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Nesr5

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About Nesr5

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  1. OK, so it might still be best to import bricks. Thanks for the clarification.
  2. OK, so just to confirm: the program randomly decides it's time for someone to die, then decides who dies, and then decides how - in that order? So someone who is a kilnman is in no more danger than anyone else?
  3. I just had a kilnman die of black lung from inhaling smoke. Does this happen to every kilnman after enough exposure, or is it random like the rocks that kill quarry workers?
  4. Well, something bizarre happened. The coffee house works now, but I don't know why. A few days ago I wiped out all my mods, installed their latest versions, got CC 1.76 and put it above everything else except the mountain-less mines, unlimited mines/quarries, and improved herbalist/woodcutter etc., then started a new game. I had the same problem with my coffee house. Then I looked at my mods list so I could write it down and report it here and noticed I had two incompatible mods (decorative plants everything seasonal except trees AND decorative plants everything seasonal) turned on, so I turned one off and re-loaded my game (NOTE: I don't think these two incompatible mods were the problem, because before wiping my mod list clean I had only one turned on and the coffee house still malfunctioned). After re-loading the game the coffee house still appeared not to function right (alcohol being consumed, but not coffee or tobacco). Finally I tried putting in a different tavern (small tavern) to see if any of the luxury consuming buildings worked. The small tavern took alcohol and tobacco from the coffee house, and suddenly BOTH the small tavern and the coffee house are working (though the tavern steals all the coffee house's non-coffee inventory!). All luxuries are now being consumed. Weird.
  5. I hoped I'd never have to list these, because I use a lot of mods! But here they are, in their current order: Improved herbalist, v4 - Yandersen Unlimited mines and quarries, v1 - Banished Info Improved woodcutter, v1 - Yandersen Improved hunting cabin, v2 - Yandersen Improved farming, v1 - Yandersen Improved gatherer's hut, v3 - Yandersen Improved forester's lodge, v3 - Kid + Yandersen Advanced blacksmith, v1 - Zen Industries Mountain-less Mines 2, v2 - PSIcho Ninja CC: 1.71 Journey, v171 - BlackLiquid Team DS terrains and climates, v1 - Discrepancy Medieval town version 2.04.1.0.6 - RedKetchup Grass guardian, v1 - Wallets Kid-The mission 1.5, v1 - Kid RK goats as livestock, v1 - RedKetchup Pick me up, v1 - Owlchemist DS fences and decorations, v1 - Discrepancy Decorative items pack, v1 - RedKetchup Decorative plants everything seasonal, v1 - Voeille Pick & hen tavern, v1 - Discrepancy Apiary (re-balanced), v1 - Shining Rock Software, LLC, RedKetchup Cheap tunnels, v2 - Xez DS bridge crossing, v2 - Discrepancy DS small village-homes, v1 - Discrepancy Dairy milk and creamery, v2 - RedKetchup Red cottage, v3 - Tom Sawyer Small town home, v1 - Discrepancy Specialized stockpiles, v2 - Delver Colorful little houses for 1.0.7, v2 - RedKetchup Fish farm, v0 - Dio Jodianto One year is one year-alternative version, v1 - Voeille DS roasted nuts, v1 - Discrepancy Rocks respawn, v2 - Owlchemist Steph's grain silos, v2 - RedKetchup Busy labourers, v2 - Darkbibou Little chapel v2.0 - RedKetchup Tombstone removal, v1 - ShockPuppet I put these into the order I thought best, but I wouldn't be surprised if I've got them wrong. Sometimes I'll put the DS Terrains & Climates above CC if I want to use them, but with my current game I'm using CC terrains & climates.
  6. A few game-time years ago I traded for a supply of coffee (not coffee beans, but the prepared beverage) from a merchant for my coffee house. It was promptly moved to the coffee house, but none of it has been consumed. More recently I traded for some pipe tobacco and it seems to have the same problem (though I haven't given it a few years' trial). The mead that is stored in the same coffee house is regularly consumed, but the coffee and pipe tobacco just sit there. Do I have to manufacture a luxury in my town for it to be consumable? Is there some way to trigger consumption?
  7. How do I keep my coffee house from taking all my honey? The brewers would like to use the honey to make mead. EDIT: I needed to hire an ale wench. A coffee house without staff will end up with non-luxuries (honey, berries, etc.) stacking up inside.
  8. Thanks! I remembered that the chart gave temperature limits, but I forgot that it had number of seasons to maturity as well. I'm guessing it would be best to have field fruits that need only two seasons; like strawberries, for example.
  9. I'm also trying a very harsh climate (so I hope you don't mind my jumping onto an old thread). I have no fruit yet aside from berries, and I'd like to know if there's any difference in yield between different types of fruit. I've noticed that some crops grow faster than others (for example corn seems to grow faster than wheat), so is there a particularly fast-growing fruit? I'm including all fruits, field or orchard.
  10. Hello All, I'm trying to switch from gathering herbs to farming them, but the merchant that just pulled in has both "herbs seeds" and "herb seeds." The little picture of the seeds makes each look different (one is green and the other is brown) and their prices are different. I have more than just CC mods, so maybe one of these is from another mod. Does it matter which type I buy? Will the herbalist use either?