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.


  • Content count

  • Joined

  • Last visited

Community Reputation

108 Bright

About stiles

  • Rank
  • Birthday
  1. NECORA, we need a 30x30 forrested space with a nice hunting lodge in the center with a good storage barn. and modular a loft for the housing. then the "conservationsit" or whatever fancy name we call them,can gather and we get apples,blueberry,firewood,honey,etc from 1 location. then the production limit can be set in the mod.it sounds neat but the problem i foresee is so many itmes from 1 location. maybe have to make a couple 1 for gathering,1 for hunting and trapping,1 for the pine pitch,etc.i'm not a modder but i can come up with crazy ideas
  2. hmm is there a limit to how many items a gatherer can find?? or you can just add more and more to the resource rsc??? we could do honey too then.
  3. you can pause the production in other buildings by turning them off. click on the work icon.dark means it is off. other than that there isn't much control. those limits can't be made too sepcific. you can also set the building to produce what you don't have materials for and that will stop the worker from using stuff. i do that with the lumber mill,set it to firewood and he stops making lumber.there is also a resource building and the traders you can"hide" stuff in then it won't be used either.
  4. for turpentine just show a barrel pouring a black liquid and for pine itch just use a pine cone and some needles. keep it simple.
  5. did u turn off all other mods so they dont conflict 1 another?? 2nd did u turn the mm mod on and exit and reload complatetly??
  6. jut a quick note. theris a problem with the crayfish. the fisherman will work a creak spot for about 10 crayfish each then stop.it did error out only once. not sure why as i was not able to force it to error out again. it's not a big deal since in CC crayfish is harvested by the sea food place. the banis were eating them fast enuough, so i am not sure they will stock the inn.
  7. did you check "world of banished"? they have a new trader there. it was designed to be bigger,not sure of how many traders thou. if you place more markets near the trade post they would keep items supplied closer to help also.
  8. won't this idea make it so you run out of logs alot???? unless the forrester overrides it and can plant anywhere.
  9. ar you playing the north by itself or with CC,etc?which trader? in the north the seed traders take joust coins,dalers.
  10. seems i read somewhere that the farmers start at the sw corner. and if that is blocked they won't work the field.i try to leave a gap of a space or 2 even between the fields.
  11. NECORA, we are not complaining at all. we like variety as well. the fort was a nice addition. as to the colonial style,i hope pilgrim keeps woking on his ideas. that was to be a huge mod set. i changed my game by adding THE NORTH to it. i have no "fish". i have salmon and trout,no "fish".not a big deal. i can't dry or smoke or salt no fish as far as i know.
  12. excellant work KEVIN. i haven't tried making steel tools with the plymouth mod yet aka "plantation" mod. does it matter if above or below CC for that 1?? as i stated,i leave some of the tool makers set to lower grade tools on purpose. that is a gppd workaround but no new players might not think of that. it is always good to keep those modders informed for sure. one of the reasons it was good to see NECORA opt for a break. he was designing and building ahead,lol. glad he has more ideas,but sure his head is spinning by now. you think its time to tell him what he started doing and what he has done went different directions yet?? or should we let him run away with ideas farther?? lol
  13. in those dairies, do you have to select the item it produces?? or do they produce randomly?? i have a "dariy" that works that way instead of the "creamery".
  14. NECORA, sounds like you set the mod to work with the vanilla not CC.most things i guess you can get away with that,must be coal is an exception. when you fix this to work with CC, i'd be curious to know if it works without CC then. KEVIN good job with the testing.why did you try to add a mod and keep playing instead of reloading the game 1st?? that was a ooops?? never do that. always quit when adding a mod and reload entirely. i seldom even try to keep a save game and add a mod to it. as you know the mod order becomes a "needle in a haystack" to find errors. my comp used to shuffle the mod order itself when it fatal error kick out on me. that was very frustrating. glad you is finding the errors so they can be fixed before NECORA gets building mods too far ahead. i am glad you are testing above and below CC both. QUERY,as to the tool shortages, lots of times it's a mtter of running out of a material. iron ore usually. as the game progresses, i like to set the blacksmiths to different tools. 1 to stone,1 to rough,and 1 to iron,etc.plus i have a couple of those "mini's" set to hidecoats that in a shortage can be flipped to tools.i don't know all the #'s,i build villages and try to keep a bs in each so my supplies aren't all stored far away.biggest thing is to remember to up the limits as population grows. and to up it farther of what you are trading. whatever you use at the trading poat gets repulled from stocks. that can cause a shortage to the banis as well.