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Everything posted by estherhb

  1. Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  2. Nope. That was created by someone else, using different software.
  3. Here's a 1-page list of all of the storage capacities for Trade Buildings, Markets and Storage Buildings. There are several new buildings in CC 1.75.
  4. Housing is included in the Construction Spreadsheet.
  5. The mausoleums and fence are part of Red Ketchup's Creepy Cemetery mod which is included in MegaMod 8.01.
  6. I first said "Yep, they're just for hunters." but that's misleading. Animals that are actually walking around such as deer (or Bison in the Frontier start) can be hunted by hunters. In the Wild Things map, the animals are not moving. All of these, and the other foods found on the map, can be gathered by Laborers when you highlight them using the gather wild foods tool. The only animals you can put in a pasture are those you buy from a merchant who visits the trading post or animals from another pasture.
  7. To raise livestock, you need a Pasture and a Herdsman. The minimum size for a pasture is 7 by 7 and the maximum size is 30 by 30. Following is a list of the livestock that are available, showing what each produces. Those marked with an asterisk (*) are from original Banished. The number of squares needed per animal is given along with the price of one animal at the trading post. This is the regular price - if you order a particular type of livestock from a trader, you will be charged a higher price! Variations on the pasture include the fenceless pasture and the slope conforming pasture. Beef Cows (brown): Purchase Price: 800 Space per Animal: 20; a 10 by 20 pasture will hold 10 Beef Cows Produces: Leather, Beef and Bonemeal when slaughtered (note that Beef Cows age faster than Fresian Cows so they produce more Beef; however they do not produce Milk.) Bison Purchase Price: 800 Space per Animal: 20; a 10 by 20 Pasture will hold 10 Bison Produces: Leather, Bison Meat and Bonemeal when slaughtered Chickens* (brown): Purchase Price: 400 Space per Animal: 6; a 7 by 9 Pasture will hold 10 Chickens. Produces: Eggs; when slaughtered, produces Feathers and Chicken meat. Chickens produce more eggs than Leghorns, but less meat. Deer Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Deer Produces: Leather, Venison and Bonemeal when slaughtered Friesian Cows* (black and white) Purchase Price: 800 Space per Animal: 20; a 10 by 20 Pasture will hold 10 Friesians Produces: Milk; when slaughtered, produces Leather, Beef and Bonemeal. Note that Beef Cows, who don't give Milk, age faster so they produce more Beef. Horses Purchase Price: 800 Space per Animal: 20; a 10 x 20 pasture will hold 10 Horses Produces: Leather, Cheval and Bonemeal when slaughtered (note that the Horses for Trade mod available at Kralyerg's Kave of Krazy Kontraptions, will allow you to use Horses for trade instead of food) Leghorns (white): Purchase Price 400 Space per Animal: 6; a 7 by 9 Pasture will hold 10 Leghorns Produces: Eggs; when slaughtered, produces Feathers and Chicken meat. Because they age faster than Chickens, they produce more meat; however they produce fewer eggs. Llamas Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Llamas Produces: Wool; when slaughtered produces Charki (llama meat) and Bonemeal. Pigs Purchase Price: 550 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Pigs Produces: Leather, Pork and Bonemeal when slaughtered. Sheep* Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Sheep Produces: Wool; when slaughtered produces Mutton and Bonemeal Each of these have a Butcher that will turn their meat into and Meat Cuts, Tallow for your Chandlery, and Sausage (Bacon if Pigs). The Smokehouse (introduced in CC:CotGL) will turn pork into bacon, other meats into jerky, as well as make smoked cheeses and smoked fish. The Saltery produces a variety of salted meats and the Soup Tinnery uses meats to produce Soup. Leather is used at the Tailor or the Clothier, and feathers are used by the bedding maker. View full article
  8. The reason the saves aren't compatible is that Banished was updated back in 9/2017. At that time several new "flags" (think "categories) were added that are used to categorize items, some flags were eliminated, and several items changed flags. CC 1.76 uses the new flags and can't do any kind of updating to the previously used flags in an old save. That means it simply crashes. If you use any mods other than CC 1.76, make sure they were created or updated for use with the new version of Banished (1.0.7 build 170910).
  9. 375 olives certainly sounds like enough to make veggie oil from olives. You could raise your food limit up some more just in case you are periodically hitting the limit without noticing it. Also make sure you have room for the oil in nearby barns. Since these don't sound like likely culprits, could you send me a picture of your oil press with the info screen open?
  10. Kralyerg looked at the code and found some issues caused by the addition of the tiny map. Apparently the map is sometimes asked to put too much of something somewhere. MM can't get it to work and it just keeps trying - the result is that the game doesn't load. There's also an issue where not all of the terrains have settings for "tiny" maps which creates other issues. You are the first person who has brought this issue to our attention so it can be fixed. Thanks for letting us know.
  11. There is one other thing you could do. Before the stable was added to CC, Kralyerg created a different stable you could build to produce Domesticated Animals. It doesn't require Domesticated Animals to build it. It requires Oats, Corn or Barley to produce Domesticated Animals. You can find his mod HERE. Place it below CC.
  12. Interesting issue. Valleys and Mountains and Small maps (also Medium and Large maps) are all part of original Banished, so I would kinda assume they would work together. Not sure which (or whose) mod adds Tiny maps to MegaMod (it isn't part of Colonial Charter), but I did let Kralyerg know so he can take a look at this and fix the problem in MM9. (Kralyerg is the member of the Black Liquid Team who puts MM together.)
  13. You could highlight the text and paste it into a Word Document. Or take a screenshot.
  14. A combustible black or brownish-black sedimentary rock, mined at a Mine or Iron Ore & Coal Mine. Following are production buildings that use Coal: The Stacks Burner and Brickworks converts Coal into Coke so it can be used as a fuel. The Forge, Foundry, Large Smith and Country Smithy use Coal + Logs + Iron to make Steel Tools. The Forge and Foundry use Coal and Iron to make Joists. Flag/Limit: Minerals (Prior to CC 1.72: Materials) Trade Value: 6 Weight: 15 View full article
  15. Hard to tell what's happening without a picture. Sounds like your laborers have found their way to the area that needs to be cleared, but aren't finding a way back. Try placing more bridges. Be sure to add at least a few sections of road at both ends so it doesn't become blocked by bushes or trees.
  16. Stiles - I'm trying to keep this simple. Right now, he doesn't need to load a lot of mods so no need to create a desktop shortcut. If you have 8 .pkg files, then at some time, you must have reloaded and duplicated the 4 files.
  17. The easy answer is yes. However, I switch between playing CC with a lot of mods and playing with MM and I don't want to have to keep downloading those mods. So I move the mods into another folder when I'm not using them so it doesn't increase the time to load the game. If you have subscribed to any mods via the Steam Workshop, go ahead and unsubscribe to those, especially CC. Make sure you keep the 4 .pkg files: Data0.pkg, Data1.pkg, Patch0.pkg and Patch1.pkg.
  18. Mine is located at Local Disk (C) > Program Files (x86) > Steam > steamapps > common > Banished > WinData.. Hope that helps. When you put MM into your WinData folder, make sure it is 3 separate files; they can't be in a subfolder. Then, when you go into Banished and check the mods, be sure to exit the game completely before starting a new game - that helps prevent crashes. Note that for some people, switching to DX11 makes it load faster, but for others, it makes it crash.
  19. The New England Colonial mod is available on Steam. The row houses from Colonial Charter are not available in a separate mod. You may want to take a look at kid1293's Colonial Modular Housing mod and his Rowhouses Housing mod and Discrepancy's Townhouses mod. All are available from WorldofBanished.com.
  20. Try Refined Resources > Industrial Fuel Production > Fuel Refinery and Refined Resources > Fuel Production > Bundling Shed.
  21. Does this chart have the info you need? Temperature Chart
  22. If I were to guess, I would say that Half Ageing is the problem. I'm guessing this because aging mods have been known to create issues that seem unrelated to aging. Do you know who made this mod and when it was made?
  23. The game is designed so that all items have a "flag" (think category), such as Tools, Food, Construction, Minerals, etc. Each of those has a limit which you can raise or lower. They are somewhat helpful when trying to manage production of resources; however, they are broad categories. Modders are limited as to how many categories can be used and cannot turn this feature off. To manage specific items, you really have to look at your town hall's inventory and/or open the production window for specific buildings (like your blacksmiths) and see how much they produce. If you have too much iron ore because you are collecting it at the same time you collect stone, then only use the collect stone tool.
  24. Interesting problem. Hard for me to tell what's going on because I always turn disasters off. What other mods do you have?
  25. Attached is a list of the mods included in MegaMod 8 RC5 (as of 7/26/18). If you notice any "bugs" or have any difficulties, please let us know! Mods Included in MegaMod 8.01.pdf