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Official Companion Mods

3 files

  1. For those that prefer not to have Iron Ore, and keep Iron production as it was in vanilla Banished.
    - Iron surface deposits that are harvested will yield Iron instead of Iron Ore
    - Mine will produce Iron instead of Iron Ore
    - Iron Ore & Coal Mine will produce Iron instead of Iron Ore
    - As of Version 3, the Blacksmith requires Iron instead of Iron Ore to build
    Place ABOVE CC 1.7+ to override. Requires Banished 1.0.7 Beta or above.




  2. This should allow all of your crops to grow in any of the Climates from CC 1.6.
    They will grow in temperatures up to 130 degrees, and die when it's freezing. If your climate choice never gets freezing, the crops won't die in the field.
    Place this ABOVE CC for it to work.
    V3 Updated for CC 1.6
    V4 Forgot Tulips
    V5 Added crops from other mods
    V6 Added Sweet Potato crop.
    V7 Added Agave and Brussel Sprouts
    V8 Added Carrots by Discrepancy




  3. To be used with Colonial Charter 1.6 and above versions only.
    Duplicate seeds were removed from Colonial Charter 1.6, this mod puts them right back in again. Especially useful if you enjoy 7 different looking kinds of lettuce (and more!)
    Place BELOW CC 1.6 to use. Requires Banished 1.0.5 Beta 2 or above (as does CC 1.6)




  • Recent File Comments

    • For discussion of MegaMod 8 RC3, please go HERE

    • hmm.... for some reason my game won't start, after unsubbing from CCNoSmoke and putting the new file in the folder... 


      EDIT: scratch that, got it to work after all

    • thanks for the updated version, @Kralyerg ^_^

    • I asked Kralyerg whether it works or not:

      Me:  Will the No Smoke Mod work with MegaMod?

      Kralyerg:  Well, yes and no.  There's some generic smokes that people use, like the house smokes. So if they're just using that, then it still works for that one.  But if they made their own special smoke, then it isn't updated for that. 

      Me:  When you add it in the middle of a game, does it turn smoke off for all or only new buildings?

      Kralyerg:  Well..  If you have, say, a production building that has smoke, then it will continue to have smoke. Unless you click the Work button to turn it off and then back on again.  I think of it like.. It's not that the building needs to be new, but the instance of smoke needs to be new.  So when the smoke is shut down and restarted, the new smoke will not be there.  But old smoke will still be there.  Does that make sense?  Houses should be the same, if you can turn off the smoke by pretending to demolish it or something.

      He is updating it as I write this to include MM 8. :)



    • Hope it works!


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