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Everything posted by stiles

  1. did you find our notes on loading issues? we have offered many ideas control alt delete keys, check the status of cpu usage during game play.if you are maxing this out with MM and after closing every other program you are not using,then i would recommend going to the CC J and loading individual mods. also i would turn off the auto save. the 1st time loading after changing mod order or adding a mod can be slowr.the next load may actually be faster.it takes time for the comp to re-write the registry on the initial load.good luuck.
  2. maiden,are you using MM? have you tried burning thatch or fodder grass as fuel? depending on mods and mod order this might be easier.it is a good way to use up the excess grass.definetly handy at game starts when logs are needed for construction. is charcoal a historically correct way? i have heard overseas in some areas grass or sod was.
  3. safety hole mod which helps save miners also helps lessen other deaths.doesn't stop them but does make them happen less often. it is like giving the bannies safety training. happiness does not matter much to banished. uness you use the north or norseman mods. most buildings don't even show this radius.roof tiles can be imported.
  4. it does work. i use this mod a lot. it is verty handy at game starts. did you unblock it after downloading? right clikc on the fie and check the properties.then copy to the game windata folder. open game<unless you use the mod manager> ,enable mod and let game reset,,EXIT GAME COMPLETETY<this is critical>> then restart the game.note rar or zip files do need to be unzipped.you only need the pkm files. now as for the mini mod,yes it is an older mod. it does work with the 1.07 thou. if you do not use CC or the RK choice please look into loading a vanilla trade post fix mod. this helps avoid issues with trading due to the upgrade. the townhall production numbers will not have all the new limits.you will have numbers with no description of what those numbers are. otherwise there is nothing in here effected by the changes. i recommend using the mini mod with the blacksmith tool mod.this allows the mini tool shed to make stone or wood tools so you can conserve iron ore.on mountain maps you will find the forest parts are super handy due to the smaller circles. always check WOB for more mods and info.
  5. i think the thatch only works on a medium start setting.you can build the thatch hut and grow some for building on other maps.
  6. do remember there being acode issue with the blueberries. it seems to be a juggle for the modders between too many spawning or too few growing in crop fields. the MM adds many things at once but you might be able to add a mod above it to offset it.the pine mod should slow down the blueberries since it would add other items to the random spawning. it is neat to play with and see what different combinations we get. different mods together and mod order can give good and bad combinations. my mod order now blocks the scattered firewood. by moving a mod higher in the order,my houses burn grass better to mae up for that. tweak my mod order each time usually just a couple mods. the gathering options continue to improve and change.
  7. if you have too many blueberries you can try some other mods that will give more optiions.not a will wor at the same time but we can get some nice combinations. mod items added or altered vanilla-"blue"berries,onion,roots,mushrooms;trees-logs;stone;iron;deer hunted;herbs new flora-wild oats,flax,honey,wild rose CC-ducks hunted;iron ore replaces iron;hunting will produce feathers and bonemeal;reeds pine-cranberries,chanterelles,fiddleheads; trees-maple sap,apples,pine-boughs,resin;eggs;flax;furs;game;pelts; nat div-thatch RK- thatch-fodder,flowers;copper ore; bison,ducks-pheasnt,geese,turkey, and duck,,bear,elk,wild boar,hare, strawberries,mulberries,rasberries,blackberries, firewood,seedlings, NORTH-reindeer give deer hides,grouse hunted as chickens;honey;firewood;furs trapper;fish-salmon and trout; iron bloom;gold and silver ----------------------------------------------------------------------------------------- RK:the trees spawn mushrooms, onion, roots, blueberries and herbs (and deadwood) the flowers spawn strawberries, raspberries, mulberries, blackberries, cranberries and bird nests. (and now seedlings) the grass spawns the flowers ND:meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Mushrooms will grow naturally in the forest, ,erbs both,die off below freezing,
  8. n a harsh map temp is going to drop sooner than the fruit can be picked.on a normal map the workers will start in fall to harvest the fruits.fruit will rot because of the cold faster than it is picked. 1 way to gain fruit is to send workers to harvest earlier, say mid to late summer. you will get more fruits than if the workers do it themselves. you should click the pickup box as well.the workers will pick the fruit and the cfrates can be picked up and stored later. as ESTHERHB pointed out yields will vary depending on their temp requirements. you will have to play with it to find the best sized fields. by forcing them to pick the fruit,the other fruit is still maturing.if the worker goes too fast or starts too early,the fruit on the other end won't mature well.if he goes too late or the field is too big,you will have fruit disappearing from the cold again. i haven't tested under harsh, but you may find the orchard foresters give more fruit. difference of a round and square orchards. yes takes more workers since you have a forester to do the planting.1 gatherer can work 2 forests.they do not have to be the same fruit.yoiu also get logs. it would be worth the testing.
  9. why do you have both pine mods? you should only need trees orthe pine mod not both. Whichever youp pick,should be above the MM set. if that does not fix the blank tag,then move the crystalcliffs above the MM but below thepine mod. you are missing goat milk. ESTHERHB,do they need the compatability mods to use with the MM?
  10. whaT other mods are enabled? wild grouse? grapefruit,goat,goose,
  11. yep that exit completely and restart the game is vital. next step would be to pull up the task manager and exit any program that you do not need. this should give power for the computer to run the game otherwise all those other programs are using ram. have you tried to run the game not full screen? did you disable the auto saves? after that you could try some graphic changes. ohh what DX did you run it under? 9.0 or 11? i would try both. i don't use steam for banished but you could also try disconnecting from the internet and force the steam to run in off line mode. this would stop all the online features of steam from running and save that power drain. good luck
  12. this is bannished. the bannies have minds of their own rule is whatever you expect or want them to do ,they will do the opposzite,i have had single females refuse to live with anyone. they went on to have kids.later when a friend died across the road, she moved in with the widowed husband and his kids. i think some has to do with placement of the house by the job place and the style.it is so intermitten it is hard to diagnose. these odd behavior issues can make for fun games thou.
  13. game speed can be affected by computer power and how many mods you have installed.i play at 10X but my game runs much slower,more like a 2x.but i also do a lot of pausing and planning in spring. when i asked how long, i was referring to game time in years.LOL glad you are getting the game figured out. we need new players with new ideas. ave you checked out WOB? world of banished
  14. how long did you run the game? did you kill some in the process of messing with those houses? what sometimes happens when you build too quick is half the family moves to the new house.they can still have babies even when not living together. on vanilla game aging ,you should have at least 2 children per couple each year. that until the couple ages past the child bearing age. i use the proper time mod and my bannies age 1 year per game year. i find it to be a better balance. churches and hospitals have nothing to do with having babies it is all about having a male and female of child bearing ages. if you didn't build houses early enough,what happens is the young age past the child bearing age. in vanilla game the bannies can become laborers and move out from parents at a much younger age. a school will delay this since they will have to finish school before becoming laborers.i build a house for every 2 adult workers. but as i said my bannies age at a different rate.usually this works out to the females being at least 16 yrs old.if you have a lot of young single adults then delay building houses.they will pair up once they are old enough. not sure what all is in the MM,but did you build a small house that only allows 1 child? there are a few mods out there that are designed that way to slow the population growth.
  15. 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,
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.