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Featured Downloads

  • Journey for Banished 1.0.7   By ShockPuppet

    • 20846
    • 140
    Colonial Charter 1.76 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 1.76: 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!) 
  • MegaMod 8.01   By Kralyerg

    • 3793
    • 1
    MegaMod 8.01   The download is a single 1.49 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.   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 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. A copy of the pdf is also included in the download. Do not run any of the mods in the above list alongside MM.  They are fully included. Disable CC before using MM.   Changelog: Fixed the darker looking trees that people didn't like. Fixed the EB Village Storage Yard toolbar from crashing. Updated mods. Probably a few things I forgot to write down.
  • Recent File Comments

    • I have 4 Shore Houses producing clay in my current town of Possum's Run. All have 2 educated workers. They produced 180 (a partial year), 240, 250 and 260 clay last year. I'm guessing one worker would produce 1/2 that. So 17-19 clay in a year is ridiculously low. In CC, Clay has the Raw Materials flag - make sure you haven't achieved your present limit for Raw Materials; if so you will need to increase it. Also, make sure you have stockpiles nearby that have room in them.  If you are using mods by other people, it's possible that they have assigned a different flag to Clay - do any of them have a shore house, clay pit or other build that produces clay?

    • By the way, the Shore House seems to be producing very low amounts of Clay recently, only 17-19/yr with 1 worker. Is this an intended change, or is that also some conflict with my other mods maybe? :)

    • I realized I suddenly had an addon called "DS Timber Mill" - it was this that caused the conflict! Thanks for clarifying :)

      1 person likes this
    • We have not changed the flag for Lumber from "Construction" to "Wood (Logs)".  If your Lumber is being stored in the wrong category, it could be because you are using the old version of Banished instead of the newest version - v 1.0.7 (the version is shown at the bottom of the opening screen.)  If that is not the problem, you may be using a mod that conflicts with Colonial Charter 1.76.

    • Moving the Lumber resource to the "Log" category was a bad move, and ruins a lot of the automation you could get from using Wood Market Carts. Placing these carts next to industry that used Logs was great. Now they fill up with the finished product instead, ruining the flow.


      It also seems like I have a lot of logs available for construction, firewood, furniture and so on, but in reality, its all Lumber. This only causes me to lose control.