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  2. @Necora woohooo! I had to use my mobile (cell) data for this post How exciting!!! YES!! Ques re barns: Did you decide on keeping or removing (hint hint) the single tile road footprint? I want to put my barn in the new animal pastures But, it all looks amazing!!
  3. @ NecoraPlease wooden pasture for goats, in my wooden village? Thank you for the hospital, which is supplied homes. My favorite color is also blue, but I just had in mind the image shown above - pasture goats, barn, etc.Maybe variant F as "PEISHORE"My screenshots
  4. There must be quite a few mods that will need to be changed to work with the new flags/limits. On top of that there is the new modular mod toolbar system to play with. Lots of fun for you.
  5. Today
  6. cool ,more barns. can we get a write up when you release this set? building requirements,animal requiremntts<are they normal animals or domestic>? list of "f" variants also. thank you
  7. Huh? As the color of the spirit, blue has positive effects on mind and body. It can even cause the body to produce chemicals that are calming and produce a feeling of tranquility, helps to slow human metabolism, is cooling in nature... basically the opposite of "agressive"... Blue represents both the sky and the sea - open spaces, freedom, intuition, imagination, expansiveness, inspiration... also sensitivity, depth, trust, loyalty, sincerity, wisdom, confidence, stability, intelligence.
  8. the buildings are fantastic but I beg the catwalk goats can add red, white, yellow,brown as houses - Please function "F" - blue is the color of aggressive?
  9. Any mod not made for 1.0.7 will probably have issues with mods that are made for 1.0.7. Ridiculous storage is high on my list of things I need to work on. but I thought it was best to release cc 1.72 now instead of waiting to update the other mods. CC is the one that's going to have the most bugs.
  10. Fancy Homewares are an assortment of household goods, packaged together at the Homewares Supplier. They are required for the construction of the nicest houses. They can be made by packaging together Fancy Furniture plus either Pewterware or Silverware. Flag/Limit: Construction (Prior to CC 1.72: Materials) Trade Value: 232 Weight: 10 View full article
  11. Fancy Homewares are an assortment of household goods, packaged together at the Homewares Supplier. They are required for the construction of the nicest houses. They can be made by packaging together Fancy Furniture plus either Pewterware or Silverware. Flag/Limit: Construction (Prior to CC 1.72: Materials) Trade Value: 232 Weight: 10
  12. I have also noticed that the new 1.07 Beta and CC 1.72 appear to have a conflict with the Ridiculous Storage mod. It seems with Ridiculous Storage is enabled I am unable and have it picked up at the various land based lumber producers after it is generated. That is without any other mods enabled except CC 1.72, and Ridiculous Storage on top of the new Banished 1.70 Beta with the new flags. Anyone else have this issue?
  13. Herbs are medicinal and will help keep citizens healthy when their diet is poor. Herbs are found growing under mature trees by the Herbalist. They are also gathered by Laborers when all resources in an area are removed. Herbs can also be grown from seeds purchased from a merchant and grown in a crop field; note that a crop field of herbs will not produce as many as other crop fields because of their higher value. To use Herbs, citizens must pick them up from a barn or market and take them to the Herbalist. It's not a bad idea to have two Herbalists - one in the forest and one in town so your citizens don't have to travel far to use their Herbs. Flag/Limit: Health Trade Value: 4 Weight: 1 View full article
  14. Herbs are medicinal and will help keep citizens healthy when their diet is poor. Herbs are found growing under mature trees by the Herbalist. They are also gathered by Laborers when all resources in an area are removed. Herbs can also be grown from seeds purchased from a merchant and grown in a crop field; note that a crop field of herbs will not produce as many as other crop fields because of their higher value. To use Herbs, citizens must pick them up from a barn or market and take them to the Herbalist. It's not a bad idea to have two Herbalists - one in the forest and one in town so your citizens don't have to travel far to use their Herbs. Flag/Limit: Health Trade Value: 4 Weight: 1
  15. @QueryEverything well you had better hope the internet comes soon because the goats are here... Crystal Cliffs has an upgrade. Pine set is ready. Both will be released when my internet cooperates.
  16. Joists are made in the Forge or Foundry, from iron and coal. They are one of the materials that can be used to make Building Supplies: Bricks + Joists + Log Bricks + Joists + Stone Joists + Glass + Stone Flag/Limit: Forged (Prior to CC 1.72: Materials) Trade Value: 3 Weight: 20 View full article
  17. Joists are made in the Forge or Foundry, from iron and coal. They are one of the materials that can be used to make Building Supplies: Bricks + Joists + Log Bricks + Joists + Stone Joists + Glass + Stone Flag/Limit: Forged (Prior to CC 1.72: Materials) Trade Value: 3 Weight: 20
  18. Copper Pipes are made by the Metalsmith using Copper and Furnace Fuel. Copper is made from Copper Ore by a Forge or Foundry. There are two combinations that include Copper Pipes that the Building Supplier can use to make Building Supplies: 2 Copper Pipes + 12 Bricks + 20 Logs 2 Copper Pipes + 8 Glass + 15 Stone Flag/Limit: Forged (Prior to CC 1.72: Materials) Trade Value: 20 Weight: 20 View full article
  19. Copper Pipes are made by the Metalsmith using Copper and Furnace Fuel. Copper is made from Copper Ore by a Forge or Foundry. There are two combinations that include Copper Pipes that the Building Supplier can use to make Building Supplies: 2 Copper Pipes + 12 Bricks + 20 Logs 2 Copper Pipes + 8 Glass + 15 Stone Flag/Limit: Forged (Prior to CC 1.72: Materials) Trade Value: 20 Weight: 20
  20. Something like that. I don't think all 3 pieces will be 1.9gb yet. I'll figure something out once everything is updated. It would also help if any of the modders sent me their updates, so I don't have to update everything myself.
  21. I expect it will be fixed when 1.0.7 comes out of beta. But that may just be wishful thinking on my part.
  22. a Megamod in 3 parts : part1, part2 and part3 which people put 1 2 and 3 in their mod window and which can go up to 1.9GB each ?
  23. Some other things: There are specialized stockpiles for: Minerals, Industrial Fuel, Raw Materials, and Construction. The other new flags will have individual barn storage in the future. For now, they get stored in a regular barn. Also, until the individual barns are available, Dry goods storage and markets will store Textiles, Fabrics, Crafted. Materials market will store Minerals, Industrial fuel, Raw materials, construction. So please don't clutter up the forum asking for more specialized storage barns. We're working on it. One other thing. At present, the trading posts won't auto purchase things from the new flags. I've sent luke an email about it. I don't know if I tried to implement it incorrectly, or if luke didn't adjust the trading posts when he made the update.
  24. The update for Colonial Charter 1.72 is available HERE It's a small update as far as content goes. It does fix a few bugs, but the main difference is that it now utilizes the new flags and limits introduced in Banished 1.0.7. This update does require you to update your game to the 1.0.7 beta in order to use it. I don't know if this will be savegame compatible with CC 1.71. It probably won't crash your game, but weird things may happen, because almost every buildings has been slightly changed. You can probably use CC 1.72 and MegaMod 0.07 together, if you put CC 1.72 on top. Just be aware that MM 0.07 has not been updated for 1.0.7 yet, so weird things will probably happen. New Flags and Limits: After discussions between RedKetchup, Discrepancy, Kid1293, Necora here is some info on the new flags and limits that we have come up with. In order to maintain maximum compatibility, we're all going to attempt to use the same basic categories for the new groups.
  25. I do hope to. But, aside from the (absolutely correct) point that Discrepancy made, there may be another slight issue, I had split off the Decorations in MegaMod because the game doesn't like mods being over 2GB. But even without the decorations, it's *almost* 2GB. So when I update things, it may push it over the edge and then I'll have to figure something else out to make it fit under 2GB. So yes, hopefully, but it may take some time, and it may have to get split into pieces.
  26. At this point I feel what's most needed are rowboats, barges, canal boats etc... of different sizes, shapes and colors
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