Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

stiles

Members
  • Content count

    618
  • Joined

  • Last visited

  • Days Won

    25

stiles last won the day on February 27

stiles had the most liked content!

Community Reputation

281 Illuminated

About stiles

  • Rank
    Governor
  1. how long did you play the vanilla game before adding mods? what you describe sounds like understanding of the game issues not a mod issue. bannies idle for many reasons. they hit the limits and cant work,they have no tools,they are waiting for materials,happiness or ill,etc. moving into houses is also dependant on other factors. you fatal error could be as simple as enable mod and EXIT THE GAME ENTIRELY. then re-start the game and play. failing to exit after enabling mod is by far the biggest reason for crashes. the game will reload once you enable the mod. you must exit after that.
  2. short cut-right click on desktop icon,click properties.then click open file location. smart move make desktop shortcut to add more mods later. if you load a lot of mods,make a folder on desktop to download into.then you can find them to unzip. 4 files? must be special i have 8....or is it special ed?? noooo, i am not goina delete any and try to break my game.
  3. good luck with the program i would like to see a chart after. the formula isn't simple. from what i have seen,crops grow slower at 70 or less than 80+. so if your summer temp hits 75 but most is below that,the crop takes longer to produce if the temp holds closer to 80,they can mature faster.that is normal crops not tropicals.have heard that above a certain temp growth does slow back down.think it is like 90+. most of the formula is in code not released by the game developer.
  4. he safe jobs mod will cut down on deaths. i think the guy who made it also made the safety hole modi use that 1 and do get less sicknesses. when you say you checked the "integrity",i take it you mean you went in and cleared the game registry? some old mods were known to hang in the registry and cause issues in different games ,even after they were removed from the WinData folder. so if you get a lot of weird stuff happening,that is 1 check to make.if you test a lot of dfferent mods over time,you do want to clear that. for an aging mod: i use the proper time mod by KID at WOB. this sends kids to school from 10-16,marriage and move out on their own about the same age.this is a 1:1 age mod.bannies breed and age 1 year per 1 year game time.my version allows me to have 85 yr old bannies. early game i have helpers when kids hit 10yrs old.<non-educated> later when i add a school,they move out and pair up as they graduate. to me it is a good balance. mod order is getting trickier lately. in your case, you want as much as you can get below the MM.so the african addon mods should be low in your order.
  5. did you turn them off when you started the new game?there is an option to do so. otherwise you will probably have a bunch of disasters at once.
  6. yes,we only have a limited number of flags and many many items. you can add a wharehouse mod,there are several at WOB. this woud store the iron ore surplus,taking it away from the limit. works much like a trade post but is storage.you could build the foundry and smelt the ore into iron. i actually leave a BS making rough tools and the higher grade tools i make closer to mines. i never have much of a surplus setting the minerals to 2000 at the game start.
  7. it woud take re-inventing the pasture. make the pasture a workplace, randomly gives say beef and dead cows or a 0 output some years. this random output would simulate losses due to theft.the assigned worker would die randomly from gunshot.
  8. your field option might be doable with some twists. RED has orchards set to fruit in the RK mod.this separates 1 from the 3 crop types.you could make a field mod with a shed to grow the grain.thenuse the fields to grow veggys. the mod would function as a work building but can be coded. it might grow food all year long thou. CC did design the plantation field texture.they might be abe to give you input on developing a 3rd option. another option would be to create new seeds. a veggy seed exists to grow a mixture of veggys in 1 field and then a sorter separates them after harvest. KID did that. you could cre3ate a grain and a fruit seed and resort them after harvest as well. instead of buying all the many seeds you would only need to buy the grain,veggy,and fruit seeds.this way does take more workers. it wont by itself change the field ground texture.
  9. you have 2 tools. click the builder and the too icon on his menu wil pull up what he is working on.many times it might be a place that is waiting on a material.you might see him finish buildings even as the main 1 lays stuck. the other tool is to reclick the building when it is placed and lock that menu to the screen. say i am placing buidings in a forest.very hard to find them in the trees.i will lay down the gatherer and reclick that building without moving the mouse. then lock it and set the menu to the side of the screen.when the builders are done building,i can assign workers or disable that buiding until the houses are built. in your case,did you place something across a stream or river? maybe the builder can't get there. if it says 0 or 2 then you either need to assign builders or they are busy elsewhere. you can run the priority tool over it and call the builders to finish it soon.it is the arrow icon on the 1st toolbar.
  10. not at all i can follow that. explanations like these hep us help others.
  11. have heard of that but never had it happen i do try not to run over 3 tiles up a hill.after that the bannies dont work it. was your pasture out on the map edge? that becomes no mans land and can add to the glitches. the bannies have minds of their own and are known to weird stuff. you never know what they might do next.
  12. short answere: someone let the genie out of the bottle and it went wild
  13. most comps shut us out of that. usually at 100-150 most comps crash out.a few have done it with just vanilla and no mods. check out some thread pages at WOB. irrelevant has a long map.well over the 1000. 3500+ http://worldofbanished.com/index.php?topic=726.msg51299#msg51299
  14. combination of several. CC can burn thatch if you use the nat div mod above. that gives 1 grass texture and is burnable and the vanilla base buildings require it. the wood houses,pastures,hunter,and gatherer. if you add KID's forest outpust mod for the nat div,those buildings will require thatch also and use it as fuel. putting the FO mod above the RK and the thatch under gives you fodder grass all over the map. this fodder is fodder-thatch,cause it does work as thatch. it can aso be fed to a stable barn,produces more fertilizer. add the CC dock mod below this and you now have reeds to bundle as well.add the nat div back below that and you can grow either thatch or fodder grass<2 different huts>. thatch and fodder are interchangeabe and either works as the other. so both can be burned and both can be fed to the RK stables to produce fertilizer. the RK woodchopper bundles the thatch/fodder. my houses will burn any of the options. would you like me to turn bison ionto american buffalo too and make them roam the map? thank you KID and RED. can only do what the many modders allpw us to. just tonight ,i figured out you can terraform lakes and the terrain will be lush grass no rocks or dirt.