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  1. Past hour
  2. Hello ! i was playing on a " Viking Village theme " for me ! and i got the surprise that the first cemetery become to be full that 's not a real trouble because i played on very big map always but it's the first time i saw that ! i just put a other of the same size just on the side ! ... and now i got 4 cemetery of 72 graves!! i took the transparent fenceless cemetery and the map is a simple appalachian forest with lake waters and very harsh climate. one another funny thing ... i playing with disaster off because there always a epidemic was coming to disturb the game (sometime stay a long time and kill a lot of people even if i put a lot of hospital !! ) and for this theme i only use the mini hospital (only 5 places ) ! and surprise no death for the first time since i played Banished !! that 'all !
  3. Today
  4. @The Pilgrim Is this mod compatible with Banished 1.07?
  5. @despo20 Is this mod compatible with Banished 1.07?
  6. Oats and flax were part of .06, I believe, collected by the gatherers or there was the flax and oats buildings that collected them in the forest node. (Logically, why have the oat and flax gatherer icons if they do nothing. I tried them out in game before and, since the gatherers already collected them why do double duty?) Anyway, I found the work-around for my situations. My biggest concern was collecting enough goods to sell the more expensive items to the trader. I didn't chop wood but first had a extra foods collected in the forests plus added a few more deer hunters around the map which made leather jackets. Plus I found that duck hunting and feathers along with reeds made a good deal of survival coats. Problem solved. I'm extremely cautious about enabling mods because some have actually "broken" the game and ruined my enjoyment. In other words, problems solved but I just wanted anyone aware of my own discoveries. Thanks for listening! Awesome work!
  7. welcome to bannished. yes, play style constantly changes with soo many mods added.it can be challenging and fun both.every person can design their own game. the problem you refer to i am not sure oats was a part of CC before. however there is the new flora mod @ WOB that does give thiose options.NECORA's pine forest mod also adds the flax and gives many other options.be advised mods can make the gamer easier or harder depending on what you use and how you play them. if you concentrate on processing food the yields will be less since it takes more food in to produce out. say flour takes x amount of grain to produce 1 flour.i don't use the MM,always perfer to mess with the load order myself. i also figured the MM would have issues trying to mix so many different mods into 1.plus i feel i have more control by adding mods myself. there is the new compatability 1.07 mod that you may need to add to get some things to function better. as for trading it is a players preference. many use logs and firewood.some like to process and trade higher grade food.i used to trade stone since the value is so high.now i trade clothing. at the game start i adjust the limits up on clothing and tools and firewood. this saves me running out of tools and will build coats to trade. since i have RED's training camp, hunting towers bring me furs as well as the leather.the pine mod gives pelts for coats as well from the trapper.you can also trade furniture if yopu have enough logs or try candles from beeswax. as i say there is many options. have you checked out WOB world of bannished ???there is a ton of mods there.greenhouses,wildwest set,NMT,canals,ertc. did you try the mini mod set? it has a small town hall that will bring nomads to grow the towns faster as well.
  8. Yesterday
  9. I'm not suggesting a proportional system that lets you control production scale. I'm saying 275 seems too high and 55 or so would be a better value for a single cycle. Just a straight up change from one to the other. Cool. I'll keep an eye on that.
  10. We're working doing some fine tuning of the production numbers. In the next iteration, the current numbers may get changed.
  11. It would be my guess that everything in the game boils down to weights and values. These have to be consistent across ALL of the various products and resources. To institute a proportional system like you are referring to is an absolute nightmare to code, far worse than any possible added benefit. Even if someone wanted to try and do such a thing, the background computations required would absolutely chew up CPU cycles and grind the game to a halt, making it impossible to build a large town.
  12. Thanks for the reply. Well that certainly would explain it, though it seems like a lot just for one run. Wouldn't it make more sense to require less per production and make proportionally less at a time? Like instead of 275 for X (haven't had a chance to play again yet and find out how many it produces) it would require 55 to make X/5.
  13. Last week
  14. You need 275 olives to make Vegetable Oil. You've almost got that.
  15. So I've set up an Oil Press and have an Olive Forester who has planted plenty of olive trees and chopped a few down. I've finally managed to collect some of the olives into the Oil Press before my Bannies stole all the olives for themselves and now the Oil Press has a decent supply of olives (265 as seen here) however it says that the "materials required to perform work are not available" even though olives are the only required item listed to make vegetable oil. Is there some other hidden item required (barrels/jars/other receptacle maybe) that isn't shown in the Oil Press UI? It does have [++] next to it, and I have no idea what that means. I have someone assigned to the building, work is enabled, "VegOil [Olives][++]" is selected, the resource cap hasn't been reached (although what kind of resource IS vegetable oil? Food? Material? Luxury?), and there's a storehouse nearby. Is there anything else I'm not thinking of? Any help is appreciated. Also, please refrain from commenting on anything else you can see that I'm doing wrong. I've never had a town over 100 people and I'm mostly just messing around with CC since I haven't played Banished in quite a while. I don't know how a lot of stuff works or optimal ways to do things, so I just kind of do whatever and figure things out as I go.
  16. Here is an unpainted terrain island generated exclusively from code. It represents a size of up to 20 kilometers x 20 kilometers (our game is being created in a 3d scale of 1:1 with real life). It generates very quickly and is high performance, showing the cap of 120fps. This is not the standard unreal engine terrain system, we are not using that. We use C++ code to manipulate polygons into a terrain 3d mesh that will give us control of terraforming tools in game, such as flatten.
  17. I just started settling things in my head on how the game works and now I have to rethink everything. *wink* Actually it's not a complaint but a HUGE thanks to everyone for all their hard work and dedication to this wonderful game. Modding extended the life and realism of this game, so great job and thanks again! After I get two forest hubs and dense forest up and running and fully staffed I move to my other tasks. At this stage I usually try to think about trade so I can get new things from a trader. (By the way, I LOVE the new trade buildings!) And here's where I'm stuck. In .06 I used the gatherers to gather flax and oats in the forest hub but my dim light bulb finally realized that this resource was no longer gathered so I tested and built a flax and oats gatherer but still nothing. I used flax and oats to bolster trade through linen and domesticated animals. If we shouldn't be able to collect oats and flax then why have these in the menu? Or am I missing something? Suggestions for first trades? Perhaps thinking like vanilla Banished should I chop wood until I can get what I want? Still struggling in the new version learning curve. It baffled me until I realized these mods basically combine Journey and MegaMod but it's still my decision to go where I want with so many optional buildings that essentially do the same thing (i.e., the windmills all grind grains into flours but I can decide which ones I want). Thanks for helping me think this through. - Don
  18. Use the most recent version of Banished 1.0.7. This is a really big file; depending on your computer, it could take 15 minutes to load. Some people find that changing to DX11 speeds it up considerably but others say it crashes. You can also press alt + tab and see if that makes it load quicker.
  19. Thank you so much. As you say. I just need to wait a little.
  20. From the album Silvern

  21. From the album Silvern

  22. From the album Silvern

  23. I just noticed it was either snowing or raining in these screenshots. I promise I'll do another one when it's sunny !
  24. @Goblin Girl, now I'm good with the bootlegger, but I paid him by borrowing at the smugglers !… Thanks @KevinTheCynic, I've built this outpost multiple times to finally like it.
  25. I changed the load order and put this mog beneath the CC-mod, and that solved the problem.
  26. be patient, these mods are huge and take alot of resources and time to load. you can alt tab during black screen to help accelerate the loading.
  27. Hi, I have a few questions. Please help me. I downloaded this mode, but it stays on the black screen when i try to enter the game. I have 2 versions of the game.1.0.7 Build 170320 and 170910. But isn't working. What can i do about it?
  28. Hi, I have a few questions. Please help me. I downloaded this mode, but it stays on the black screen when i try to enter the game. I have 2 versions of the game.1.0.7 Build 170320 and 170910. But isn't working. What can i do about it?
  29. The town of Beagleville's Humble beginnings...
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