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stiles last won the day on September 17

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  1. depending on the mods you have you may have a couple options. if you only have CC and no age mods,add a townhall,market,and trade post. that will help bring nomads.i would recommend building your tool,clothing,and food up as you build those. i use the propertime mod.i find it better balanced.the bannies age at the same rate as food is produced.vanilla i think is 6-8 years per game year. the propertime mod is 1:1.the bannies graduate school and become workers about the same time as they can have babies and move out as couples.with it i can judge my housing needs easier. i build a house per every 2 adult workers. you also might like the mini mod.it is great for starting games.has a small workshop to make clothing or tools.its tiownhall doesn't need other buildings to bring nomads.it is very good at bringing small groups early but every 4 or 5 years apart.this gives you time to build houses and resources in between groups,
  2. do you have enough of a comp to run that? the MM combined with the RK is going to eat power. can you do things to cause the error? build some building etc? since you actually are getting the game to load i do wonder if it is a calculation situation. wwhere the comp is trying to calculate something and it doesnt have enough power. can you run at 10x,do the bannies run or skip?walk but half freeze and then step again? as to the mod order itsel. why do you have RK animals and horned animals? the RK has enough animals. your start mods should all be above the RK and MM.those are the mods that affect anything that has to do with starts or maps.i would think the zero nomad and hard labior shouold be moved higher.so also the increased resources.you want them to load before the main mods,otherwise the main mods will write into the game instead. you are missing a lot of the RK functions with it below the MM. if you think your comp can handle all the mods then i would try several things. move all those start mods up.load the debug mod. open the game and open the debugger.use it to quick build a townhall.click the star icon that makes all reources or items visible.open inventory from the townhall.how many blank tags? scroll thru the list looking for missing items.this can help you figure out if a mod is not loading fully. you can also add bannies to the 150 that you say breaks the game. you can also build the oil press and trouble shoot it. what doesn't store in the press ,when does it crash,etc.? next step would be to disable all mods above the main mods of MM and RK. most mod orders will take some give and take to function.we gain this and give up that.becomes a trial and error process.
  3. sounds like maybe an old mod you tested caused a glicth.i try to clear the registry in between games for that reason.we as players can't see what goes on behind the screen. you can look into loading the mod manager at WOB. it is a recent upgrade that allows us to change mod order and add or disable mods without loading the game. the other is the debug. when i reset the mods it is helpful to quick build a TH and check the inventory.this can show missing items or extra items also.the debug is helpful for testing and finding issues.saves having to wait5 for seeds and building everything to test. glad you solved the issue.
  4. no,i ment specialized in what items they store for non-food markets. carts for minerals or logs,industrial market that stored logs,iron,and stone.EB's market sets. carts or markets set to store and move firewood. you are correct seldom are food specific markets helpful.on a very large map they can be helpful to stock grain for mills.i suppose one could use a fruit market to supply a tavern.
  5. to work fully,the NatDIV has to be above the main mod.in your case above the CC. it will work on any map size but does require a medium or at least a general start setting.the tree starts usually override the NatDiv.that being said what you did by adding a thatcher hut and growing your own thatch should have worked. if the buildings are calling for thatch the order should be right.the game limits us from how we can put some mods together,most start option mods will override each other. the thatch should store in the piles as construction materials.there are some mods that have other options. do you happen to have the upgraded version?i do think that has an extra step to bundle the thatch before it can be used.the version is very bad at lagging computers so few players use it. are they storing the thatch? do you have builders.can the bannies reach the fishing pier?is it that the laborers are busy somewhere else? you can try the priority tool to see if that will help.if you placed a lot of buildingzs at once,the bannies could be busy supplying a different 1 or clearing land.the builders could be working on a building that needs some material as well.this will cause buildings to slow down. from the worker menu,click the builders and see where they are.it will pull the builder up, then click his worktool to see what he is building. you can also click a few laborers to see where they may be working. hope that helps find the issue for you.
  6. when you tried to add the mods before did you remember to exit after the game loaded the mod and then restart the game? failing to do that will crash it. did you unzip the file and only move the PKM file to the WinData folder? markets take the closest supply so in the case of protein the beef or sheep from the pastures instead of the fish.the laborers do drop items all over the map.if you don't have markets,the help scatter the 4 food groups.specialized markets or carts will help store some of the excess godds to get them out of barns and near where you want them.
  7. sounds like you are overwhelmed.that can happen with the MM as it adds so many mods in 1.we recommend playing vanilla and add mods as you go. this works to get used to the concepts.plus every player is different and has their own style and likes. main things you need to have is food,all 4 types. grain,veggy,fruit,and meat.otherwise the health will drop down.next you need firewood,tools,and clothing.there are many options on how to get those.these basics are needed by all in every town.you can make these in each town or move them with a market. otherwise much depends on the map and what the bannies needs are.if you have rivers or lakes they may be in your way or mountains can be harder to work around also.then as education drops or a bannie gets sick etc,the level of food can go down.as you take nomads or add houses the population will grow and need more food and other items.watch your limits.games start with low numbers.if you have not adjusted the limit,buildings will stop producing.in the beginning of the game this can be hepful as these workers do help laborers. as for layouts to help move items,there has been improvements.now we have specified markets to help move certain items.some markets do still move lots of mixed items and may move needed items less often.if you have a production or mine area,remember to make sure you are supplying it with food and needed tools etc.this saves the bannies walking all over to find them. since you say all your barns are full, i assume you either did not take any nomads or you did not build houses for the younger bannies.problem will be when all the older 1's die.then what? there are several ways to get nomads. i do not play the MM. i rather add 125 mods or so and change as i want.there are some that require a TP,TH,and market.some don't require anything.some send nomads every so many years and some every year. after a child goes thru school or hits a certain age,they become a laborer.when this count increases you should also buid more houses.i use a properttime mod that keeps the bannies aging 1 year for each game year. they also go to school til about 16 yrs old and then can marry and move out.at this age they do pair up nicely.so ,i use a 1 house for every 2 worker system to how many houses i need.remember the boardinghouse counts as a house.if i have 50 working adults ,i need 25 houses plus any boardinghouses or barracks. there is so many mods and many are added to the MM. don't expect to learn it all fast.read or check out some city blogs. these will give tips and other ideas.you may want to check out the tips pages at WOB,world of banished,as well.
  8. they are brought,produced, by the quartermaster whcih you need building supplies to build.it will need to be on a river or lake to be built. with the military supplies, you build a blockhouse that will use the military supplies to gain silver and gold to pay the others.
  9. 1 thing i wish we could control the settings separately without overriding other mods.say we could have mods that controlled just the climate. add a mod to change terrains,and others that add or change plants and animals. whereas now,a terrain mod will over ride parts of another mod.for instance,the multiple start mod alters the number of start bannies.the way the game works,it loads that start and skips any other mods.say you have mods A,B,C,etc. the game won't add them together even if all have a medium start. it reads mod A and stops so it doesn't load the rest. just think players would have more control if they could load climate,terrain,and terrain textures separate.then the game could add plants from A+B+C or animals,trees,etc. been nice if LUKE had gave a way for players to choose from a list even. CC does a good job of giving players multiple settings.some players computers won't handle the mod size. taking say the shipwreck start out of the CC.it will work but with CC settings.adding the shpwreck start to another mod like the North means you change things from the North mod.1 of the limits of the game itself.
  10. different markets move different items.logs is moved for the blacksmith and firewood cutter.most people will find an issue with markets storing too many odd items and not enough needed items like food,clothing,and logs. modded marklets help with this.markets don't move items from market to market.to stop a general or town market from storing logs,you can place a log cart or market elsewhere that does move them toward the blacksmith and cutter.you can also try a different market for the town center that will store just the items you want. since all players have different styles there are many options of mods to pick from.depending on your situtation and layout,you may find older 1.06 mods can help. i have only seen 2 or 3 of the older market mods get stuck in a loop and not be able to store something.i still use SLINK's small market set and KID's market puzzle.both have some specific itme mods.a food only,a general but with 1.06 nly flags<this means they won't store many or any of the new flag items.they are limited to items the bannies use>,textles,etc.
  11. most foresters don't store the logs. to help with efficiency,you may want a market or a market cart to move the logs for the wood cutters. the idea is the close pile is faster for the forester to use and then the market moves the logs faster and closer for the cutters. using a cart ,it works like 2 workers. 1 moves the logs and 1 is always cutting.KID's log depot will also help move logs.these work better than a general market since they aren't storing and moving all other items.
  12. that is an interesting layout. where did you get those sundials in front of the church?there is a lot of time decorating.
  13. game is wild game comes from the pine mod trapper.if you have blank tags then you have a mod issue.looking at your list it is possable that the pine is not included with the MM. i don't use the MM.
  14. they were nomads that you tried to accept.if they can't get across a river or stream this can happen. 1wa y to avoid is save the game when they "arrive" at the townhall. then accept the nomads and pause the game.you should have homeless bannies on the info menu.now that you have located them,can they reach the center of town? are there rivers they can not cross? they might be able to reach you without bridges.they can travel far even thoug they will show hungry and cold.if they can't reach you because they are stuck on the other side of a stream,you now have 3 options. 1>reload and don't accept the nomads.before the next set,build the bridges.2> use the debug mod to build some quick plank bridges.3> send a few builders to build the bridges and hope they get built very fast. if you happened to have a boardinghouse,the nomads won't show homeless. to find them open the boardinghouse and cikck 1 of the bannies living there. clicking the laborers will take you thru a list of them also.
  15. is it by weight or item count? there is a huge difference. stone will weigh more than food. @estherhb if you think of it can you check if the items store in the order they are listed o the market? example say the list in the coding is food,raw materials,minerals,tools,clothing,firewood. than the market stocks food then raw materials,etc.in order. so if you had 10 food and 1000 tools,the vendor would waunder the map looking for the food and not stock the tools even though you have plenty. from what others have been reporting this seems to be the issue. the markets aren't stocking what is available while the vendor is looking for the odd items instead. like food is listed below the other items so the game prioritizes the other items more. thank you