Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Kralyergs Kave of Krazy Kontraptions


Sub Category  

67 files

  1. 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.
     

    530 downloads

    15 comments

    Updated

  2. 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.

    428 downloads

    4 comments

    Updated

  3. Did you ever want some crazy colored trees? No? Well here they are anyway.

     
     
     V2 now has a Grey Tree. They are buildable from a new toolbar icon. They are not orchards or wild growing trees, just decorative trees you can build. (I know they're not all technically impossible colors. You and your logic, sheesh.)

    14 downloads

    0 comments

    Updated

  4. 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
     

    291 downloads

    4 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.
     

    904 downloads

    14 comments

    Updated

  6. 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

  7. 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

  8. For those that want the original market texture back. Place above CC.

    24 downloads

    0 comments

    Updated

  9. If you ever wanted to be able to grow Herbs in your crop field. You still need an Herbalist for the people to use Herbs.
     
     
     
     Note: This mod has been included in CC.  This mod has been included in MegaMod.

    134 downloads

    0 comments

    Submitted

  10. Makes it so your Tailor and Clothier will only produce a single "Clothes" or "Warm Clothes" resource with your different inputs. (The original clothing options can still be bought at the Trading Post, just not produced)
    Place above CC or NMT to use.
     
    V2 Fixes a typo causing the Warm Clothes name to not show correctly.
    V3 Updated to include the the Seamstress upgrade building.
    V4 Updated to include NMT Tailor buildings.
    V5 Updated to include Small Row House Tailor
     
    http://i.imgur.com/hRyBHqu.jpg[/img]

    48 downloads

    0 comments

    Submitted

  11. 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.

    591 downloads

    5 comments

    Updated

  12. 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.

    234 downloads

    6 comments

    Updated


  13.  
    By request. A set of colorful roads.
     
    They're all set as dirt roads.
     
    Note: This mod has been included in MegaMod

    154 downloads

    0 comments

    Updated

  14. 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

  15. 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

  16. Your citizens will never die of old age.
     
    They still maybe die randomly from work accidents/child birth/starvation/cold. Just not old age. They will continue to have children their entire life.
     
    This mod is not compatible with any other aging mods, or with the Less/More Food mods.

    85 downloads

    0 comments

    Submitted

  17. 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.

    813 downloads

    2 comments

    Submitted

  18. 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.
     

    382 downloads

    6 comments

    Submitted

  19. Don't get too excited. There's very limited utility here.
     
    So there's a few little options to raise and lower terrain one square at a time. (If you used Denis' trick using the Irrigate mod to lower terrain to make your docks pretty, this is pretty much the same thing, but with a few more options.)
     
    It doesn't keep raising/lowering if you click it again. Each time you build it, it will raise or lower it to the exact same level. Sorry, it's late and I'm not good at explaining right now.
     
    1. Here's a little clearing.

     
    2. The different options. Notice that if you lower the terrain close to the water, it will create that flat edge where the water ends. The "Lower 1" is at about the level of the small creeks, and you can see the ground though the water. "Lower 2" is about the level of the rivers and lakes.

     
    3. Even though it doesn't look like there's anything there, there is an invisible "building" there that needs to be removed before you can use that square.

    399 downloads

    1 comment

    Submitted

  20. For those who don't like the wild ducks. This should remove all the Wild Ducks flying around your maps, so you will only be able to hunt the Wild Deer.
     
    Livestock Ducks are unaffected. The "All The Wild Things" starting condition is also unaffected. But all the regular starts should have no more ducks.
     
    Place Above CC.

    44 downloads

    0 comments

    Submitted

  21. 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.

    768 downloads

    8 comments

    Submitted

  22. Makes all buildings that produce unhappiness have a red radius circling it. Nothing is actually changed in the radius area or unhappiness behavior. This only creates a circle that you can see. It was always there, just invisible.
    It's mostly the Mines/Quarries and industrial buildings that have an unhappiness affect.
     
    Place above CC or NMT to use.

    703 downloads

    0 comments

    Submitted

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

     
    Requires CC. Place above CC to work.

    214 downloads

    17 comments

    Submitted

  24. 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

  25. 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.

    209 downloads

    3 comments

    Submitted

  • Want to add your mod for the community? Submit it to the Forge :)