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estherhb last won the day on February 18

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About estherhb

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  1. RK is no longer making the seedling greenhouse. He felt it was overpowered and really had no purpose.
  2. I would try it. If it causes a crash, you can always remove it. I sent Red Ketchup (who created NMT and the canals) a note asking for his advice.
  3. Are you using a current version of 7-Zip (or whatever program you use to extract the file)? I understand there was a change made by WinRAR in their file format that requires an update by these other programs. Let me know if that isn't it.
  4. One of the things you could do is not activate the Inedible mods for the foods that you are most likely to need at the beginning of a game such those collected by the Gatherer or Hunter and maybe your first crop or two. Then, after your town is more established, go back and activate those inedible mods. Kralyerg doesn't remember whether all of those foods will become inedible at once (but believes that's the case) or if they become inedible when harvested. Let us know how that works for you.
  5. I found what I think is the correct building under the Community tab > Other Modders > Food tab and built a New Food Gatherer (NFG). I noticed that the vanilla gatherer also was collecting rose hips and wasn't sure the area wasn't being depleted of those items so I placed the NFG somewhere else - in a pristine forest area where I'm sure there was plenty of wild oats and rose hips to gather. I also built a house next to it with a small barn to reduced the amount of travel time. S/he immediately began gathering rose hips and wild oats just as s/he's supposed to. Since I can't duplicate the problem at all, I'm not sure what is wrong. Could be that you placed the NFG in an area where the rose hips and wild oats have already been picked up. Also, there are various starting conditions - I'm not sure all of them have been populated with those plants (I'll need to ask) - but you should be able to see them if you look closely. Also, when you assign a gatherer to the NFG, they could start work at another location that has gatherer's instead - so you may have to adjust max staffing at other locations. Hope this helps.
  6. Are you using any other mods? if so which ones/versions and in what order?
  7. So the building is just called "Hut"? Which tab did you find it under?
  8. MM8 contains CC 1.75 and replaces MM7 so you should only be playing with MM8.
  9. Could you tell me exactly the name(s) of the building(s) and the name(s) of the modder(s) for each?
  10. I'm assuming this is an error received when you tried to extract the .pkm files from the .rar? If so, you may need to update the program you are using, such as 7-zip and re-try it.
  11. Re the person who is starving - It looks like one house is partially blocking the other. Even though the door isn't blocked, it could be enough that the occupant can no longer exit (even though they entered the home in the first place). Re the buildings that won't be destroyed. Try just a few at a time, starting with the farthest piece, as Red Ketchup suggested. I believe you are using the Maritime Mods? I'm guessing there could be some incompatibility with those which explains the materials being left on the ground - especially since you put those mods above MM8. When you put one mod above the other, the 1st one in the list overrides those below it if they both affect the same code.
  12. The version you're using will be shown in the Mod list. Let us know if you have any other issues
  13. Are you using DX11? For some people it doesn't work at all; but for others (like me) it reduced start up time a lot. Also helps to delete your old SAV files and any mods you aren't using. Can always move them to another folder.
  14. @LadieWinterOne other thing you should check: Make sure you are producing 100 food per person per year and have at least one year's surplus of food. With a large population 2-years' is even better. If food gets low during the summer, before the crops are harvested, workers spend more time away from the job looking for food and that could be one reason they aren't returning to harvest their crops. BTW, I found that Increased Resources Combined caused crashes with CC 1.75 on my PC so Kralyerg made CC Increase Resources which works like a charm. If you continue to have problems, I would try playing without any other of these mods. Most, if not all, have not been updated to work with Banished 1.0.7 and may no longer work properly due to the new Flags/Limits.
  15. This is not a "bug" in MM; it happens in vanilla too. You mention that your fields are near a market, however, it is better if you have barns near the fields. Make sure you have plenty of laborers to take the food to the barns. Farmers become laborers during the winter. If they become busy gathering stone/long/iron or, they sometimes forget to come back to their field in time to plant. When that happens, I fire a few farmers, wait a minute then hire again and hopefully get someone who is available to work. If the field is planted late, you may need to assign another farmer to help harvest the crop in the fall.