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estherhb

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Everything posted by estherhb

  1. There's a mod for that in Kralyerg's Kave of Krazy Kontraptions here: Legal Marijuana Mod. Keep in mind that you need to put the mod above CC. Also, it is a Luxury, so you need one of the Luxury buildings (like a Tavern) to store it and distribute it. Sorry, but you can't mod a change in the behavior of people - they are already pretty mellow anyway.
  2. The Rice Planter doesn't require Sand - you need 100 Rice, which you should be able to buy Rice from a merchant, and 20 Logs. (By the way, Sand is usually produced by a Shore House and is used for making Glass. There are several mods that have Shore Houses including CC, Red Ketchup's Editor's Choice Mod and Embx61's Village Production Set.)
  3. It should be consumed. What mods do you have? What order? What are the version numbers?
  4. The ColonialCharterJ.pkm file needs to be in your Banished > WinData folder and not in a subfolder. Banished won't read anything that's in a subfolder.
  5. This chart shows the temperature ranges that fruit trees and crops grow well in. It also shows the number of seasons it takes for fruit to mature for harvest. It's kinda old, but it is still valid. Temperature Chart
  6. To play MegaMod 8.01, you must enable all three files - each one is just 1/3 of the code needed and aren't designed to be used separately. I know it's confusing, but when mods turn red it doesn't mean they conflict; it just means they contain code that affects the same thing.
  7. I would assume these are from different mods as well. The one for 4000 is from Colonial Charter. I would buy the one for 2500
  8. The primary source of resources for industries and your citizens are Markets and it appears that you aren't building enough of them. The Vendors in the Markets go out and get items that are stored in Barns/Stockpile and bring them back to their Markets so there is a variety of goods available there. Often just one Vendor per Market is enough to accomplish that; but as your town grows, you may need more Vendors per Market to make sure they are stocked. Markets should be placed so their work circles cover all of your houses and businesses. Once you have Markets well placed, a lot of the issues you are having go away.
  9. Since I've started using Slightly Ridiculous Storage, I pretty much only build general stockpiles since they seldom become full. To make sure specific categories of items are available near production sites, I'll place a specialized Market Cart/Stall nearby and let the Vendor wander around and pick up inventory to keep his cart/stall full. Your method sounds like it will work well too and won't use staff
  10. NEW GAME SETTINGS TERRAIN TYPES Valleys original Banished Mountains original Banished Flat Plains CC Lake Waters CC Marsh CC 1.6 Swamp Valleys CC Bleak Mountains CC Verdant Plains CC Sand Lakes CC Desert CC Red Desert CC Swamp Lakes CC 1.7 Water World CC 1.6 Jungle Rivers CC 1.7 Cold Valleys CC 1.7 Note: If choosing a sand or desert terrain, you may also want to choose the Antilles (Palms only) start as well as a no snow / low rain climate. CLIMATE TEMPERATURE Fahrenheit Celsius High Low Tolerance* Variance* High Low Very Mild CC 80 20 1 10 27 -7 Mild Original Banished 80 20 2 20 27 -7 Fair Original Banished 80 20 5 40 27 -7 Harsh Original Banished 80 20 15 50 27 -7 Very Harsh CC 60 -5 15 25 16 -21 Mediterranean (No Snow) CC 90 40 5 20 32 4 Marine CC 83 27 5 5 28 -3 Tropical (No Snow) CC 100 60 5 20 38 16 Warm Arid (No Snow – Low Rain) CC 110 50 5 20 43 10 Harsh Arid (Very Hot & Cold) CC 110 20 10 20 43 -7 Note: some crops don’t grow well in extreme climates. * These parameters are included in the game code; however, the exact purpose is unknown. J TERRAIN SIZE Small Original Banished Medium Original Banished Large Original Banished Very Large CC STARTING CONDITIONS STANDARD STARTING CONDITIONS - All of these starts use only the trees found in original Banished. Easy (original Banished): Start with six families. A large amount of clothing, food, tools, firewood, and building materials are provided. Homes and storage areas have already been built. Seeds for crops and orchards are available (usually 2 of each) as well as a herd of livestock. Medium (original Banished): Begins with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Medium+ (CC): Begins the same as a Medium game, except a herd of livestock is included. It starts with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Hard (original Banished): Begins with four families. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. Adam & Eve (CC): Like a Hard start, but with only one couple. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. SPECIAL STARTING CONDITIONS Missionary (CC): Start with three families – two of them are uneducated. The fenced compound includes a Parish House and two homes. Some basic supplies are provided in a small storage cart and a stockpile (firewood, clothing, tools and building materials). Some seeds for crops and orchards are available (usually 1 of each) and a small herd of livestock. New Frontier (CC 1.5): Start with three families living in a small frontier outpost next to a friendly Native American village. Two log cabins have been built in the fort. A small storage cart and a stockpile contain an initial supply of firewood, building materials, coats, tools and food. A herd of livestock has been provided. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village (CC 1.5): Start next to a Native American village with a Ceremonial Ground. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village – Hard: Start with three families. A small storage cart contains an initial supply of firewood, coats, tools and food Native Village – Adam & Eve: Start with one couple. A small storage cart contains an initial supply of firewood, coats, tools and food. Silk Road (CC): All Silk Road games starts with the ability to feed and harvest Silkworms for their precious silk. A Silkworm Hut and Weavers have been build. A Dense Orchard has been built and White Mulberry seeds have been provided. Silk Road – Easy: Start with six families. Six homes have already been built. A large amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. Crop seeds are also provided (usually 2). No livestock is provided. Silk Road – Medium: Start with five families. An initial amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. One type of crop seed is provided Silk Road – Hard: Start with four families. A small amount of clothing, food, tools, and firewood are provided in a small Storage Cart. El Dorado – Easy, Medium, Hard or Adam & Eve (CC): Standard starts with new trees only. Nuevo Arbol – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with new trees only, excluding Palms Nuevo Arbol Lite – Easy, Medium, Hard and Adam & Eve (CC): Lite version of Nuevo Arbol for improved performance. Antilles – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with Palm and Tropical Trees Only Antilles Sparse – Hard (CC): Same as Antilles Hard but harder because there are fewer trees. Zhu Zhi Forest – Easy, Medium, Hard and Adam & Eve (CC): Standard Starts with Bamboo Trees only. Matacapan Jungle – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with all the trees in original Banished and CC. Appalachian Forest – Easy, Medium, Hard and Adam & Eve (CC 1.6): Easy, Medium and Hard starts are standard except you are given Rice and Eggs as your initial quantity of food, allowing you to build a Rice Planter and/or Dock Chicken Breeder unless your citizens eat all the food first. (Adam & Eve gives you Apples as your initial supply of food.) Easy starts begin with a small flock of Chickens or Leghorns as your initial livestock; build a Reed Farm and you’re ready to make Survival Coats! Includes all the trees in Banished and CC except tropical trees and palms. Curse of the Golden Llama – Easy, Medium, Hard and Adam & Eve (CC 1.4): Curse of the Golden Llama is the closest thing to a mystery in the world of Banished. Towns start near the Golden Llama Monument which provides the option of adventure for the chance of treasure. Includes all the new trees. Other than that, these are standard starts. Bayou – Easy (CC 1.6): Comes with everything needed to get a Dock town up and running: Dock Large Storage, 5 homes (2 Dock Homes and 4 Dock Shanties). Food includes Rice and Eggs, allowing you to build a Rice Planter and/or Dock Chicken Breeder – if your people don’t eat all the food first. As with other easy starts, tools, clothing, firewood and some building supplies are provided. You will receive either Chickens or Leghorns as your initial livestock. Old Castle – Hard (CC 1.6): A standard Hard start; however, the small Storage Cart has been replaced with an Old Castle, offering a huge amount of storage. Some preserved food is included in addition to a small number of tools, coats and firewood. All the Wild Things – Easy and Adam & Eve (CC 1.6): Standard Starts on an extremely easy map. The land is covered in all manner of edible plants and animals – ready to be gathered from the wild using the Collect Wild Foods tool located under Removal and Destruction tools. Stone and Iron Ore respawn. Note that livestock cannot be captured and put into pastures. Shipwreck (CC 1.7): Shipwrecked in an unknown land, your people have only their wits and what they can salvage from the wreck. Shipwreck – Hard: Standard Hard start. Map does not include any Tropical trees. Shipwreck – El Dorado – Hard: Standard Hard start. Map includes only new trees. Shipwreck – Jungle – Hard: Standard Hard start. Map includes only tropical trees and palms. Shipwreck – Northern Pines – Hard: Standard Hard start. Map includes only new and old pine trees. Shipwreck – Medium+: Standard Medium+ start. Shipwreck – El Dorado Medium+: Standard Medium+ start. Map includes only new trees. Shipwreck – Jungle Medium+: Standard Medium+ start. Map includes only tropical trees and palms. Northern Pines – Easy, Medium, Hard and Adam & Eve Starts (CC 1.73): Standard starts on maps with new and old pine trees. Abandoned Village (CC 1.7): Deep in the wilds your people come across the remains of a previous settlement which has fallen on hard times and is now abandoned. You have the same amount of resources that are available in a standard Hard start, however an Old Barn and some houses are already built or partly built Abandoned Village – Northern Pines – Hard: Standard Hard start with a map that only includes old and new pine trees. Abandoned Village – Jungle – Hard: Standard Hard start with a map that only includes tropical trees and palms.
  11. For most of us, there is no "simple" edits. However you can take a look at the modkit and see whether you find it something you can use to create a mod that changes the environments in vanilla Banished. The modkit cannot be used to modify mods created by others, unless they are willing to give you the code. If you want a more difficult game, you might want to try Tom Sawyer's The North mode. I've never played it, but I hear it is more difficult since it tries to realistically model a harsh climate. We don't recommend that you use it with the Colonial Charter mods however. You could also add to CC one of the More Food mods from Kralyerg's Kave of Krazy Kontraptions; there are 2 - one where people require 125% more food and another requiring 150% more food HERE. That mod would go above CC in your mod list.
  12. There is really no control over which stockpile items will be taken to; all modders can do is specify the type(s) of items, based on Flags (categories), that a stockpile may hold. Citizens tend to follow the same routes once they get used to them; this is part of "pathing" within the game (something modders can't touch). When you add a new storage structure, it may take a while for your citizens to discover the new buildings and create new paths they will follow.
  13. I couldn't figure out why placing a Slope Conforming Pasture would effect your stockpiles, so I asked Vrayna (another moderator and very experienced player of Banished) if she had any idea. She took a look at the placement of the pasture on your map and this is what she said: "It's because workers can't access the point of the pasture where they'd need to drop off the logs to build it. Could be an edge issue, or could be that he's placed it too high up on a slope. The pastures do have issues if you put them on mountains and not hills. It's too steep for workers to get where they need. Usually you notice the problem later on when they can't collect stuff. I'd bet in this case the laborers are picking up logs they need, then see "nopes, no way there" and drop the logs right where they are. And they keep doing that with fresh logs from the stockpile hoping for a miracle." She also pointed out another problem that you may be creating: "Oh, it's right up on the edge of the map? That's likely to mess up everything. Same as using the terraforming tools there. It breaks the 'impassible' thing that's on all those squares on the edges of the map and makes map edges look as the 'closest' pathing point for a bunch of things. If he gets a fire, people will probably try to walk there to fill the buckets too. So it's probably not a slope-pasture issue, but a map edge issue." Hope that helps.
  14. I made two suggestions as to how to solve it: 1) get rid of the old mods and 2) make sure there is walking space all around the stockpiles. You've chosen to not try those. Your choice.
  15. If it is a script error, I would have thought that others would be having this problem.
  16. I can think of two things that could be causing this weird behavior. One is using mods that have not been designed or modified for use with Banished 1.0.7. The other cause could be crowding your stockpiles between buildings without any space for roads around them. You don't even need to place roads - just have the room for them. Bannies often pick a side they prefer to enter stockpiles, and if that side is blocked, there will be issues. *Since you are storing huge amounts of firewood, you might want to try using one of the Ridiculous Storage mods which increase how much can be stored in stockpiles.)
  17. The categories (flags) of items stored in a market are part of the code and can't be made so they can be selected by the gamer. You can create custom marketplaces by using the edibles market plus the smaller market carts and market stalls. Each one stores one of the carts and stalls stores one specific flag. The downside is that each one uses one vendor, while a Central Market can be staffed with just one vendor (or more if you prefer). The Wiki contains more info regarding market carts and market stalls.
  18. Wonderful pictures. Thanks for sharing.
  19. I don't have the trading post from alotofseeds right now, but I do have a CC Farm Supplier - they may work the same way. When a merchant comes in, go to Orders and select Agave. The list isn't totally alphabetical - I found it near the bottom of the list of seeds. The next time that merchant comes, he should bring Agave. You can do this with each merchant that carries seeds.
  20. I'm assuming the change in the color of the grass and the brown roads are what is left? Or is that a highlight caused by the Flatten Power Tool? This looks like you placed roads through the market that need to be removed using the road removal tool. Could the change in the color of the grass be from using ghosted terrain squares from the decorations? Try clicking on a square and see if something pops up, allowing you to delete the squares one at a time. If that isn't it, let me know if you are using CC 1.75 and any other mods.
  21. The Root Cellar is designed so it can be placed partially in a mountain. I'm guessing that is why the back end of the model is slightly longer than you might expect; however, I'm not able to talk to the person who created the model to confirm that. Thanks for pointing it out.
  22. I'm in the middle of a game using CC and about 40 mods, so I decided to load up MegaMod on my husband's computer/Steam account. Little did I realize that he hasn't played in quite a while and still had 50 or so out of date mods loaded and had never uploaded MM. It was incredibly slow to start especially considering that his computer is better than mine. So I switched him from DX9 to DX11 and crashed the game. Heck Ned. Anyway, I finally got it running so I could check out the Foresters. Apparently MM8 includes the Improved Foresters mod - but it doesn't apply to all of the Foresters. It modifies the vanilla Forester under SR (ShiningRock) and also found under the Resource tab on the Main Menu. It also affects the other forester shown in your picture. It does not modify the Colonial Charter Foresters found under the Resource Production tab on the main menu, such as New Trees, Pines, Palm Trees, etc.; they do not have storage. I didn't check the Foresters made by other modders.
  23. Are you using the Improved Forester mod by Yanderson or any other mods besides MM 8.01 and Ridiculous Storage? Are you using the Iron is Iron mod? If not, which building are you using to smelt Iron Ore into Iron?
  24. There's a .pdf file that lists the mods that are included that comes with the .rar file. also, you can go HERE
  25. Note that in MM, as in CC, the "iron" found on the ground is Iron Ore. Iron Ore must be smelted to make Iron at either a Foundry, Forge or the Small Iron Smelter. Maps usually start with a small amount of Iron and it is easy to use that up. Which building are you using to make Iron? The Forester will gather Stone and Iron Ore while they are clearing the area inside their work circle so they can plant trees. The window for the Forester shows the Iron Ore gathered. However, they don't store it. They take it to a stockpile. Do you have a stockpile with room in it near your Forester? If this doesn't help, please provide a picture of the Forester with the open window showing the Iron that is being stored there.