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estherhb

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Everything posted by estherhb

  1. The Dock Set is located under Themed Sets (Fleur de Lis symbol). There are two tabs; choose the 2nd one "Storage, Industry and Food". It's the 5th (?) item.
  2. There is nothing in this mod that would keep you from getting Nomads. It must have been a coincidence.
  3. hey

    That's too bad. Hopefully he will get the next beta out soon. There are a lot of folks who really rely on being able to subscribe to mods from Steam. It's a shame - the mods here and at WorldofBanished are worth the effort of learning to download them.
  4. hey

    The new Flags have been incorporated into CC 1.75. The increase in the number of materials that can be used to make a building was requested by Red Ketchup and is something that many of the modders at WorldofBanished.com wanted. CC uses Building Materials and Homewares to do the same thing. Will BL continue to make mods? Hard to tell. They have been working on a new game for a while, but I don't know the status of it. I would imagine that most of their creative energies are directed toward their own game. Fortunately for Banished players, the modders at WoB and others continue to produce some wonderful mods. The last time I spoke to Kralyerg, he had started updating MegaMod, but he was been sidetracked by real life. Perhaps when Banished is no longer in Beta, he will be available to work on that project again.
  5. CC - Journey 1.75 was updated with the new Flags and requires use of Banished Beta 1.0.7. The previous versions of Journey do not have the new Flags. It might be possible to play the previous versions using Beta if you use the 1.0.7 Compatibility mod - but I've never tried it.
  6. The Shipwreck no longer stores luxuries in CC 1.75.
  7. By adding new Flags, Banished 1.0.7 Beta made a lot of mods out of date. And created a lot of work for modders to update everything. Until Banished is out of Beta, resulting in no more changes will be made for a while, I doubt that all of these smaller mods will get updated. Just a guess on my part because no one from Black Liquid has said anything.
  8. That looks correct. If you start Banished, and open Mods, it is indicating that you have MegaMod .06 not .07? If so, please recheck whether you are unsubscribed to .06. If you did, I really don't know what to say. Sorry. (I'm assuming that you started a new game when you unsubscribed.)
  9. Did you subscribe to MegaMod .06 on Steam? If so, did you unsubscribe? Also, verify that there's a MegaMod .07 file in your Banished > WinData folder and no old copy of .06 in there (the file should be 2,087,225 KB).
  10. Glad you figured it out
  11. When mods are red, it only indicates that they affect the same code and doesn't indicate they won't work together. Did you start a new game after you added this mod? If you did, then I can only assume the mod isn't working with Banished 1.0.7. Unfortunately, Kralyerg isn't around to ask him about the mod.
  12. What are the other mods and what order are they in?
  13. The correct load order is: 1.0.7 Compatibility CC 1.75 Journey MegaMod .07 MegaMod DecoPack .07 They will all be red because they affect the same code - it doesn't mean they don't work together.
  14. You could check the log. Maybe a tornado or plague? Either way, that sounds painful. (Of course, if it's a tornado, there will be ruined buildings everywhere - that would be a big clue.)
  15. It's nice to know that I've been given power over something - no matter how small. Bwahahaha.
  16. Bannies are creatures of habit. Once their pathing is established (work to storage to home to work, etc.), it takes a while for them to recognize there's a new path they should follow. Since you are dealing with a mini woodchopper, you could delete him and build a new one and see if you get a new worker who isn't set in his ways.
  17. OK - I deleted the image you showed above. When I click on "Manage Image", I get a list of options. The last one is "Delete". Are you getting a list of options or just "Edit Details" "Delete" may be a Moderator option. Do you want me to delete the rest of the images or do you want some left?
  18. The only way I can "test" this is for me to try to remove your images. If I'm successful, and they aren't the right ones, then I can't bring them back. So, I'm not sure what you would prefer me to do.
  19. I see a box titled "Manage Image" in the lower left that lets you delete images. Do you see that?
  20. Kralyerg created CC Increased Resources for me because the Increased Resources Combined Mod from Steam kept crashing CC 1.7. It does exactly what the other said it did. He said he had no idea why his was working but the other didn't. I don't think he realized what a good mod it is and just never got around to putting it in the Kave. The CC Increase Resources will work on increasing both Iron Ore or Iron - whichever you have laying around.
  21. The Boarding House fits up to 5 families of up to 5 people each. (The "slots" in the window are just for names and ages - it doesn't necessarily indicate you can add more people.) Adult children usually count as part of a family, but it appears that at some point, adult children are kicked out to find their own homes. Note that you have 14 adults which could be 7 or more families (depending on whether they are all couples) - too many for one Boarding House. You should go ahead a build a couple of homes.
  22. If you're finding that you really are producing too much food and you would like more of a challenge, there are mods in Kralyerg's Kave of Krazy Kontraptions that will increase the amount of food your citizens need (HERE).
  23. I'm suggesting that there really isn't a big "game-ruining" problem here because there is a simple fix that you are in control of.
  24. There are several examples of food producers (or other producers) being overpowered. But no need to let any of them "ruin" your game. There's a simple fix - diversify by only placing one of those structures in your game.
  25. Crop fields use the Food limit to determine whether a crop can be harvested. Plantation fields use the Textile limit to determine whether a crop can be harvested. The Flag associated with the crop doesn't change - Wheat is always a Grain. It is recommended that non-food crops be grown in Plantation fields - crops like Cotton, Flax, Bamboo, etc., so they will still be harvested even though you've reached your Food limit. However, any crop can be grown in Plantation fields.