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Forge (Community Mods)


Sub Category  

Mods by members of the community

7 files


  1.  
    Despo20 Medieval  -  D20 Medieval Houses
    "Large and nice medieval houses with optional accessory buildings"
     

     
    The Mod includes:
    - New 2 story Medieval House that accommodates one family of six. 2 F key variants;
    - New 3 story Medieval House that accommodates one family of seven;
    - New Accessory Storage with 2 F key variants;
    - New Large Accessory Storage;
    - Compiled using the new Community Mod Tool Bar.
     
    Coming soon:
    - Other types of accessory buildings;
    - More F key variants.
     

     
    The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone.

    In the same way the Accessory Storage Large can be integrated with the 3 story house.

     
    Acknowledgements
    I would not be able to realize this Mod without the help of this magnificent community!
    Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me.
    Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many  ).
     

    339 downloads

    20 comments

    Updated

  2. NMT3.0Series: Clay Chain 1.0.7
     
    The first upcomming part of the famous New Medieval Town 3.0 Series.
    this mod adds and fixes all the Clay chain production with the new 1.0.7 limits :
     
    Claypit will use stonecutters and produce 1 to 2 clay. 24 wood to build.
    Kiln will use 10 clay and will produce 10 bricks or 10 rooftiles. 20 stones to build.
    Pottery makers will use 3 clay and produce 2 to 3 pottery. It can be upgraded for better production. 48 wood, 4 stone, 4 iron to build (upgrade: 16 wood, 32 bricks, 16 rooftiles)
     
    Clay is now a material limit. Bricks and Rooftiles are now construction limit. Pottery are now Misc.
     
    NB.: if you put CC ontop: the kiln will only produce 3 bricks from 10 clay instead.

    33 downloads

    0 comments

    Updated

  3. Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM
    Aim of the mod
    Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates.
     
    Usage details
    This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that  get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod.  
    Content
    Meadows
    The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses.
    Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat.

     
    Thatcher’s Shed and Thatcher profession
    To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20.

    Seasonality for natural resources
    In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F).
    Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again.
     
    Many new models for herbs, onions, roots and mushrooms
    One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models.
    Their behaviour is as follows:
    Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C.
     
    Future plans
    As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me!
    Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses.  
    Information for Modders
    Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me.
    Grass:                                   Template/NaturalResourceNatDivGrass.rsc Annual Herbs:                  Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs:              Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots:                  Template/NaturalResourceNatDivRootAnn.rsc Thatch:                                Template/RawMaterialNatDivThatch.rsc  
    Acknowledgements
    The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people.
    Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.

    321 downloads

    36 comments

    Updated

  4. natural diversity light

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuczlkNkxzT1lUR1k
    Aim of the mod
    Natural Diversity is my attempt to make the world of banished resemble real nature more closely. This light version only contains new models for Herbs, Onions, Roots and Mushrooms. The full mod, which includes many more features, can be found here: 
    Usage details
    This mod requires the 1.0.7 Beta version of the game. This mod will require a new game in order to work. All models are included in the full version of Natural Diversity. It is therefore not necessary to use this Light version if you already have the full version enabled. There should be virtually no conflicts between this mod and any other mods, unless there are any that change the models of these natural resources. To ensure that it works correctly, it is advised to load this mod at the top of the list.  
    Content
    Many new models for herbs, onions, roots and mushrooms
    One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models.

     
    Future plans
    As Natural Diversity is developed further, I will continue to release Light versions, including only reworked models of existing resources.
     
    Acknowledgements
    The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people.
    Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. No only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.

    68 downloads

    0 comments

    Updated

  5. compiled with Banished ModKit107, but works on 106 also.
    Better Stock Piles  v1.1

    This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone.
    Place above other mods that reference the model code of these RawMaterials.




    Download & Installation:   - Download from above the latest version of the file.
      - Extract/Unzip the contents of the .zip folder,
      - place BetterStockPiles.pkm inside your Banished/WinData folder.
      - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save.
      - Place above other mods that reference the model code of these RawMaterials.



    Change Log:
    BetterStockPiles.pkm
      - v1.1   -- 15April2017     --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB)
                 - added replacement models for Coal & Iron stock pile models.
                 - optimized Firewood, Logs & Stone models for poly reduction.   - v1.0   -- 14April2017
                 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.

     
     

    124 downloads

    5 comments

    Submitted

  6. DS Tunnel Mine (CC edition)
    new  v2.1 - 28/11/2016
    Fixed issue with Mine upgrades only allowing 4000 resource production - changed to correct amount (6000) as stated in UI text. Changed build cost of Mushroom Farm - lowered cost of Logs & Stone, added in Mushroom build requirement. Should be save-game compatible, as long as you haven't built the Upgraded Mine. If you have, Upgrade that mine into the Cellar or Mushroom Farm. You should then be able to  update the mod in your WinData folder.
    Build a Tunnel Mine in your town:
    Random production version - produces Iron Ore, Coal and Stone randomly. Employs 1-8 Miners. (*allows 2000 resource production) Select production version - produces Iron Ore, Coal and Stone, select production via UI. Employs 1-8 Miners. (*allows 2000 resource production) once depleted, or if you like straight away, you can upgrade the mine to any of the following: Upgrade option 1: Tunnel Mine upgrade - upgrade the mines for further Iron Ore/Coal/Stone production. Employs 1-13 Miners. (*allows 6000 resource production) Upgrade option 2: Old Tunnel Mine Storage Cellar - stores all Foods, total capacity is 20000 by weight. Upgrade option 3: Old Tunnel Mine Mushroom Farm - Grow Mushrooms in the old mine. Employs 1-3 Farmers. You will find the DS Tunnel Mine menu button in the Resource Production menu.
     
    Installation:
    Download file "DSTunnelMineCC_v2.1.zip" 'Unzip'/'Unpack' file, and copy the file "DSTunnelMineCC.pkm" to your Banished WinData folder. Enable mod in mod list. Place below Colonial Charter TFA / Mega Mod / The North  
    Thanks to Kralyerg & BlackLiquid for use of Iron Ore Resource files enjoy.
     
    Change Log:

    289 downloads

    13 comments

    Updated

  7. Welcome to 17th century New England.  In the decades after the arrival of the Pilgrims at Plimouth Plantation, tens of thousands of settlers arrived from England.  Struggling through bitterly cold winters, war with the indigenous Algonquian population and internal conflict, the colonists forged a new world.  
    Encompassing what we today know as Massachusetts, New Hampshire, Maine, Rhode Island, Connecticut and Vermont, New Englanders created a distinct culture and architecture. 
    This first set of homes are base houses and several lean-to additions meant to be build directly abutting the houses.  Further updates will include more options for additions as well as cottage industries, more homes and several freestanding buildings. 
    Special thanks to (in no particular order..) @AzemOcram for turning my 2d designs into 3d models, @ShockPuppet for his exquisite texturing, and @Kralyerg for coding and packaging. 
    Enjoy!

    217 downloads

    7 comments

    Updated

  • Recent File Comments

    • On ‎1‎/‎22‎/‎2017 at 11:26 PM, Kralyerg said:

      It should. Just place this above MegaMod on your modlist and it should work.

      Previous versions of CC shouldn't not be loaded with MegaMod, but this version should work fine.

      Is there a way to remove the version of CC currently with MegaMod? I'd like to keep the rest of the mods included because there are so many, and have the Journey mod as well. 

    • Thank you @estherhb now it works :P:face16:

      1 person likes this
    • 1 hour ago, Arturo said:

      Sin título.png

      Hopefully these suggestions will fix the problem:

      MegaMod includes CC 1.71 which includes everything CC New Frontier has and more - so get rid of CC: New Frontier. MegaMod also includes Renewable Resources so get rid of that too (you're using an old version BTW.)

      Note that MegaMod version 7 indicates "(1.0.6)" after the name. That means that you need Banished 1.0.6 for it to run. At the bottom of the screen, it shows you are running 1.0.4. Upgrade to 1.0.6. There is a second file that contains all of the decorations that you should load if you want those: Megamod .07 Deco.

      Never heard of Season FX, but it indicates it's for Banished 1.0.4 - it may not work with 1.0.6 and could cause problems.  It probably isn't doing anything since you've placed it under MegaMod.

      (There is a newer CC - 1.75 that can be played with MegaMod. It requires a Compatibility Mod and Banished 1.0.7 Beta. Let me know if you want instructions for loading this.)

      1 person likes this
    • 8 hours ago, estherhb said:

      Right now, there's nothing you can help with. Kralyerg is including the mods from the modders who are willing to submit to him the code files. Most of those modders are either on this site or at WorldofBanished.com. He can't include a mod where he only has the .pkm file. That's why mods many of us like such as Brondo's Japanese Houses aren't included - he has never answered Kralyerg's messages. If there's a mod you would like included, feel free to list it :) 

       

      And all of Maritimes mods

      I think these are very good ones to include in the mega mod.

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