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Kralyergs Kave of Krazy Kontraptions


Sub Category  

67 files


  1. 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.

    876 downloads

    24 comments

    Updated

  2. 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.

    2,703 downloads

    23 comments

    Updated

  3. Allows you to cure Hemp at the Curing Barn to produce Marijuana.

     
    Requires CC. Place above CC to work.

    214 downloads

    17 comments

    Submitted

  4. This mod is a replacement for the mod CC No Smoke.  Because it's not a CC centric mod anymore, the decision was made to slightly rename it and give it just a BL (Black Liquid) designation.  Feel free to delete the CCNoSmoke.pkm file and use this one instead.  You don't need both.
     
    Removes the smoke from building chimneys.
     
    Place Above CC or MM.
     

    535 downloads

    15 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.
     

    910 downloads

    14 comments

    Updated

  6. Makes all buildings that produce happiness have a purple radius circling it. Nothing is actually changed in the radius area or happiness behavior. This only creates a circle that you can see. It was always there, just invisible.
    Place above CC or NMT to use.

    769 downloads

    8 comments

    Submitted

  7. 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

    237 downloads

    8 comments

    Submitted

  8. A stable will take feed in the form of Oats or Barley or Corn, and will generate your very own Domesticated Animal resources.
     
    Requires CC to run. Place BELOW CC.

    400 downloads

    7 comments

    Submitted

  9. I didn't thoroughly test this, so be careful.
     
    All of your Livestocks can fit twice as many animals in the Pasture. They will reproduce twice as fast, and and give their bonus resources (Eggs, Wool) twice as often. Probably a little cheaty, but hey, that's how some people roll.
     
    Load ABOVE CC to use.

    237 downloads

    6 comments

    Updated

  10. A Tropical Greenhouse will take fertilizer (in the form of Bonemeal from your pastures) and will give you tropical foods, or foods that there are no seeds for.
    Requires CC to run. Place BELOW CC.
     

    384 downloads

    6 comments

    Submitted

  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.

    126 downloads

    6 comments

    Submitted

  12. 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.

    592 downloads

    5 comments

    Updated

  13. Little shacks that will grow resources. Think ""Foresters Lodge that can grow stone out of the ground"". There's one shack each for Stone, Iron, Coal, Dense Trees. Dense Trees will grow densely (hence the name) but will not spawn any wild foods or herbs. But they should be a great source of logs.
     

     
    Note: This mod is fully included in MegaMod.

    431 downloads

    4 comments

    Updated

  14. 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
     

    292 downloads

    4 comments

    Updated

  15. Version 2: Recoded from scratch. Now the Coverings are ghost decorations, meaning you can place them anywhere. Since they are ghosts, you can't remove them with the Remove Buildings tool, but instead must use the Destroy button on their UI dialog box. And, since they're ghosts, there is now a 1 long version available for each of the 5 widths. (not pictured below).
    Compiled with the new 1.0.5 beta modkit. I don't think it works with the 1,0.4. And it's not going to be savegame compatible with version 1.
     

    By popular demand: Various sizes of decorative covering structures. Because this was designed for stockpiles, you can find this in the "Storage" toolbar. There are 5 different widths of coverings. Each different width has 5 lengths as F variants. For a total of 25 different sizes. So pick the width you want and cycle through them with the F key to find the desired length.

    239 downloads

    4 comments

    Submitted

  16. Adds "Trade" versions of all of the livestock. Instead of meat, all of your livestock will produced Trade livestock versions that you can then take to the Trading Post. No additional resources (eggs/milk/wool) are produced.
    Place Above CC.

    212 downloads

    4 comments

    Submitted

  17. 14 new roads of varying types.

     
    Some of them are a little hard to see on the regular grass. All of these roads have the same speed as the Dirt Road.
     
    The new roads are:
    Grass Road
    Grass Road 2
    Grass Road 3
    Verdant Road
    Marsh Road
    Swamp Road
    Crop Road
    Pasture Road
    Plantation Road
    Desert Road
    Sand Road
    Sandy Road
    Gravel Road
    Transparent Road
    (If you look in the screenshot, on the far right, just to the right of the Gravel Road, is the Transparent Road. It's there. Be careful with that one.)
     
    Note: This mod has been included in MegaMod.

    175 downloads

    3 comments

    Submitted

  18. Makes all the pasture animals quieter and talk less frequently. Vanilla and CC animals included.
     
    Never messed with the sound settings before, so let me know if anything is odd.

    210 downloads

    3 comments

    Submitted

  19. The Marble Quarry lets you excavate Marble.  When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.

    223 downloads

    3 comments

    Submitted

  20. 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.

    149 downloads

    2 comments

    Updated

  21. 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.

    159 downloads

    2 comments

    Updated

  22. By popular request. A series of small buildings to do basic tasks.
    ncluded:
    Mini Wood Cutter (Mini Wood Cutter is the same model as the Wood Chopper included in CC)
    Mini Hunters Lodge (Radius 15)
    Mini Gatherers Hut (Radius 15)
    Mini Forester (Radius 15)
    Mini Fisherman (Radius 10)
    Mini Workshop (The Workshop can build either Iron Tools or Hide Coats)
    New In Version 2:
    Mini School (5 Students)
    Mini Herbalist (Radius 15)
    New In Version 3:
    No new buildings, but work times for Mini Wood Cutter and Mini Workshop changed to be a little slower to encourage you to use the full building eventually. These shouldn't be replacements for the originals, just starters.
    New in Version 4
    Mini Trading Post
    Mini Town Hall
    Gatherer and Hunter have expanded production history boxes.
    New in Version 5
    Mini Food Market (radius 15)
    Mini Hospital (5 attendance)
    Mini House
    Mini Storage
    Hopefully fixed the Town Hall crashing problem for 1.0.4 users.
    New in Version 6
    Mini Chapel (10 attendance) (not pictured below)
    Hopefully fixed the strange problem of two people sharing single jobs when you place two buildings too close to each other.
    New in Version 7
    Mini Workshop now has the ability to make Rough Tools from Iron Ore, as well has Iron Tools from Iron.
    Tweaked the Trading Post a little bit, there was some odd things happening so Materials weren't getting delivered.
     

    Not incredibly widely tested, so let me know if there's anything wrong. And since these are mini vanilla buildings, this doesn't require CC to use.
     
    Note: This mod has been included in MegaMod.

    815 downloads

    2 comments

    Submitted

  23. Grow Ginger as a crop. Place BELOW CC.

    283 downloads

    2 comments

    Submitted

  24. Gives you the toolbar option to build the Golden Llama or Ceremonial Grounds.
    Place Below CC.

    228 downloads

    2 comments

    Submitted

  25. So here's something:

    This will let you make a 25x25 grid. It's basically a ghost decoration, so you can place it anywhere.
    If you want a grid bigger than 25x25, you can always place several next to each other.
     
    The center grey square (see screenshot above) is the main square that you need to click on to remove the grid. But if you place it in a place you can't click on it, like inside a building, you won't be able to remove it.
    This also won't put a grid on hills or mountains, just at the zero plane of flat ground. It will also work on water, since the water is lower than zero. Also, because of how the game does drawing things far away, if you zoom out too far, or scroll away to the edge, the grid will fade out until you bring it back to the center of the screen. You can find the gridlines button in the Tools And Reports toolbar.
    This is just a beta, so tread carefully. If you do something unexpected, you might get a permanent grid in your game. Let me know what you think.
     
    Note: This mod has been included in MegaMod

    214 downloads

    1 comment

    Submitted

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