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Downloads

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Featured Downloads

  • MegaMod 8 RC1   By Kralyerg

    • 33
    • 1
    Here is the newest update, MegaMod 8.   Hopefully, most of the bugs have been worked out in the beta versions. The biggest change in this version is a major revamping of the toolbar.  Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together.  But many people like the format of the Community Toolbar and being able to find different mods by the same modder.  So I figured, why not both?  So the Community Toolbar is there, with the mods sorted by modder.  And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder. Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod.  For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths.  Feel free to leave toolbar feedback.  I do read all the comments even if I don't respond to them.  The toolbar is a major beast and will always be evolving.   The download is a single 1.28 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 (1.63 GB)
    MegaMod2.pkm (1.67 GB)
    MegaMod3.pkm (991 MB) (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 beta 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 mod that is included in MM.  You are free to remove or disable the pair of mods of MM7.   Non-comprehensive changelog: Updated and added various new mods that came out since Beta 2 Some buildings required double sets of logs fixed. Forester build states. Jam House click crashing Tequila Distillery click crashing. Fantasy Castle click crashing. Various Town Hall click crashing. Library click crashing. Little Chapel click crashing. Blast Furnace click crashing. Various Town Hall minimize buttons. Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation.
  • Journey for Banished 1.0.7   By ShockPuppet

    • 14135
    • 112
    Colonial Charter 1.75 will only work with the Banished 1.0.7 update.   A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey   Manual 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.  Steam Workshop Download for version 1.75: http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998   Installing:
    Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu.    NEW GAMES ONLY:
    CC: Journey does require a new game.    Introduction:  Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! 
    Special Thanks in no particular order to the following people: 
    Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)