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Everything posted by J_Man

  1. What is the biggest issue you can think of when it comes to building homes? If you said, "how many to build?" your correct. Part of MegaMod, and Journey is the Immigration Office, a building that only functions to allow nomads in. If it were possible could we have a building that grabs the values of the Homes, and Families. Here is why, I generally find that you can have smooth growth by following a simple math formula: Families minus Homes Divided by 2 equals how many homes to build or (F-H)/2=B With this it insures you have just the right amount of marriages possible to grow the population at an exponential rate. If the building could display the value "B" for number of new homes needed, it would mean smoother homes building control. Now, for you gamer's that are like "ugh just play the game" or "this feels like a cheat". Here is the deal, it won't track homes being built, and might not be possible. If it is it would be a nice tool to have for at least new players. You could tie in production to it by requiring a worker, this would make it "cost" the player more than just being a town hall. Think of it like a town hall annex.
  2. Ok. You may still be missing the point. If in the late game you have like 300 families, yes many people will be born, but you can simply change to divisor. 2 for rapid growth, 3 for slower, 4 for late game, and 5 if you still have not started a new map and are seeing just how far the game can go. Also, death empties the houses. So you may find that 1 to 4 houses is all that this will return. Experts such as yourself may find this tool too "extra". For a new player wondering "why does half my population die every 15 year??" it would help them. I'm not arguing with you. I'm just saying it works itself out when you figure in the death factor. All this tip does is ensure you don't build too fast. Since I started doing this I have never seen more then 2 deaths in a row (unless it was game driven drama "Kare the Gatherer ate poisonous berries and died" ect). Your probably accustom to your style of building homes, but new players could find it helpful. We already established it could not become a mod due to kit limits, but this doesn't mean its not helpful.
  3. It should work, however, the way to get around it being "tiny" is to change the resolution. You could have windows change the resolution, or you can change it in game. If the UI is too small change it in the settings of the game to be larger. Depending on your graphics card, it would also help if your turned up the settings for textures, and for vsync. I wouldn't worry too much about 4K being the problem, it will come to the graphics being able to draw the pixels fast enough.
  4. I like the idea, but as stated the game wouldn't allow any workers. What you could do is modules, a top floor that acts as a boarding house. You could then do a third floor with bakery or some other profession (doctor also comes to mind).
  5. People in school can also be married, and have kids themselves so this is not a concern. You may have misread the actual tip: Families less Homes divided by two is the number of pairings not yet made. I have come across no issues by doing this. 100% educated workforce with steady growth (no booms of deaths)
  6. Well the real number (in game) for marriage is 12 to marry 15 to have kids. You stop being able to have kids at 35(i think?). What happens is when a male turns 12 and a female turns 12, they forma pair. If you have, for example a 15 year old male but no girl is old enough the counter will not go up. Using adults and dividing by two will not include kids in that family equation. Doing so means building a house for one person.
  7. @vrayna & @KevinTheCynic thank you. I guess all we can hope for is for the dev to continue expanding the mod kit... Bummer.
  8. Estherhb is right, make sure you are not using mods designed for 1.0.7 with 1.0.6. Also make sure you are re downloading the mods from steam after an uninstall->reinstall. Just go to the WinData folder and delete the mods. Your subscription will cause them to re download with the correct version. Or if errors were found an updated version for your 1.0.7 version.
  9. Graphically, I don't see this happening with a mod. If the dev wanted this, I think he would have placed water higher up on the needs list. However, an unmodded vanilla game of hard means even the most experienced gamers will fail several times. With this in mind, I can not imagine the pressures of a water system. In a historical context, water was your own business. You wanted a cup of water, you go to the well. There was not restrictions apart from "please keep the poo down stream'.
  10. @Kralyerg Thanks
  11. Thanks! Glad it worked!
  12. What always gets me is how roads end with a square tip. It would be nice is we could have a placer piece that is rounded at the end. They would cost whatever the normal road square costs, but take 2xs more work (cause you know prefection is an art).
  13. Ok STEP one: As annoying as it is, open the exe, if you dont have a steam link on the desktop make it. Click the Libray > Right Click the Banished tab and find the desktop link, add it. Then launch via this. If no launch, delete the game, hunt in the steam directory for files and delete them too. delete the mods aswell. EVERY-thing must go. Step Two, re-install. Take your time, make some tea and install the plain old vanilla. Then right click the Banished Tab and select Beta 1.0.7, let this download and install. Then drink your tea, calm down. You will have lost all the saved games, and you dont want to try and save them. Step three, go to Steam\steamapps\workshop\content\2##### and find out if any mods are now downloaded. For now dont enable before you play. We want vanilla to work. Step 4, launch via your desktop. If this does not work, delete the link on the desktop and forget about ever using it again. Step 5, try launching via Steam Library tab (of course if the desktop link worked this is good too) If it launches check for the mods, does the game recognize them? If not go in to Steam/ "the commuinty for Banished" and then the workshop, find the mods, use Notpad to copy and paste the names and unsub from them. Step 6, launch a vanilla game if possible. Explaination. Some mods dont work for Banished 1.0.7, and you need to get rid of them, but documenting the ones that work and dont are a pain. Also i find that when banished stops launching it generally a mod i tried to use that broke it.
  14. On Windows 10, and ever down to 7. USE the Windows Defender. It has better security. Just cause it doesn't look pretty doesn't mean its useless. No virus here and i set it to scan every day, and allow auto updates. You can also add Banished.exe to the ignore list of any scanner. I would actually add the whole folder to get the resources ignored too.
  15. Ok I know this sounds picky, but... when I use the debug to add coal, if you have a placer mine, or other gold/silver ore miner active, instead of added coal it adds gold and silver ore. Now thats not so bad, but if your debugging a building or map it causes slight issues.
  16. A suggestion for the mega mod. I know that the megamod comes with CC: Journey, but stay with me here! It would be nice if all original Banished building have a section to themselves. In such a way that on the tool bar they are in their own button preserved. I would like this for two reasons: The megamod is HUGE, and the content, once mixed in makes it hard to see what is original. Also, Megamod uses the names "old building" but these refer to old version of building not original Banished game parts. Its just one way I think people can keep their mods straight. Thanks!
  17. Question! What is the map size, terrain, and staring conditions?