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4 files

  1. This mod is a standalone version of the Flatten Terrain tools as well as the Terraforming mod.
     
    Be careful with these, as they can't be undone.
     

    232 downloads

       (0 reviews)

    0 comments

    Submitted

  2. This is a standalone compilation of only the Terrain options included in Colonial Charter.  The Terrain option only changes what the ground looks like (color of the land, number of rivers/lakes).
     
    Valleys Mountains Flat Plains Lake Waters Marsh Swamp Valleys Bleak Mountains Verdant Plains Sand Lakes Desert Red Desert Swamp Lakes Water World Jungle Rivers Cold Valleys

    242 downloads

       (0 reviews)

    0 comments

    Updated

  3. Here is a standalone compilation of all of the Roads and Bridges from Colonial Charter.
     
    Because this is standalone from Colonial Charter, you don't have any way to make Bricks or Lumber, which some of these would normally use. So I slightly modified them to use Stone and Logs instead. So you need Stone to build a Brick Bridge.
     
    Brick Road Red Brick Road Gravel Road Soil Road Quay Road Moss Road Sandstone Road Country Road Dock Road  
    Stone and Wood Bridge Stone Bridge Split Stone Bridge Draw Bridge Brick and Wood Bridge Brick Bridge Creek Plank Bridge Rock Bridge Dock Bridge Covered Bridge Old Creek Bridge  
    Alternate Download Link From Google Drive

    327 downloads

       (1 review)

    3 comments

    Updated

  4. A series of Forester buildings that will exclusively plant and grow the orchard tree that is chosen.  These orchard trees will then grow the fruit or nut that is associated with your selection.  Then you can build a special Gatherer building that will automatically go around and collect these foods.
     
    You know how the regular Forester plants regular trees, and those trees will grow Berries and Roots and stuff, and then your Gatherer collects them?  Exactly the same concept.  Plant some trees. Grow some fruit. Collect with the Gatherer.
    The Orchard Gatherer is the first icon on the list you see below.  It is special in that it is the only one that will automatically collect these orchard foods. The Orchard Gatherer will also act like a normal Gatherer if you place it in a normal forest. Because these are still Forester buildings, when the trees reach maturity, they will be cut down for Wood and a new tree will be planted in its place.

    341 downloads

       (3 reviews)

    11 comments

    Submitted

  • Recent File Comments

    • And you checked to see what your Raw Materials Limit is set at vs how many Raw Materials you have on hand?

    • On 12/11/2018 at 0:36 AM, estherhb said:

      do any of them have a shore house, clay pit or other build that produces clay?

      The Ketchup medieval town mod got a clay pit. The Clay Pit produce a normal amount of clay, but the shore house does not. Im sure they coexisted with normal production in both buildings earlier :)

    • 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
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