the earlier version of MM (that you can still get on this site) to see if you still get the load time crash. If even that doesn't work, you might have to resort to using CC with any other mods you want to try. This sounds like a bit of a loss compared to what you can get from MM but there are many other mods that will work successfully with CC (I can give you a list of various mods I regularly used before I started using MM - I had over 120 mods active at one stage). As a final word, I'll add my thoughts to what @estherhb said, over the years we have seen Banished cause problems for some people that other players never encountered. Sometimes one person will have a crash while another person will use the same mods and a similar computer and have no problems at all. For example I have found a problem with a particular session with overspawning blueberries that only one other person in the Banished community seems to have encountered despite others trying to replicate the problem. Banished seems to be a very cranky programme and plays nice with some people and plays very badly with others. There does not seem to be any "One fix fixes all" solution for many of the Fatal Error crashes so it pays to try out every solution that's on offer There's been a number of websites offering solutions to various Banished crashes so doing a search for Banished with the specific error code might get you some useful info.
  13. If you're using a few mods, there's a very good chance that there is nothing wrong with your install of the game and it's a mod conflict that is causing the error. I have experienced that same problem when I had some older mods activated. Do you have a list of the mods you're using or are you just using the MegaMod? Something else to check, this happens a few times to some people but is not very common. Are the mod files you have downloaded, the correct size? By that I mean if the download says it should be 4.9 Meg, is the file you downloaded actually 4.9 Meg? A few of us have had problems where the download cut out early but said that it was fully complete so we got 4.1 instead of 4.9 Mb. When we have tried to use those "incomplete" mod files, the game has crashed.
  14. While I don't know the specifics (I'm not a modder), I do know that some parts of the game have been inaccessable to modders because that's the way the designer made it. There are some things that just cannot be changed and I suspect that what you're suggesting falls into that category.
  15. I am now more certain that the overspawning blueberries problem I have encountered is related to the climate that was used. I have only recently installed the newest version of MegaMod and I played two seperate maps with the "Mild" climate and blueberries did not overspawn. When I started to use one of the CC climates (I think it's "Temperate" or is it called "Mediterranean"? I can't recall) I started getting an increased growth rate for blueberries. As a guess, it seems that the climates that prevent snow (like the "Tropical" climate) are allowing increased growth for some plants (specifically blueberries and from @josito's post, açaí as well).
  16. Welcome to all the new members. You'll find a diverse crowd of people here from many different places in the world. Some of us are young and some old, some of us are new to computer gaming and some of us are old hands at PC games, some of us only play a small selection of game genres and some of us like a wide range of genres, some of us are here on a regular basis and some of us just drop by every now and then but we all have one tihng in common... we all love Banished. You'll find plenty here to amuse and/or inform you so wander through the various threads and don't hesitate to ask any questions you might have.
  17. Thanks to all who helped create MegaMod. I previously used a lot of individual mods and had something like 160 active until I tried adding the marble quarry and jade quarry. That was two mods too many and the game refused to load at all (even using the Alt+Tab trick). MegaMod has allowed me to reduce my mod list by approximately 140 mods and it's all running very well. I have one little bug to mention. The "tent with fire" by tanypredator has a campfire at the front of the tent but when I build it, the firepit and the smoke are in different locations. In the image below the firepit can be seen to the side of the tent but the smoke and fire effects are in the middle near the tent entrance. Despite that tiny bug, the MegaMod is quite incredible and it's a magnificent effort by Kralyerg to compile all these seperate mods. Many thanks to all involved - I just wish I had started using it earlier!
  18. TIP: Build storage yards! All of them! I've been playing with CC 1.72 and a lot of mods remade for build 1.0.7 and one thing I have noticed is that I have been overlooking a simple but important aspect of the new game. The new resources require new storage, we know this from what the CC team have mentioned but while everything is still new to us Players, it's really easy to forget this. I lost a lot of bonemeal before I realized I needed a separate type of storage for it and I have just spent three seasons waiting for Necora's Pine Cider Press to be built because although I had lumber providers (the Sawpit from CC and the Pine Lumber Cutter from the Maritimes mod - I built both because for about 20 minutes I thought maybe the two types of lumber were different!), lumber was not being delivered to the construction site. The reason was simple enough once I realized it... the lumber needed the Construction Materials storage yard and I hadn't built one. So the 80+ units of lumber I had made were lost because they could not be stored anywhere. So the moral of the story is, there are small but very significant changes to the game due to the new resource flags. Explore the new resource chains before thinking something is bugged. Build the new storage yards, otherwise your new resources will be lost. P.S. I'll be posting this over at World of Banished as well where my user ID is TheOtherMicheal (that ID is a small tribute to a friend who committed suicide some years ago) so there's no need for any worry that someone is stealing my post from here!
  19. 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)
  20. 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).
  21. Welcome to all the new members. Great to see so many people finding Banished and this forum
  22. 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
  23. @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).
  24. 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.
  25. 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.