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Kralyergs Kave of Krazy Kontraptions


Sub Category  

63 files

  1. Have you ever wondered why all the crops are harvested in little baskets, but then the meat is left just laying on the ground waiting for someone to come pick it up? I know at least one of you has.
    So this will make it so, instead of meat laying on the ground, the meat is left in little baskets, just like your crops. Yum.
    Here's a hunter that just killed a Deer. Baskets of meat, yay.

    List of meats that are affected by this mod:
    Beef
    Chicken
    Mutton
    Venison
    Bison Meat
    Charki
    Cheval
    Duck Meat
    Pork
    Beef Cuts
    Bison Cuts
    Charki Cuts
    Cheval Cuts
    Pork Cuts
    Venison Cuts
    Bear Meat
    Bear Steak
    Bison Steak
    Boar Meat
    Boar Ribs
    Goose Meat
    Hare Meat
    Hare Stew
    Partridge Meat
    Pheasant Meat
    Roast Duck
    Roast Goose
    Roast Partridge
    Roast Pheasant
    Cured Meat
    Dried Meat
    Smoked Meat
    Salted Meat
    Lamp Chop
    Roast
    Steak

    142 downloads

    8 comments

    Submitted


  2. Allows your Bakery to produce the following:
    Hardtack [Flour]
    Bread [Flour]
    Fruit Cake [Flour + Apricot]
    Nut Bread [Flour + Walnut]
    Cheese Bread [Flour + Cheese]
    Sugar Cookies [Flour + Sugar]
    Croissant [Flour + Butter]
    Donut [Flour + Vegetable Oil]
    Flatbread [Flour + Salt]
    Garlic Bread [Flour + Herbs]
    Bagel [Flour + Egg]
    Muffin [Flour + Blueberries]
    Cake [Flour + Honey] (from NMT)
    Apple Pie [Flour + Honey + Apple] (from NMT)
    Cherry Pie [Flour + Honey + Cherry] (from NMT)
    Pecan Pie [Flour + Honey + Pecan] (from NMT)
     
    Affects CC and NMT Bakeries. Place ABOVE CC or NMT to use.

    514 downloads

    14 comments

    Updated

  3. This requires Banished 1.0.7 to use.
    This gives all the various storage buildings in The Forge Awakens a high storage volume (2.5 times the capacity). Place above CC on the mod list.
     
     V2 Includes the Specialized Storage Yards that weren't working in V1.
     V3 Updated to include Excellent Adventure storage buildings.
     V4 Updated to include Golden Llama storage buildings.
     V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities.
     V6 Updated to include the CC:GL Market Carts that got left out in the cold.
     V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand.
     V8 Updated to include CC:NF buildings.
     V9 Updated to include CC 1.6 buildings
     V10 Updated to include NMT 2.01 buildings.
     V11 Updated for CC 1.61
     V12 Updated to include Fuel Market Cart
     V15 Updated for CC 1.7 and MM 0.07
    Skipped some version numbers to stay current with Ridiculous Storage.

    89 downloads

    2 comments

    Updated

  4. This requires Banished 1.0.7 to use.
    This gives all the various storage buildings in The Forge Awakens a high storage volume (2 times the capacity). Place above CC on the mod list.
     
     V2 Includes the Specialized Storage Yards that weren't working in V1.
     V3 Updated to include Excellent Adventure storage buildings.
     V4 Updated to include Golden Llama storage buildings.
     V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities.
     V6 Updated to include the CC:GL Market Carts that got left out in the cold.
     V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand.
     V8 Updated to include CC:NF buildings.
     V9 Updated to include CC 1.6 buildings
     V10 Updated to include NMT 2.01 buildings.
     V11 Updated for CC 1.61
     V12 Updated to include Fuel Market Cart
     V15 Updated for CC 1.7 and MM 0.07
     Skipped some version numbers to stay current with Ridiculous Storage.

    59 downloads

    2 comments

    Updated

  5. This requires Banished 1.0.7 to use.
    This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list.
     V2 Includes the Specialized Storage Yards that weren't working in V1.
     V3 Updated to include Excellent Adventure storage buildings.
     V4 Updated to include Golden Llama storage buildings.
     V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities.
     V6 Updated to include the CC:GL Market Carts that got left out in the cold.
     V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand.
     V8 Updated to include CC:NF buildings.
     V9 Updated to include CC 1.6 buildings
     V10 Updated to include NMT 2.01 buildings.
     V11 Updated for CC 1.61
     V12 Updated to include Fuel Market Cart
     V13 Updated for C 1.72 and MegaMod 0.07
     V14 Fix Fuel storage bug.
     

    479 downloads

    10 comments

    Updated

  6. Requires Banished 1.0.7
     
     
    Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day.
    This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7.  (I say should, because this is extremely untested. )
    It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them.
    It does not change the little limit spinners on each of the buildings, and this little mod never will.
    There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out.
    Load this above CC and MM. And load CC above MM. Like so:
    1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested. 
    Thanks estherhb for doing the boring parts while I was at work so I could get this done faster.
     
    And if you complain that it turns everything red, I may just slap you.

    1,288 downloads

    15 comments

    Updated

  7. Place ABOVE CC and the other listed mods for this to work.
     
    Allows your Blacksmiths to produce a wider array of tools, including Wood, Stone, Rough, Iron, Steel, Bronze, and Carbon Steel Tools. Borrowing files shamelessly from NMT for cross compatibility.
     
    Affects Vanilla, CC 1.6, NMT 2.0, Mini Buildings Blacksmiths, Small Town Blacksmith, Old Blacksmith . The only tool producer this doesn't affect is the Dock Workshop.
     
    Here's the individual breakdown of which Blacksmith building can produce what.
    Blacksmith Wood, Stone, Rough, Iron
    Large Smithy Country Smithy Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
    Mini Workshop Wood, Stone, Rough, Iron
    Medieval Blacksmith Wood, Stone, Rough, Iron
    Medieval Blacksmith Upgrade 1 Medieval Blacksmith Upgrade 2 Medieval Blacksmith Upgrade 3 Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
    Small Town Blacksmith Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
     
    And down here, for informations sake, is the breakdown of tool use quality.
    Wood Tool 50
    Stone Tool 75
    Rough Tool 40
    Iron Tool 100
    Steel Tool 200
    Bronze Tool 265
    Carbon Steel 400
    Gemstone 1000
     
    These are the original numbers from CC and/or NMT and were not changed for this addon. Some of the numbers may seem odd when compared to the others in this list, and that's because they were balanced independently of each other. This mod also includes the mod called "Blacksmith Storage", so you don't need to use that one if you're using this one. Let me know if there is any problems. As always, I don't really test things too thoroughly.

    365 downloads

    5 comments

    Updated

  8. Requires Banished 1.0.7
     
    For those that don't like the challenge of the Trading Post lottery, here is a Super Easy Trading override. It makes every trader able to carry every item, and will accept any item for trade.
     
     It will conflict with CC and other mods that also affect trading. Put this on top of the conflicted mods to override.
     
     V2 Fix small bug, and slightly lower time between traders in early game.
     V3 Makes it so traders will bring many different items, even in the early game. Quantities will still be low and grow as your population grows.
     V4 Updated for CC 1.6 and Mini Buildings and NMT 2.0
     

    168 downloads

    3 comments

    Updated

  9. Are you having issues where you're collecting hundreds and hundreds of Domesticated Animals on your map?  This mod should fix that problem.
    This will require a new game.  The wild Domesticated Animal resources are placed when your map is generated. In order to fix their problems, they have to be re-generated; which means a new game.  If you use this on an old game, nothing will change.
    Place this ABOVE CC or MM on your map.
    A new version of CC won't be released until it's ready for the new Banished 1.0.7 game.  This fix will be included in that update, but in the meantime, use this.
    Of course it's going to turn the mods red, that's on purpose.

    122 downloads

    1 comment

    Submitted

  10. Removes the smoke from building chimneys.
     
    Place Above CC.

    283 downloads

    4 comments

    Updated

  11. Fix weird crop stuff that happens when mods and game mismatched versions occur.
    If a mod was made that uses custom Materials, and used the 1.0.4 modkit to create it, when that mod is used by the 1.0.5/1.0.6 game, it will show up as invisible, or possibly as a shadow on the ground.  This mod was made to counteract that effect, and force the old mods to use the new Materials that Luke created in the updated game.
     
    It includes fixes for:
    Colonial Charter 1.5x
    NMT 2.0
    Slinks Cotton and Cotton Tunic <- New to version 3
    Wasabi Crop <- New to version 3
     
    Most mods have been updated to make use of the new Materials, but in some cases, the modder has moved on and isn't around to update it.
    You may have download this previously, but version 3 now has two more fixes, as listed above.
    Place this mod above the listed mods.

    97 downloads

    6 comments

    Submitted

  12. By request. If you ever wanted to be able to grow Mushrooms in your crop field.

    Mushroom model by neroncrasso.

    104 downloads

    0 comments

    Submitted

  13. By request. If you ever wanted to be able to grow Onions in your crop field.

    Onion model by neroncrasso.

    119 downloads

    0 comments

    Updated

  14. By request Puts the Priority Tool, Remove Structures Tool, and Flatten Terrain Tool on the main toolbar.

    106 downloads

    0 comments

    Submitted

  15. This is similar to the Super Easy Trading mod. In this mod you have a variety of Traders that carry different things, but they will all accept any item for trade. If you use Super Easy Trading, you do not need Traders Accept All. And if you use Traders Accept All, you do not need Super Easy Trading.
    Place this mod on top of CC (and other trading mods) to override.
     
    V2 Updated for CC 1.6 and Mini Buildings and NMT 2.0

    92 downloads

    0 comments

    Submitted

  16. Just for fun.

    You can buy Steak Seeds and grow Steak in your crop field.

    21 downloads

    0 comments

    Submitted

  17. By request. Citizens only need 50% of the regular amount of food to survive.
     
    Note: These mods are completely incompatible with any of the aging or schooling mods (More Stable Populations, 1 Year is 1 Year, etc). If you try and use them both, only the mod on top will actually be working.

    92 downloads

    0 comments

    Submitted

  18. By request. Citizens only need 75% of the regular amount of food to survive.
     
    Note: These mods are completely incompatible with any of the aging or schooling mods (More Stable Populations, 1 Year is 1 Year, etc). If you try and use them both, only the mod on top will actually be working.

    49 downloads

    0 comments

    Submitted

  19. By request. Citizens need 150% of the regular amount of food to survive.

    13 downloads

    0 comments

    Submitted

  20. By request. Citizens need 125% of the regular amount of food to survive.

    7 downloads

    0 comments

    Submitted

  21. By request. Allows you to build as many Town Arrivals as you want.
    Place above CC.

    47 downloads

    0 comments

    Submitted

  22. By request. Allows your Town Arrival to attract Nomads. Only a Trading Post is required.
     
    Place above CC.

    77 downloads

    0 comments

    Submitted

  23. Both of the buttons in your Town Hall say "Allow Nomads" but one of them will Accept them and one will Deny them. Choose wisely.
     
    Obviously you can just ignore them and they go away, but that's just no fun.

    8 downloads

    0 comments

    Submitted

  24. By request, a large church type building.  The model is from RedKetchups Monastery, but then turned into a church.
    Can have up to 500 attendance, and 4 workers.
     

     
    V3 now uses Bricks, Glass, and Joists to build.
    Requires CC. Place below CC to function.

    87 downloads

    0 comments

    Updated

  25. By request. A Tunnel that uses bricks to build.
    There's no new model. It's the vanilla tunnel model. It just uses Bricks instead of Stone to build.
    Place BELOW CC to use.

    24 downloads

    0 comments

    Submitted

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