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QueryEverything

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Everything posted by QueryEverything

  1. Apples I just ran a test over a number of years for the Apple Trees using the Forester Tree in the MM/CC menu and it was fine for growth etc. The only gatherers that would work it though were the ones that came in MM (+ the Mini Gatherer from Kral's Mini Mod set download). The Vanilla, Discrepancy's & Kid's Gatherers would not work. They would collect everything else available, but not the apples. In saying that though, 1 mini gatherer in each quadrant (dividing the forester radius) would harvest approx 1200 apples per season, so i wasn't too concerned with that, with only 4 workers. Kid's Tiny Gatherer (from MM, not his standalone Forest Deep mod) would gather apples and would collect 1300 per 1 worker per season and cover 1/2 the radius - so again, not a bad output I don't know where the bug is, from memory it well and truly pre-dates NatDiv, I think I recall needing to use MM only gatherers previously, perhaps it is something in MM, or something in one of my other start condition altering mods, I don't mind (at this point), as it's not game-breaking, I just need to adjust my game style. Reeds If it's deliberate that there is a difference between the CC & NatDiv reeds, then please disregard, otherwise - read on I know Necora had an issue with his eggs, it turns out it was just a name call that was different, 1 was 'egg' and the other 'eggs', and the map ended up with 2 'eggs' in game. Which becomes a little frustrating when you end up with 4000 eggs, but none of the recipes work with them, and so to the reeds - but, that's not a problem, if we know that's what to expect. I guess the question becomes - the reeds, are they supposed to merge/blend with the CC reeds, or are they supposed to be stand-alone? Berries I've had super berries on my last few maps, I chop down a bunch of trees but leave the plants alone, come back and the plants have run rampant, I figured it was the case here, I'm not bothered by this, so I'm not sure if it's a bug, or just regeneration of a resource Thank you for a great mod, I love the feel of it, it has a great fluidity to it, and I look forward to seeing how it evolves further, I'll report back after a few more hours in it.
  2. Imma just going to leave this here and skip away ... This is on my account, but not my QE account (yes, I bought 2 copies, ), and it's not taking into consideration the hours that weren't collected because I was playing on my Humble Bumble version on my old desktop pc (which I found the other day, not my original, originals, but I found some 1.03 stuff, saves ), then on hubby's laptop (a good 2-4 months worth there too), and then on my old laptop, so, there's a few more hours there, plus my QE account, yup. One might think I have a tiny problem ... hahaha On & @BuildHappy good on you for going legit Feels good I know you did it before the sale, but right now, with the game only $5 you'd be crazy, (a few other choice words) not to go legit now if you were still running a pirated version. Nothing worse knowing that Luke is doubling down, putting in extra effort for the community who have asked him for stuff, and members don't pay their way. So - good on you for getting on the good vibe train (Even though it predated his updates, hahaha)
  3. @KevinTheCynic I used the NatDiv start settings, I didn't use the CC. The NatDiv replaces the Vanilla, which is what I normally use because that's the only start that allows the New Flora and the Maritimes Pine Starts as well.
  4. I can confirm with the following load order below, that the mods work, as needed, on my system Yeeeeha! Awesome work @Bartender & @despo20!! Now to actually build things, not just clear cut the valleys, lololol!
  5. @Freedom thank you for all of that Those images look great, and took a great deal of time I know Necora did a great deal of work on the Thatch/Flora mods getting them compatible with each other (and Flax), and I know each of the WoB team are working to have CC & WoB mods use the same Flags etc, but it seems that Charcoal may have been one that 'got away'. It also actually helps me a little as well. I keep bugging out with EB Glass Works and not accepting coal (charcoal is ok), and you've given me a hint now on where to look next to bug fix as EB & I can't figure out the cause for it and it's been dogging me for a while, haha!! You've also given me another project to think about, lol. Thank you
  6. Oh my, this looks fabulous How does it (if you know) work with the mods that were written to be compatible with the first version? Necora's, Discrepancy's & Kid's patches? I will run a trial with backups, but was wondering if you knew straight off the bat? I can't wait to see my little Rebellious crops pop up @KevinTheCynic I know you also used Pesky Produce, now this has Rebellious Crops built right into it
  7. Hi @Ulf CC Journey 1.75 is for Banished 1.0.7, if you use CC Journey 1.75 then you are running the newest one. Mega Mod (MM) is for Banished 1.0.6, but can be run with Banished 1.0.7 if you use a compatibility mod with it.
  8. Hiya @BuildHappy I see that you have the NatDiversity mod as well, but I couldn't tell where is was in your mod load order, that's ok - we're moving it anyway. I don't know if you use @tanypredator New Flora mod, I can't see it listed, and that's ok - you don't need it, and the mod load order below can be altered, just ignore the reference to them, where you see the New Flora, leave it out, so it would then just be: "Flax Patch / Pine Set / Nat Div" To get started, having the NatDiv mod and Necora's mods work together, to create a new start condition (will only happen on Vanilla starts, not [CC] ones), you will need to have them work this way (this order was designed by Necora as he wrote his companion mods specifically to work in this order, read more here if you would like to): Flax Patch - @Necora - this allows all mods that currently use Flax to work together (CC, New Flora & Maritimes)New Pine Flora - @Necora - "This mod is a compatibility patch that will make sure all natural resources from both New Flora and the Pine Set are spawned by vanilla trees." New Flora - @tanypredator - New Flora, adds new spawned items to the Vanilla trees; "At the moment it contains wild oats and flax" etcPine Set - @Necora - Pine SetNatural Diversity - @Bartender - Natural Diversity Mod Then load the remaining Maritimes / Pine Set mods in newest -> oldest order, I have it currently as the download listing here, I make sure that I sort the downloads in the sort order "Sort by recently updated". http://blackliquidsoftware.com/index.php?/files/category/13-maritimes/ If what you have is working for you, leave it If you feel brave, you can change it to reflect the new updates that he released but that's your call. For your other mods, I would then place them above/below CC as needed. CC Hot Crops, I would put above the New Pine Flora Flax Patch set, along with other game system changing mods. Place the MM/CC mod collection near the bottom of the mod list, with only the those the specify 'below CC' under them. - Other players also put other mods in there, unrelated ones, like your Japanese inspired mods, sure - that's cool - they can go wherever you want them to, and where they don't affect other mods. I also use mods that were released by @Discrepancy & @kid1293 that make their mods compatible with the NatDiv mod, and they are over on WoB, their mods are also specific as to where they need to be listed, but I don't see you have them, so that's something for you to check. I have all my UI changing mods at the top, then my system changing (CC Hot Crops, Seasons Change etc), then storage, then roads (faster roads) etc, then I have my New Pine Flora Flax Patch set, then other modders (normally grouped by function, not modder - unless specified), then MM/CC collection, then randomness. 200+ & counting I have another 6 to add today!! Haha I hope that helps, unfortunately, unless the modder has specified that their housing uses other Fuel resources, they will still only use Firewood. The trick I use is: 1) Right next to a wood stockpile I place a woodcutter or, usually 2 from Necora's Pine Set, and place a 1 tile Firewood Stock pile 2) Using Kid's Market Puzzle, Firewood stand, place 1 market piece at each housing estate (the ones that use only Firewood), it hasn't been upgraded (I don't think, I need to double check, from memory it hasn't) to the new 1.0.7 Flags, so will primarily stock Firewood. So, that's it You've got it nearly all right, just a couple of tweaks, and it should be good. You will notice though that the new load order won't come into effect until you start a new map - and only when you choose a non CC condition (Easy, Medium, Hard). Otherwise you may see items (1 or the other), but you won't see them all together, and working together.
  9. What info are you missing @KevinTheCynic or have you caught up? If you need anything specific call out, or even PM, I've been offline the last week, and will be offline/online again for a few more days after this afternoon (pending outside situations), but have most of the info of the released mods if you need it. Don't tell me we lost you to some nonsense Steam Summer Sale game? Hubby has been trying to find me an alternative to play when I can't get my groove happening, I can't find anything. Kind of like the saying "I've got nothing to wear", same thing, "I've got nothing to play". I know the exact game I want, and I know how it should be done (for me), but can't find one that matches up, so far only Banished, Wurm Online, Rome (something, I can't remember exactly) are the only ones that have tickled the spot. I do play Sid's Civ games with my family though, which is hilarious, we can only play on school holidays because they take forever ... hahaha Offline, it's card games (Munchkin & Exploding Kittens) and chess, we tried Monopoly & Trivial Pursuit, but they end up in tantrums, oops. LOL I hope @Necora is doing good Science
  10. @estherhb I decided on the weekend to grab a 2nd copy (I do a lot of testing of mods as soon as they come out and play with load orders, so it's just safer to do it on a 2nd laptop user & game install, so even had to create a new Steam account too ), at only $5 there was no excuse to not grab it. Told hubby to get a copy as well even though he doesn't play (yet, hahaha). The link for those that missed it, or just need it: http://store.steampowered.com/app/242920/Banished/ As the Aussie icon Molly Meldrum would say: "Do yourself a favour go out and get it" – Molly Meldrum, Countdown **(not referring to Banished, but to music, but you get the idea ) Given that Luke is actively developing on it over the last couple of months, and we've had 1000's of hours of game play, I felt it was the least I could do
  11. Your village is coming along nicely @Takit
  12. What fence gates @tequilo? there are a couple. Some need to be clicked just in the right spot ... juuuuusssst there ....
  13. @BuildHappy judging by what I can see here, it will depend on how the modder, in this case you marked @Discrepancy & @Tom Sawyer mods, coded their houses, as to what fuel the house will use for heating - not all houses use the same fuel sources. Some houses will only take 1 flag of fuel, whilst some others will take 2 (I can't remember the exact flags, Fuel | Fuel2 , so some will be affected by the lack of firewood. For those playing just with MM & CC, this shouldn't be a problem (I can't speak to all the MM houses) - but, certainly for those outside of this forum, you may want to make sure you always keep Firewood on hand, even if it's only 1 or 2 choppers, in a remote outpost There was a conversation over at World of Banished about making all houses accept a 'structured' standard of fuel, but I don't know if that was put into place (I don't crack the code ), so it may be worthwhile if you notice only a few houses freezing to go to the modders thread on WoB and just dropping them a comment there asking if they included all Fuel types, or creating a post here and tagging them Some do read their tags I'm not convinced that this is a mod load order issue, and I'm sure I've posted before for you the load order for Banished 1.0.7 (included if I haven't), and MM / CC orders. Your other mods are fine to leave above them all, not sure how you have the Pine Set and other PEI mods listed, so if you're unsure, or you're also running Bartender's Nat Diversity, I can also post the specified load order to get them to all work together as well - so you have more goodies at startup. If you're still having problems, let me know I'll see what I can help with. But, first thing is - if it's the same group of houses that don't use the other fuel, then I'd say that's a code issue, and only the modder can choose to change it or not.
  14. Maybe 1 day I will go through all my old saves with all the old names and post them @KevinTheCynic Woollypead Creek was another one I thought of
  15. Hi @Atomizer if memory serves, one of the core reasons that the DSSV starts were 'separate' was because of the DSSV Jetty & Docks etc, however since MM was able to include all the DSSV items (jetty, docks, housing etc), they didn't need their own start conditions. @Discrepancy can correct me on that I think that's the simplest way of explaining it. It the latest mods, you can start with a standard start condition, then build the DSSV buildings straight away and build your DSSV village that way, rather than it being pre-built, I know it's a shame, but unless BL change their start conditions, it is the way it is, currently. How I start normally is on Medium, and build my preferred theme straight away, or for more resources, use Easy, then first thing 'demolish' all the starting houses, then build the preferred ones in as you want to. Takes a little bit more time, but I start with 4 builders, and it's the first thing they do - I always leave 1 original house until the new ones have been built, then remove the last original (normally the one next to the barn). I have no problems getting a DSSV theme village running under these conditions. As for the load order, the correct order for Banished 1.0.7 is: 1) Time is Money 2) Time is money could also be loaded under MM Deco, though I would load it above the Compatibility mod, all my game altering, start conditions, and UI mods go at the top of the list.
  16. No bias @despo20 lolololol
  17. My Paternal Grandparents had a tree in their house, I can't remember the details, I remember though the work that my Grandmother would put into making her Quince Jelly. It was to be used like a jam, but it was beautiful and clear and sweet like a jelly, and it had such a unique taste to it. None of the ones I've bought as an adult are the same as hers I had as a child, but that could also be distorted memories I am not surprised to learn about the marmalade cross-over as I can see/sense the similarities there and envision quince being included in a fresh marmalade. It also makes perfect sense given that most people of that time (my Grandparents) would also make marmalades as well as other preserves, so ... what a wonderful bit of quince trivia learnt today
  18. Haha, no, I did it @BuildHappy I normally have a naming convention of something along the lines of: animal seed natural_wonder In this case, I had chickens on the map, the river was odd, so it became ChickenLegRiver Others have been: MooBage Valley Where it was cows/beef, cabbage and valleys
  19. @Jonathan Ford you still have to build the trading dock, pay the workers, wait for the right trader, grow the goods for the trade, you're still in the hole, especially if you don't get DA's straight away. (312*4)*6 = 1248*6 => 7488 just to get 2 of each off the ground, on a special order (if you decide not to wait), it's still a lot to outlay to get even a small group of pens running. I'll look into the stacks burners for future, but I haven't seemed to need to 'economy break' yet.
  20. I completely said the title to the post, in my head, to the theme of Ghostbusters Looking great @catty-cb That's interesting that the tree wasn't removed at the time .... slack laborers ... weird.
  21. Hi @Vermoin Reading your post though, I do wonder though, my first question is (and it always is anyway ): Are you running Banished 1.0.7 Are you running the MM Compatibility Mod -- Without the compatibility mod for Banished & MM 1.0.7 there are going to be lots of nasty bugs. I wrote this post out yesterday, someone else having problems with MM & MM Deco mods, so I figured it's a good start with you as well. Take a look at it, run through the steps and see what happens. Try this first Then this What I would suggest, in addition for you, is to also delete the AutoSave file that is in the save folder, D:\Users\SuperSnoopy\Documents\Banished\Save\Auto.sav (Only delete when you have the game completely closed) Then this some more If you're still having problems after walking through my little help tutorial, and after deleting the Autosave files, then when you load your map: 1) First thing - Pause the game completely 2) Find all new build sites, anything that is being built - pause it 3) Find all demolishing sites - anything being demolished, pause it 4) Set all builders to 0 5) Save the map as a new save 6) Run the map - see if the crash happens still - if the crash doesn't happen, we know it's on a building site somewhere, just need to know what one, refer to the tips below. If it does crash and you've made sure the installers are ok, you have the compatibility mod, you have them enabled in the correct order etc, then more troubleshooting is needed. A couple of notes for the above - If you are having problems finding all the sites, use the Town Hall menu, click the 'builders' button in the professions list, it takes you to all the sites - the Professions UI screen will not do this - only the Town Hall screen; - Are you demolishing a Nomad attractor? These are known to cause bugs, and crashes, if so cancel the demolish task, let the next lot of nomads come, pause the came immediately after they settle, then demolish it as a priority. The bug was supposed to have been squashed but there are some who have still had it on occasion, not sure why. Please let us know how you get on The walkthru for you - this is what should be done first, after figuring out if you have Banished version 1.0.6 or Banished 1.07
  22. @Kerlyssa Sounds Sim-ish FrenchSim-Lish
  23. I think you should sticky this post @estherhb
  24. Hi @Dora Are you running Banished 1.0.7? Are you running in Steam or, just Banished? Are both of them in the same folder? Are they definitely both the correct .PKM files? -- It may be that the Mega Mod (MM) mod did not download correctly, have you checked that you have the correct file size? This screenshot if from my downloads folder - not from my Banished/WinData folder, which is why it has both file types This screenshot is what is in my Banished/WinData folder -- If you are running Banished 1.0.7 you will also need to use the MM Compatibility mod which is here: To make sure that they run correctly in game, enable them in the following order: - 1.0.7 Compatibility ( @Kralyerg / @estherhb / @ShockPuppet - had I pointed out the typo previously? 1.0.7 Compaibility, should be: 1.0.7 Compatibility ) - CC: 1.7X (whatever version is the most current, or that you are running, if any) - if no CC, disregard, it is not necessary :) - MegaMod 0.07 (MM) - MegaMod DecoPack 0.07 --- Once you've checked that the 2 files are correct, that they have the correct sizes, and that both .PKM files are in the Banished/WinData folder then load Banished. - Load Banished - Enable both MM & MM Deco mods - Press Ok - Wait for the game to go to the main menu - Exit the game completely (this is very important, it stops game crashes later) - Load Banished - Check the mods All of this should now mean that the game is running properly. Be aware that because MM & MM Deco are large mods the load times can be quite long, so your screen will go black for a few minutes. Some players go off and grab a drink / snacks etc, others have said that their game loads faster when they have Alt+Tabbed to another program (I browse the internet when I load each day), some say it shaves off load time, but I haven't timed it - I think it may be a case of 'preoccupation', that you're not waiting for the load screen, so you don't realise how long it's taking. If you're still having problems, and you definitely have the right file sizes, and you have them in the right folders, then please post a screenshot of your mods menu and your Banished/WinData folder when you come back, there may be something that is simple, that's being overlooked. Please let us know how you get on.
  25. I'm going to answer this for both @Jonathan Ford & @stiles/Brads ("i agree these pens can be overused"), I've answered with my thoughts previously, but want to throw them back out here again. In my NSHO, no, for these specific pens, no, adding additional requirements isn't going to game balance, if anything, it would feel more like a penalty, when you add the maths, it can take a bit to get started, especially if you don't have a resource rich starting map that has a lot of Domesticated Animals and grains for planting. Working on the basis of no Domesticated Animals & no grains (which I normally get stuck with - occasionally wheat or corn, normally beans and cabbage, and no I don't use a CC start, so no DA's). Build trading post; build the right stable; (often times more than 1 until matching the stable with the first available grain that comes); wait for the right trader to come along; trade 4000 (or x Value the trader brings it in on) on the right seed and/or; trade (200*4)*6= 4800 of the correct grain type + additional for 'missing' grain, if inedible mods aren't installed; That's not taking into consideration the deeper costs: the food for each of: traders & farmers; then their tools & clothing etc I know on the surface these small pens seem extremely overpowered (to some), I don't think they are, it can take a huge amount of time and effort to getting 2 running, let alone 2 of each up and running. Last time I used a CC start, I ended up with only 3 DAs and I cleared 1/4 map, it was going to be faster to build a trader. As for the comment about the size, I can keep a sheep on a small backyard piece of land and she gives me a lovely lush (albeit tatty, haha) fleece every year, and our neighbours keep an abundance of chickens, sheep & goats in a small area, not tiny - but certainly small, and it's all legal. This idea I could get behind. Introduce (merge perhaps, into) a new production chain where both the CC/MM elements are used with @Ketchup (& possibly @Bartender's grass, where they eventually meet into the middle, and Red is then able to progress the food chain perhaps) to create an animal pen situation - using the ideas that CC have (with them letting Red use the code as a base), and he build a new building that uses his existing production chain - so, essentially taking the 2 different chains (possibly 3 from Bartender's), and making a new one. It would be far more balanced, and easier to use straight away on a new map, without having to wait for years for a trader OR for the right crop, and not run as a deficit to food growth in the interim.