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  3. One of the problems with using some of the non CC tailors is that they take 2 leathers to make a coat instead of one.
  4. Yes! I completely agree about the chickens now @estherhb and now with the domestic animals gatherer, not having larger livestock isn't a problem as I can build the other animal pens. The problem is that not all tailors are affected by the changes for them, the ones for the new toolbar now no longer have the survival coats, I've added the Blacksmith mod by @Kralyerg but there isn't a matching one for the tailors, so hide coats it is (correction, there is the mod that makes the tailor do all generic clothing with the resources, but it doesn't add the pretty / survival etc to it). Also too, @Ketchup has released his new Bakery mod which has Omelette & Quiche now, so my Eggggstravaganza can now be used to greater benefits, rather than selling 2-3k at a time at the trader, lol!!!
  5. Well I think you misunderstood my statement, however my statement now appears inncorrect, 1.71 in banished 1.07 is still crashing. I started a game this morning, prior to going to the story. I saved the game and turned off the computer. When I got home and finished a few chores I went back and started the computer and loaded the game. and its stopped taking my commands. The game is just playing the people are all doing there jobs, but they are ignoring any of my build requests. after they finished the barn and a house I queued up they stopped taking commands to do anything, they are ignoring me. I've backed out of the game saved quit the game to desktop and then restarted it all, to no avail. nothing is working that I do.
  6. darn, I'm only seeing this now.... We already talked on Steam for awhile, but I just want to say: I hope you'll be back on your feet soon, take your time to recover *big hug*
  7. Yesterday
  8. Following 3 vendors as they take a walk around probably the ugliest town I have ever built - no text or audio just a glimpse of life in Banished Apologies for the lousy quality - its my first go at video capture and pretty sure I need a better programme than this free one ps at about 1.43 look out for the kid hitching a ride on the wheelbarrow at one point looks like she is riding it like a bike
  9. I used to be irked by that, too... but it's the way it goes in Banished... I now take upgrades slowly, 1 by 1... so I hit the upgrade button for one building only, then move on and just do my thing... before I know it, I have restructured whole areas, without actually seeing a single rebuild...
  10. Amazing! Thanks for the great work. Ill make a donation againthe second it's in the game
  11. Totaly agree with KevinTheCynic here, theres more than plenty of games with locked stuff, its refreshing to not have to chase some predetirmend goals but to enjoy open game and play any scenario i think off. I even dislike the house upgrades in banished, not the upgrade idea, i am sure thers plenty of people who enjoy that aspect of the game, but the fact that you have to empty a house of resorces, demolish it, clear the remains, bring new materials and build it to reach new tier of house. Thats something that doesnt suit my style of play so theres a lot of houses i never get to build, but luckily now thers so much options with MM that i dont feel left out
  12. See Shock Puppet's recent post HERE Right now everyone is busy implementing the new flags allowed by Banished 1.0.7 beta. The inventory windows need to be modified, new stockpiles created and all mods where flags change need to be updated as a start. Your request has been added to the to-do list so it won't be forgotten.
  13. Colonial Charter doesn't have Linseed Oil; must be from one of the other mods in MegaMod (possibly embx61's Oil Press). I don't know if this is the finished product or if there's another use for it (like making paint). You might ask at WorldofBanished.com. In CC, you use Lamp Oil to upgrade mines from the 2nd level to the 3rd level.
  14. lantern fuel which is used to make deeper mines or lamps around towns.
  15. Australia day over soon?
  16. What is linseed oil used for? Just food, or can you use it to produce something else?
  17. Oh my... hoping it's just a "minor" thing - get well soon!
  18. MegaMod 0.06 did that to me often. Maybe 0.07 will be better? It has what CC 1.71 has.
  19. Sorry that I was confusing people but my normal gathers did not seem to work.
  20. I've got Pet Peeves too.
  21. Hello Everyone, I know everyone is working on MegaMod 0.07, but I just came to Banished after 300 hours of play and I saw this mod and I love it. So I subscribed to this and CC 1.71 and went to play and for 2 days I tried everything except reinstalling Steam. I can play and save CC 1.71 and have no problems, But I enable MegaMod 0.60 and CC 1.71 and I can save the game but I can not quit the game to try another map. I get fatal crash and then I have to reboot my computer. Then I tried the MegaMod 0.06 by itself and it does the same crash. Is there anyone that could help me try to solve this so I may play it? Thank you for time in this matter!
  22. Pathing is a bit odd, I had a fire recently and fortunately because I thought about it ahead of time I set up wells. It was near the river, but there was a well halfway between the river and the fire, what did they do? Yup, ignored the well and just went to the river. Watching this kind of thing makes you want to throw stuff at the screen. lol I've been slowly rearranging things in the town now, specifically where my fields/orchards/pastures are, adding closer housing and such. I'm coming to the conclusion that markets are VERY important and wish I could put more than 3 workers in the smaller ones. I've just been letting them overlap a bit. I thought I read somewhere that the traders can carry more than the market workers, this seems stupid since they should both be using the same kind of wheelbarrels to tote stuff around. The game is great, just a few nagging pet peeves.
  23. Version 101

    7 downloads

    The Maritimes Collection - Nova Scotia Inshore Fisheries Inspired by fishing buildings in Peggy's Cove, NS, Canada, around the province, and my imagination. Introducing the next installment of the Maritimes collection, NS Inshore Fisheries. New dock based fishery building with 5 F-variants. Produces your choice of lobster, herring, shrimp, tuna, or mackerel. New dock based industry buildings including a rope maker, lumber cutter, and dory builder. New crops including flax and hemp. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including lobster, herring, shrimp, tuna, and mackerel. New items (to the vanilla game) including flax, hemp, rope, lumber, and dory (small boats). A dock based general storage. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar.A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial )Compatibility.There are a few issues to note...Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them.All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. Obviously, I recommend the the Maritimes Dock Set, after all it does include a decorative ghost lobster trap . You can position these buildings on the shore, as long as access is given. Access to all buildings is via which ever side has a door or open dock.AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  24. Last week
  25. I've seen them do that too. They get used to a path and keep taking it. That "memory" of the path also makes them take stuff to a stockpile further away for a while even though you've built a closer one. I've watched the conveyor and have seen them drop off at one end and someone else pick up at the other. It doesn't matter which end the items are visually at.
  26. I had some big 10x10 vanila piles but cant recall seeing them walk over them. I remember seeing them a lot walking all the way to south side to put or pick stuff which can be anoying when their workplace is on north side of a big pile.
  27. @Bro there is a limit of how deep you can go with optimizing efficiency cause of the games shortcomigs. Game and bannies sometimes act against human logic and theres a lot of aspects you either cant control or would take too much micromanaging. For example sometimes someone dies in a house you built for your forester/hunter/gatherer hub. Someone else takes his work but he could live on other side of map and your efficiency goes way down for some period of time. Theres a lot of examples like this, plus a game can make some very strange decisions sometimes so going too deep for efficiency could sometimes be ineficient itself As for your example with foresters bigger circle wouldnt be more eficient, as can be seen with smaller circle foresters from MM. Forester usualy just cuts old trees and leaves a log whitch then a laborer picks up so a big circle could mean that he has to travel a lot if a log is on far side of a circle which can be ineficient, especialy if he decides he is hungry or cold just before reaching that log
  28. Not sure if Bannies have to go around or not. Do they cut through regular stock piles? I do make sure there's a space at both ends for a road or to cut through. I don't find it matters which direction I make it.
  29. Well thats an very interesting idea. Two questions come to mind. Can bannies walk over that pile or do they have to go around. And does that work only if its 30 tiles in east-west direction cause they tend to put stuff on southern side of piles. Anyway i dont see it as cheating, more of a offset to a lot of shortcomings of game mechanics
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