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Found 38 results

  1. Here's the discussion for the newest RC4 where you can list all the thousands of bugs that you find. RC4 is probably savegame compatible with RC3 games. Discrepancy has indicated that DS Jetty And Bridge 2.0 is not savegame compatible with earlier versions of DS Jetty And Bridge. So if you have made heavy use of those pieces, it may affect updating MegaMod midgame as well. Due to a lack of quality assurance on my part, a few of the latest DS mods were inadvertently left out of RC4, even though they are indicated as being included. This has been fixed for the next release, and those responsible have been sacked.
  2. Version

    272 downloads

    Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.31 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.64 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (0.98 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed
  3. View File MegaMod 8 RC4 Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.34 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.71 GB) MegaMod3.pkm (1.06 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed Submitter Kralyerg Submitted 04/14/2018 Category MegaMod
  4. For MegaMod 8 RC3 Discussions. Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list. Issue: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Status: Fixed for next release Issue: Medieval Salt Mine using wrong flag (textile) Status: Fixed for next release Issue: Ghost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Status: Fixed for next release Issue: Kid1293's Medieval Grace Monastery does not take on students. Status: Fixed for next release. Issue: Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Status: Fixed for next release. Issue: Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Status: Fixed for next release. Issue: Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. Status: Fixed for next release Issue: Trade Deer and Trade Beef Cows are producing Trade Horses Status: Caused by using Busy Pastures Mod which has now been fixed to stop that error. Issue: The Stranded with Seeds start does not have a cart with initial supplies. Status: Fixed for next release Issue: The Small Crafted Barn - Crafted is misspelled Status: Fixed for next release Issue: Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing Status: Fixed for next release Issue: RK's Choo-Choo is not accepting Coins Status: Fixed for next release Issue: Duplicate tabs for Wintin's End of Roads Status: Fixed for next release Issue: Two vanilla Woodcutters under Fuel Production Status: Fixed for next release Issue: Canal Bridge need to fix appearance Status: Fixed for next release Issue: Angel Statue has voids Status: May not be able to repair; may need to leave it out of next release Issue: Kid1293's Fish Farm only in Community Toolbar Status: Added to main toolbar for next release Issue: Trade Horses will not leave Trading Post Status: Cannot duplicate issue; Trade Horses moved to Pasture when we tried it
  5. MegaMod 8 Release Candidate 2 Discussion. Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list. Issue: Urban Wood Cutter crashes when clicked on. Status: Fixed Issue: RK's Colorful Two-Story House too dark Status: Fixed Issue: Duplicate icons for Kids Garden Workplace Status: Fixed Issue: Clicking on the Decorations -> Build Your Own Canal toolbar causes a crash. Status: Fixed for the next release. Issue: Wagon Workshop isn't on the regular toolbar but is doubled in the community toolbar. Status: Fixed Issue: Florist has no Limit box. Status: Fixed. It's Misc. Issue: No way to force laborers to gather Flowers for the Florest / flowers taking over town Status: Fixed. Added Flowers to the "Collect Wild Foods" tool. New smaller models and decreased spawn rate will be introduced but may require new town so this fix may be delayed. Issue: Missing Seed name at Trading Post. Status: Fixed. It was Orchard Oak Trees. Issue: Blank option at Trading Post order screen. Status: No clue. I can't replicate it. Will keep looking. Issue: Couple of missing icons in the CC Fences toolbar. Status: Fixed Issue: Kid's WorkPlace Preservist is doubled in the Community Toolbar and absent in the regular toolbar. Status: Fixed Issue: Kid's Decorative Plants is doubled in the Community Toolbar and absent in the regular toolbar. Status: Fixed
  6. Post here for bugs / feedback for MM8 RC1. Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list. ----- Issue: Flowers taking over the map. Status: Spawn rate and size will be reduced in the next release. ----- Issue: Duplicate buttons: Fishing Dock and Hunting Cabin in Food > Raw Food Gathering Status: Fixed. The following duplicates have been removed: Fishing Dock, Hunting Cabin, Market, Trading Post, Iron Mine, Quarry, Herbalist. ----- Issue 2/22: Trade Beef Cows and Trade Deer both produce Trade Horses. Different items on inventory, but same names. Status: Can't duplicate problem. ----- Issue: Water in NMT Canals may not look right on some PCs. (possibly red) Status: Did some fixes as provided by RedKetchup. ----- Issue: Snowman in Kid's Christmas Mod is very dark. Status: Fixed ----- Issue: Lean-to texture in CC's New England Colonial Set have voids. Status: Fixed ----- Issue: Clicking on the Theme Sets -> Tiny Row House toolbar button causes a crash. Status: Fixed ----- Issue: Most of the CC storage barns don't exist in the regular storage toolbar, but are instead doubled in the CC Storage portion of the community toolbar. Status: Fixed -----
  7. Hi all, I like playing on large maps and currently my bannies are dispersed over the map, like I have the main town and smaller settlements all around for specific tasks (like a miner's village, a farmer's settlement etc). Transporting all the goods from those tiny villages to my main town takes a lot of time and since I'm quite new with the MegaMod, I haven't discovered all the possibilities yet. But I wanted to ask you guys if there is anything to provide a faster and more convenient transportation method? For example, one of my villages is near the main river, like the other, so it would be nice to like ship goods between those settlements over the river. I heard of the ChooChoo mod included in the MegaMod but I haven't tried it yet. And also river transportation would suit the style better imho (my bannies are not so advanced yet ).
  8. Version 0.07

    4,284 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods.
  9. Post here for the MM8 Beta 2 problems.
  10. Version 0.07

    11,371 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  11. 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.
  12. The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  13. need help whenever i try to activate megamod or colonial charter it crashed i dont know what to do maybe its bc they are big and my rly bad computer cant run them if any ideas pls reply
  14. Version v2

    2,691 downloads

    Requires Banished 1.0.7 Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day. This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7. (I say should, because this is extremely untested. ) It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them. It does not change the little limit spinners on each of the buildings, and this little mod never will. There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out. Load this above CC and MM. And load CC above MM. Like so: 1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested. Thanks estherhb for doing the boring parts while I was at work so I could get this done faster. And if you complain that it turns everything red, I may just slap you.
  15. When I use cc 1.75 together with Megamod 0.07, I am missing the starting conditions from Megamod, the ones with [DSSV] in the name Banished 1.0.7 beta Load order: 1. CC 1.75 2. MM 0.07 3. MM Decopack 0.07 4. Time is Money
  16. Hi. So, I have a question about decorations in megamod. As you can see in my attached screenshot, the bushes need that thing to build. But I don't know what it is. I even can't find that thing in the icon chart. So where do I can get those? If I only use the standalone version of CC, those bushes needs logs (the tooltip says that), not that little plant thingy. Thanks before.
  17. It is not causing any problems in-game, but I happened to notice this when I started a new map the other day. I use, in this order: Ridiculous Storage Maritimes modular sets D20 medieval houses Wildlife tree growth and life Natural Diversity hot crops Compatibility 1.0.7 CCJ 1.75 (beta enabled in steam) MM 0.07 Mega Deco 0.07 I'm thinking that the only ones that could create duplicate nuevo arbol starts in the new game menu are CCJ 1.75 and MM 0.07, since i'm using CCJ 1.75 but MM 0.07 also has a copy of CCJ 1.71, could that be it? this doesn't seem to be causing me any performance issues, i just noticed them listed twice...
  18. As was said in another thread, I don't know when MegaMod will be updated for Banished 1.0.7. It may be a little while. But I did make a small compatibility patch mod. 1.0.7 Compatiblity for MegaMod 0.07 It should allow you to use MM and the new CC with 1.0.7. It's very very beta. It shouldn't crash anything, but things might not work as expected. Let me know when you find the bugs.
  19. I have tried @Discrepancy's new field that is in MegaMod. It is almost the same color, and has nice parallel plow lines on it. It has a bit different size limits and limit of max 6 (or 8? 10?) builders. (not sure if there's a max on workers once it's built; my fields are pretty consistent 15x7 with at most 3 workers.) I noticed though, that snow does not cover this new field. I will be sticking with the old field due to this, and wondered if it is intentional? Or will be 'fixed'? Or maybe was made specifically for climates without snow...?
  20. I looked around and found the od that akes 0.07 compatiblle with 1.0.7 but what is the latest cc version I can use with mm? one person said: 1.0.7 Compatibility CC 1.74 MM 0.07 MM 0.07 Deco Pack \another said: 1.0.7 Compatibility CC 1.71 MM 0.07 MM 0.07 Deco Pack will 1.75 wotk with .07?? or only 1.71? or 74? Want to get back to playing and I got 3 of my friends to start playing and they will start cc and mm soon so wanted to get the new latest. thanks for the help
  21. That moment when you start a new game to play with 1.0.7 and CC7.2 ... and you realise how many mods in MegaMod were part of your usual playstyle ... and you only have CC at the moment. @.@ my marble! my minibuildings! my dense tree shack! ... why won't that storage patch go away? What resource is salt part of now!? Which mod that I tried to put back just crashed the game!? ;_; can I grow patience? I think I might need some. What things are so much a part of your game play you get confused when they aren't there?
  22. I know this isn't the correct place to put this, but since Colonial Colony is having a revamp I figured this would be the best place to put this while things were being shuffled around. I started playing the MegaMod last night and I decided to build a town arrival in my brand new village. Last night when I clicked on the town arrival it would pop-up the info screen and work fine. Today while playing whenever I build any town hall mod and click on it after it's been built my game crashes. I was wondering if anyone else has been experiencing this? I was also hoping someone had a suggestion. The only other mod that I have running with MegaMod is No Smoke. I have No Smoke above MegaMod. I also wanted to say that I think everyone at Black Liquid is doing a fabulous job. Your hard work has considerably improved my experience with Banishes. Please let me know if there is any other information that you need. Thanks for any help you can provide.
  23. Hi! first of all thx for all the work done in assembling the MM. I was playing a bit and notice that the scale of houses from Mexican fantasy during the last contruction phase is out of porpotion, the constructing building appears oversized. There is already na image of this in the gallery by QE. I don't know if this is already a bug on kids mod or olny in MM. Thx
  24. View File MegaMod Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 95 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads. Submitter Kralyerg Submitted 11/26/2016 Category MegaMod