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Kralyerg

MegaMod 8 RC4 Discussion / Bug Reports

72 posts in this topic

Perfumery doesn't seem to be working.  The limit has not been hit and they have the resources in the building (flowers and water) but the workers are just acting as laborers.  Anyone else experiencing this one?  Is there something I'm missing?  I'm only using MM8 RC 4 - no other mods.

And great job on this!!  I absolutely love the game and the amazing mods from everyone!

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7 minutes ago, tigeraspiration said:

Perfumery doesn't seem to be working.  The limit has not been hit and they have the resources in the building (flowers and water) but the workers are just acting as laborers.  Anyone else experiencing this one?  Is there something I'm missing?  I'm only using MM8 RC 4 - no other mods.

And great job on this!!  I absolutely love the game and the amazing mods from everyone!

you need a Luxuries storage to be able to store the perfume... best option would be the Strong Ale Storage (a few barrels together)

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10 hours ago, Sabouma said:

you need a Luxuries storage to be able to store the perfume... best option would be the Strong Ale Storage (a few barrels together)

Ah thanks!!  I will try that!

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20 hours ago, Kralyerg said:

Oh.. well.. it does and it doesn't.  Despite my best efforts at the time, there's actually 2 versions of Flax in the game.  One from CC and one from New Flora.  I thought I had merged everything so that this wouldn't happen, but I seem to have missed this instance.  Kids workshops are asking for a version of Flax that is only available for trade, so it will ignore everything in your inventory that you made yourself.  I fixed it all for the next release so that they will ask for the same flax that is producible by the player.

The flax I have is the stuff that grows wild.

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1 minute ago, Goblin Girl said:

The flax I have is the stuff that grows wild.

I know, I wasn't as detailed as I could have been.  The wild flax and the crop grown flax are the same flax.  But the workshop is asking for a different flax.  There is no way for you to get the other flax except by trade.  I had intended for there to be exactly 1 flax, but I missed something along the way and there's 2. One that you can grow/collect/produce/make and one that you can only get by trade.  In the next version it will all be one kind and it will all be good. But for now, the workshop is asking for the wrong flax.

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Thank you for continuing to work on mega mod and fixing bugs !!!

I would like to share the test of the new version 4:

- the statue of an angel I still have "holey" /I saw pictures with this statue from others and I have to admit that the problem on my part, not with the mod/
- Kid1293's Medieval Grace Monastery still does not take on students 
- Game crashes when the easy (DSSV) start is selected /The rest of the starts DSSV without crashing the game, although not all were tested/
- When choosing the medium (DSSV) start, the storage was built strange /I do not think that it was planned/
medium_DSSV1.jpg.e777ddd360fd0550aa85973a98824ce1.jpg

 

This is all that was so far discovered after a quick test, it will be possible to find out more details in the process of the game, but so far there is no possibility. I think, the more fully everyone reports about the problems, the fewer versions will be with the fixes.
And I apologize for possible errors when using Google translator.

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Hi guys!! Its my first time here so im a little bit shy to tell you this guys...My problem is when i load the three part mod it goes black screen and never loads. I tried waiting but it never loads i need help guyss.

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4 hours ago, Rexos said:

Hi guys!! Its my first time here so im a little bit shy to tell you this guys...My problem is when i load the three part mod it goes black screen and never loads. I tried waiting but it never loads i need help guyss.

MM8 is a huge mod and, depending on your computer, could take 20 minutes to load. Some people (like me) find that it loads faster if you use DX11; others find it crashes more frequently with DX11 and DX9 works best.  Some say it loads quicker if they delete excess Save files. Also, make sure you aren't using any other mods - especially CC 1.75 which is included.  Others use the time to make coffee and still others press Alt + Tab and surf for a while.

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3 hours ago, estherhb said:

others press Alt + Tab and surf for a while.

When I minimize Banished as it's loading, it actually does load faster.  90 seconds as opposed to 5 minutes!  It doesn't matter if I surf or just look at the desktop.  I have Windows 7, so I don't know if that makes a difference.

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Ok I LOOOOVVEEE This mod! best! 

however there is one little problem I have encountered...The flowers while they look very pretty ....   THEIR TAKING OVER!!!!!  I have massive fields of nothing but flowers they are smothering out all the natural trees.  After about 50 years or so my game starts to chug as the flowers gobble up any available space they can!

 

Take a look at the Image!  I am in year 100 this area USED to be a forest....now its flat plains taken over by flowers!

flowers EVERYWHERE!.png

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1 hour ago, demonika50 said:

The flowers while they look very pretty ....   THEIR TAKING OVER!!!!!

Did you start this game with RC3 or RC4?  I thought I had fixed that problem with the RC4 update. :/

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The stone building small school description reads "small school for 14 students" when it appears to edumacate 24.

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6 hours ago, DonSmart said:

The stone building small school description reads "small school for 14 students" when it appears to edumacate 24.

They had to cut the school budget and combine students from both sides of the river, obviously. ;P

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Posted (edited)

For the life of me I can not get Discrepancy's Jetty Food trader (light or dark variation) to dock for trading. 

I have tried for the past 3 Megmod patches to get one to work but the trade boats just wave at me as they keep going by.

Can anyone else recreate this?

Edited by SoulBlythe

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Posted (edited)

Banished version 1.0.7 Build 170910. I was able to download and extract the MegaMod RC4 without any issues. However, selecting Part 1, Part 2 and Part 3 from the Mods selection in the Banished Menu turns all three selections Red. Is this normal? No other mods are enabled just the 3 MegaMods Parts. I'm also not seeing the Stable work with 5 Domesticated Animal in a storage warehouse and over 200 barley (Domesticated Animal (200 Barley) selected I never see any new animals. I never see the Domesticated Animals ever displayed in the Stable GUI. I never see the Domesticated Animals decrease from my storage. The storage containing the Domesticated Animals is next to the stable. Please explain how the stable works. The Wiki description is very vague. Is the stable working at all? Addition Note the Barley does decrease every cycle.

Edited by gespensen
Additional note

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Mods turn red because they affect the same code not because they aren't compatible. Ignore it.

Domesticated Animals are Misc. Items.  To produce them, you need plenty of the grain you chose as a requirement, workers and room in a barn that will store Misc. Items such as the standard barn. The DA shouldn't decrease unless you are using them to build something that requires them (such as Animal Pens) or have told the Trading Post to store them.

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12 hours ago, SoulBlythe said:

For the life of me I can not get Discrepancy's Jetty Food trader (light or dark variation) to dock for trading. 

I have tried for the past 3 Megmod patches to get one to work but the trade boats just wave at me as they keep going by.

Can anyone else recreate this?

This can happen if the boat can not adequately get to the dock even though it may be on water, or other jetty structures could be blocking the path further up that you might not be aware of.

 

If possible, could you please post a screenshot of where you have placed the traders, also an overview that shows where you have bridges or structures that cross or overlap the rivers.

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12 hours ago, Discrepancy said:

This can happen if the boat can not adequately get to the dock even though it may be on water, or other jetty structures could be blocking the path further up that you might not be aware of.

 

If possible, could you please post a screenshot of where you have placed the traders, also an overview that shows where you have bridges or structures that cross or overlap the rivers.

Thanks for the reply!

I have already removed the structure from play but will recreate it later today for you.

Do you want me to use the map currently in play or a fresh build?

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Well I must apologize Discrepancy. I seem to have the worst luck dropping this structure on a map. I just placed it in 3 spots on my current build and 1 of the 3 got a docked trader. I guess I just keep setting these in spots where the AI just can't path it.

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