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stiles last won the day on January 13

stiles had the most liked content!

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About stiles

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  1. 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.
  2. 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.
  3. 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.
  4. not at all i can follow that. explanations like these hep us help others.
  5. 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.
  6. short answere: someone let the genie out of the bottle and it went wild
  7. 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
  8. 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.
  9. by bog i take it you mean sod. we do have thatch and fodder. plus an option to make bundles. there is also reeds and reed bundles. my bannies can burn thatch-fooder<a combination of the 2>as is or bundled,firewood,and fire bundles of reeds. they do prefer firewood and then bundles over the thatch. some construction does require thatch as well. not 1 mod but several to do that. no bannies burn cow dung but they do collect fertilizer and use it in greenhouses. goodf luck figuring out the food equation. it is a juggle between trade value which does the bannies no good and increasing the volume of food which it their main concern.not all mods process food equally or not all modders use the same math formula.
  10. did you check WOB for RED's trading post fix mod? if you have the mini buildings mod above the CC,or a similar 1.06. the trader coming on screen could be causing your crash. you want this mod: NewLimitVanillaTP.pkm be advised this is known to cause a slight issue with TP's. save game before plpacing the TP or TH. clicking on them before they are built may cause a crash.however after they are completed they do work fine and are clickable.
  11. my indians were, tomahawks wood and stone. my setup has iron ore not iron. i am still used to CC, where iron ore is used kits more. always conserved it and had plenty of stone.now i have less stone ,and with some mine mods i have iron easier.i still switch between iron ore and stone tools at starts depending which i am low on.the wooden tools are handy for forest areas to keep them supplied.most times a tool only breaks the handle so it is a easy fix. after i have mines set up, i send a BS near them to give them better tools. they use them faster.nice to have the flexability. those players who build lake and dock settlements probably like them too. map i am on now i have 3+ firewood options.firewood,thatch as is,thatch bundled, and reed bundles.and my processor is fed coal.my foresters can set their own traps and catch pelts and furs with no trappers. grateful for the many many modders for soo many options that work well together. the indians still have no turkeys and the tower workers are tired of fighting bandits. my forts report more and more boats on lakes too.the docs say they can cure most diseases and do safety training, but they do see more murders and deaths by poison arrows.
  12. teresting. so you just opened the same save and it worked fine? you didn't leave any changes in? did you happen to hit a different save file?were these auto saves or manual? this info might help others, hence my questions.
  13. my bet is the changes you made helped but didn't have an affect until you reloaded the game. the game didn't reset the pathways until the next day when it reloaded.
  14. hi,PKM files are the mods and need to be copied to the WinData folder. then when you open the gae they will show up and can be enabled.if you play under steam, then they might move automatically when added from that site. i am in southern NY state. welcome to banished.there are more mod at world of banished as well.