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stiles

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Everything posted by stiles

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. not at all i can follow that. explanations like these hep us help others.
  10. 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.
  11. short answere: someone let the genie out of the bottle and it went wild
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. it is a very handy tool that saves us lots of time.moving mods in mod order is super easy and fast,no need to reload the game twice anymore.plus we can save the mod order profile and revert back to it with just a click. for us players that play with lots of mods, it is a must have. for those who might catch this page but have no idea: the mod manager is a tool so we can change the mod order and add mods without even opening the game.plus you can move them up and down and also save multiple mod orders. as i said super easy and very fast.
  21. nah,use coal for fueling refineries.charcoal for maple sap boilers. but then my houses burn thatch/fodder for fuel as a backup source. pine mod gives bigger trees also. many optins.
  22. 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.
  23. 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.
  24. 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.