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BuildHappy last won the day on January 10

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About BuildHappy

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  1. WCIF the small seed only trader? (not kid's alotofseeds, the other one) Thanks! edit: answer blimey! found it here: KTMRMBST kid1293/ themed mods/ rowhouses modular businesses/ small traders
  2. Quick question, WCIF the garden workplace that I think must be needed to process vegetables into edible food? I have a few thousand vegetables, but only 120 food... I chose vegetable as a start condition, from the list, and vegetables are the only crop available when I build crop fields, but I no longer know where to find the garden workplace, or if it is even the only way to process vegetables into edible foods... Thanks
  3. hello, my game crashed after i had been playing for about 9 hours (game year 29), when i clicked on the Tiny Town Hall near my traders (see image below). before the crash, i wasn't doing much else, just watching fields clear and waiting for traders. (i pin the inventory tab of town arrivals during trades to make sure i don't give away the farm.) i went back in to the autosave to get screenshots and see if i could reproduce the crash. Not sure how far before the crash it autosaved, but it can't have been long as i have it set for every 5 minutes. my mods list/order is also shown here. my questions are: why did clicking the tiny town hall not crash the game immediately when i opened the autosave, as that's what i did to cause the previous crash? i know the town arrival icon greys out (becomes unavailable) after you build one, i used to use a trick of not releasing until i plopped several along the river at my trading area, 'cuz i knew i wouldn't be able to build more once i let the button go. but now with beta MM8, i am only building one of anything that greys out, in case that has anything to do with causing crashes. does it...? now, i have one each of several creators town halls, as many of the smaller ones that i can find, to make up for not plopping 5 or 6 town arrivals. do town halls from different creators conflict with each other? i remember seeing a crash report with MM7 due to clicking town halls, any so far with MM8? i think the post i remember also had to do with the compatibility mod, which MM8 won't ever need, as the flag stuff is all okay now? thanks for any info
  4. sure, but how can it cause crashes if it isn't even enabled?
  5. gosh, i thought i was experiencing delays now that banished takes 3-4 minutes to load. my pc is a medium-low-end gaming rig, here's some of my speccy: CPU Intel Core i7 4790 @ 3.60GHz 37 °C Haswell 22nm Technology RAM 8.00GB Single-Channel DDR3 @ 798MHz (11-11-11-28) Motherboard Acer Predator G3-605 (LGA1150) 38 °C Graphics 1535MB NVIDIA GeForce GTX 760 (192-bit) (Sapphire/PCPartner) 42 °C i think banished is light compared to my other building and sim games, it has never stressed my pc much, or taken long to load, or been slow to respond in-game. that's partly why i can't figure out what i did wrong to keep crashing...
  6. ugh, not using beekeeper or any honey production at the moment. nothing changed or new in mod order. still crashing. time to stop trying for a bit, i guess.
  7. one stop all mining has its own icon on the main mine menu (see image), and has never "tucked into" other submenus. in game, it's called "multi mine." i don't really need a mine that never runs out, but i do love a mine that produces iron, stone and coal simultaneously, as this does. i found it a long time ago on steam, by xax, who has clearly stated he is done with banished and banished modding, but he posted his source code on nexus: https://www.nexusmods.com/banished/mods/47? i am happy to hear the radius increaser, wildlife, might not be problematic. it was never an issue before, maybe i'm lucky and it isn't going to be... thanks. i like the little beekeeper, i think the small stand model comes from kid1293's bigger beekeeper that has a few apple trees (see image) but if it is broken now, that's okay. thank you very much for helping me narrow down the cause of my crashes. i was able to crash again 2 more times, both with that beekeeper. now i will just refrain from using it. thank you for all your generosity and work, i love Colonial Charter, and MegaMod is dreamy! i'm going to go play more!
  8. thank you as ever for your help and advice. i made several changes based on your instructions, and am still crashing after 4+ hours of play. some additional questions and observations, plus my newest mod list/order: a) i updated ridiculous storage and increased cc, thanks for the info, sometimes stuff has newer versions faster than i'm aware... b) i pulled Covering, South Africa Housing, Garden Walls Utility, not realizing before that they were in MM8. i had earlier pulled 25-30 items now included in MM8, and thought i got all my duplicates, but must have missed these. c) can an out of date mod cause crashes if it is not enabled? in my previous list, Medieval Town was not enabled. (i pulled it anyhow since it's in MM8) d) for my newest list, i disabled one stop all mining and wildlife. i can let go of the mining one if i have to - altho' i don't think it is causing the problem. i am also what @Vrayna calls a serial restarter, so my mines likely won't run dry before i move on to my next town. but i would be sad to let go of wildlife, as it increases the radius of foresters, and agriculture and forestry are always the pillars of my towns. (this is also why i use iron is iron, as it is the way vanilla banished handles iron, and i much prefer farms and foresters to forges and smelters...) but again, i don't think this is causing the problem. wildlife and one stop mining have never conflicted (for me) with any previous version of Colonial Charter or MegaMod. this might not always stay true, depending on what is added to MegaMod in future, but i have not been able to find any newer or better radius increasing mods. ( i have looked a lot...) can it be possible that if neither Colonial Charter nor MegaMod contain any radius increasing elements, that maybe wildlife has nothing to conflict with...? that would be wonderful e) when my game crashed this time, i was doing the exact same thing i was doing when it crashed last night: trying to click on the tiny bee keeper to assign a worker to it. i have no idea if this is a coincidence, or if there is an issue with this @kid1293 item, but i will start a new game and debug some buildings including this one to see if i can reproduce the crash. if it turns out the crashes happen for me every time i use this bee keeper, i will just not use it. there's another small bee stand, i think in @Discrepancy's small village menu...? that i like just fine. (backyard bees make me very happy, so a small building is welcome.) thanks to all for any advice or suggestions. p.s. i hopped out to start banished just long enough to capture a screen snip, and lo, the crash happened again, exactly when i tried to click on kid1293's beekeeper to assign a worker. that's 3 times in a row, i am strongly starting to suspect this little workstation isn't going to be possible in my towns... i enjoy kid1293's things very much, and use his "themed mods" "build a workplace" items a LOT.
  9. me too, i always scan the map to find where it is, and build towards it if possible... (this is the first time i noticed more than one per map.) For the one right next to the starting point, I planned my block grid around it, built a monument next to it, and kinda made it my city center. it was great!
  10. Thank you @Kralyerg for MegaMod, it is delicious. I have been sorting through, learning where to find stuff with the community toolbar, exploring all the content that is either new to MM or stuff I hadn't known about before... having a blast. Also had a crash (cry) and don't understand why. A screen snip of my mod order is posted below. I had played with this map for 5 or 6 hours prior to the crash, so I'm at a loss to explain it. (Would attaching my crash.dmp file help? I certainly cannot read it...) I was not trying to build anything. I was going to click on kid1293's little bee hive to assign a worker, when the crash happened. Other observations, are they related to MM8? a) I built a library, assigned a worker, and no members joined (see image). No other libraries, churches, chapels, etc. This library was the first built on the map. Happiness is very high in the town, and a pink happiness radius is on the library, although I do not remember seeing this with MM7. b) Minerals stockpile has lumber (see image). c) I thought the magazine was gone, but finally found it inside forts in the CC themed sets submenu (see image). Also, it no longer requires building supplies to construct, yay! Thank you for all your work, and for any advice you can give.
  11. I love the treats and treasures scattered on the maps, especially Northern Pines start. This is the first time I have ever see the giant rock skull/helmet so close to the starting point. Also, this is the first time there have been THREE of them on the same map.
  12. hmm, sounds like you'd like to see something like a distribution barn made into a market... i suspect trading posts cannot be modded into markets, although if i'm wrong maybe a modder can say. but if i guessed, i'd say they likely can't be separated from the trader boat functionality. but maybe distribution barns already do what you want? they stock only what you tell them to, and if "opened" would be a source for their area. radius or not, i think the townsfolk would go to whatever source is closest. i think it's more about pathing than radius. i also have struggled with markets. i hate it when a general market stocks resources that finished homes cannot use: ores, inedibles, raw fibers (as opposed to finished clothes) not only because i think these items are useless to their neighborhoods, but mostly because they remove inputs from the areas i so carefully set up to make production efficient. i put grain silos close to my oat fields, which are near mills and bakeries. i put stone, iron and mineral stockpiles adjacent to mines and quarries, which are near blacksmiths and forges. i put wood, fuel and construction stockpiles at the edge of the forester's radius, which are adjacent to woodcutters and sawmills. i put root cellars adjacent to the gatherer's radius, and near orchards and fruit/veg fields. i put meat lockers adjacent to the hunter's radius and near pastures and animal pens. i make a pretty considerable effort to lay out work and production areas for the maximum efficiency allowed by the map. i do NOT want that effort stymied by annoying market workers who stock neighborhood markets with items that are unusable by finished homes, and "stolen" out of my efficient production areas... these days i skip most markets, and cluster neighborhoods in between production "districts" and make sure my paths are very well planned and finished in brick. everyone seems to have plenty of inventory in their homes. nothing seems out of balance, and inedibles and raw resources stay where they're needed for production. i may put a firewood stand in a neighborhood, if it is very far from the forester and woodcutter, or even less frequently, a fruit/veg stand, but again, only if the neighborhood is really far from a root cellar. they don't seem to miss their big markets at all.
  13. i think i ended up with 12 bakeries and i remember never getting the donut/veg oil/soybean part balanced... but everything else worked great. these days i tend to skip the bakery items that don't yield higher value foods. the effort for cheese bread, and it's worth 1 nutrition unit? i now go for cakes and pies. sometimes garlic bread. i do love my baked goods...
  14. sounds nice, any screenshot examples...?
  15. that was me, too! i was Bonkers for Bakeries! (i was craving donuts at the time.) oh, that was a great map... and even in winter, folks FLOCKED for cherry pie...