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.

Goblin Girl

  • Content count

  • Joined

  • Last visited

  • Days Won


Goblin Girl last won the day on July 28 2018

Goblin Girl had the most liked content!

Community Reputation

46 Shiny

About Goblin Girl

  • Rank
  1. This is your problem. Use the latest version. It all works correctly in the current release.
  2. The purple circle is the happiness radius. Unhappiness is a red circle.
  3. Early game, firewood is still a solid trading choice. Also wooden statues, flax, feathers, bone meal, and any other random crap you have laying around. If you have a way to get wool, it's still good to trade directly or as wool coats. I typically transition to trading charcoal, statues, and perfume. What I don't trade away is food. Ever. So that means I never trade ale. I've seen way too many famines over the years of playing to ever believe my food surplus is large enough. I will litter my landscape with massive barns, all stuffed with surplus food, because eventually I know I'm going to need it.
  4. The first thing you should know is that there isn't a single right way to play. IMO if you're still getting used to megamod it's worth using the Appalachian Forest starting condition. Why? Because you get rice & eggs. You can immediately place a rice paddy and a dock chicken breeder, which will give you grain and protein right off the bat. And if you also send your laborers out to gather wild foods once or twice a year, the food situation will be sorted and you can focus on other things. Like smelting iron. What I do is start with firewood and later on transition to charcoal. I typically make a little "neighborhood" with a log vendor, firewood producer, fuel refiner, small iron smelter, and one of the blacksmiths. I tend to prefer the RK medieval blacksmith that sits on a corner. Early on, I only staff the log vendor when I need to fill it up. Until I get some iron, I just make wooden, stone, or rough tools, but I only make what I need immediately, because I don't want to waste iron ore. And note that while some of those buildings have an unhappiness radius, I've never noticed that it's a problem as long as the residents have enough to eat, and a coat to wear. You can throw in a small cemetery too, if you like. For little local cemeteries, I'm a fan of the wooden fence one. I also wanted to point out that there are now more ways to make cheap coats. There are two or three workshops that can make coats directly out of gathered flax. Plus there's the reed & feather survival coat. Finally, because megamod has so many options, I strongly suggest that you create a throwaway game, in which you use Debug to free build one of every single building so you can look at them all to see what they do. You'll find that different bakeries, butchers, blacksmiths, tailors and...well, everything, have different recipes. I find this more realistic, and also way more flexible.
  5. I just wanted to add to what Red said. If you build a windmill pump or some other source of water, and also a perfumery, you can use the flowers to create perfume. You will also need some type of storage that can hold luxuries. I typically build a cellar right on the side of the perfumery. Perfume has become one of my favorite trade items. It's worth 8, and it's quite easy to build up a huge stash of it. I used to use firewood or charcoal as my preferred trade item, but now it's perfume. Since the flowers are available from the gatherer right away, it allows me to start trading for seeds by the end of the 2nd year. (Hint: the Alotofseeds trader is great for this. I tear it down after I have a decent seletion, and replace it with the farm supply trader for additional seeds and livestock.
  6. I've had several instances of a laborer getting stuck in a loop trying to put something into a barn, laying it on the ground, trying again, and so on. In every case the barn had plenty of space, had been used before, and the resource they were attempting to put in had even been in that barn before. I've seen this with Kid's Swamp barn, his Forest barn, and with the Viking Stock Vault. Like I said, in all cases the barns had been working fine and then suddenly they weren't. The first two times (Swamp and Viking) it was flax, and so I wondered if there was a new problem with the flax resource. But just today I had the problem with blueberries and the forest barn. One thing all three instances had in common was that the barn was relatively close to the edge of the map. Like, 20 tiles or so from the edge of where it is possible to build. Could that be causing the problem? Or is something else going on?
  7. LadieWinter, just so you know, you only need a single house to get all of your population through the winter. Boarding houses are very expensive to build. Also, the Appalachian Forest starting condition gives you rice and eggs. With those you can immediately build a rice paddy in a lake, stream, or the river, and a dock chicken breeder (you can build it on dry ground) so food is taken care of. One worker for each, and you'll easily get 1500-2000 food in a year. It's not a balanced diet, but you can gather wild fruits & vegetables easily enough. This leaves you enough people and resources to build that school. The interesting thing about building the school is that it does make the first couple of years pretty slow, but once the students start graduating, you'll be amazed at how much more productive educated workers are. Example: 160 vs 200 meat. Another: in a 11x11 crop field, 620 vs 868 food. Education makes the game easier, not harder!
  8. In the long ago, someone created a little mod that made the orchard trees immortal. That mod seems to have been included in either CC or Megamod, I'm not sure which. However, it only makes the vanilla orchard trees immortal. Would you, Kralyerg, be willing to extend immortality to all orchard trees? Or if not immortality, greatly extend their lives? I grow fruit trees myself, and they typically live at least 20 years, but I know of plenty that are still thriving after 75 years. So, the vanilla behavior of the orchard trees has always annoyed me.
  9. The problem, Jaamesy, is that all the categories are spoken for. An individual modder could take the base game and create their own category, but if it was different than any of the ones used by all the other modders, you'd be stuck never playing anything but your own mods. It's true that the Blackliquid modders and the WoB modders don't do everything exactly the same. But they've largely worked together to keep the game from breaking.
  10. I'm particular about maps too. If the map is really bare of trees, stone and iron near the starting location, I won't use it. I don't like maps that are littered with small streams, though one or two are ok. And while I used to look for maps with good lakes, I find I'm not really interested in the dock set right now, so I've started using the Plains Without Lake maps, and Appalachian Forest as my starting conditions. I typically do a Hard start, and then use Debug to bring in 8 more people. This makes the amount of resources you start with insufficient, but that scramble to get everyone a tool & food is fun for me. My typical build order: Stockpile, school, woodcutter, forest workshop, RK's settler's tents for everyone, barn. While I'm doing this I'm collecting wild foods. Then I clear a bunch of resources, build a gatherer's hut, a hunter & a windmill pump, and start making perfume to trade. Then I build Alotofseeds Trader so I can start farming. My priority is oats or corn so I can get some domestic animals. Then I also work on getting a good selection of fruit, nut, and vegetable seeds. And so on.
  11. That has been fixed. You'll want to download the latest megamod.
  12. This is an interesting dilemma. Like you, I was getting tired of the market clogging up with inedible foods and stuff I wasn't using like feathers. So, I tried using a market that stocked edible foods only. But there's a problem with this too: if you place a bakery near the market, then that's not efficient because the flour will not be stocked. So for me, the solution has been to build the warehouse (megamod) or now there's a wagon in the new Westward Ho the Wagons that does the same thing. You do have to staff it, but then it will collect all of the random stuff you aren't using. I typically don't bother with markets (I do place one, but pause it) until I get at least 30 adults. And at that point, I can afford to use multiple vendors, either in a single building or spread across several.
  13. The thing I've found helpful to mitigate everyone dying at once is to pretty quickly start a second village. Then alternate which one gets the new house. I typically start doing this by the time I have 16 to 20 families. I mean, of course they do still die, but you don't have the problem of an entire neighborhood emptying out at once. Having a 70 year old couple next door to a 20-something family with two kids, next door to a 40 year old couple with a teenager really balances things.
  14. Kralyerg, do you by chance plan to include Kid's Westward Ho set in the next release? And, he's got an expansion to the vanilla buildings coming out soon, would you include that as well? I mean, I know it's a never ending thing, especially with a modder as prolific as he is. But a girl can ask!
  15. It has been common practice for decades to have a separate email address specifically for purposes like this, too.