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3 files

  1. Here is the newest update, MegaMod 8.  Hopefully, the biggest bugs will be gone and we can move to a final version.
     
    The download is a single 1.44 GB .RAR file, but you need to extract the .PKM files into your games WinData folder.
    There are 3 (three) pkm files that you need.  If you don't have all 3, many things will be missing.
    MegaMod1.pkm (1.67 GB)
    MegaMod2.pkm (1.72 GB)
    MegaMod3.pkm (1.07 GB)
    (These file names subject to future changes)
    Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything.
    I can't guarantee that saves made with this version will be compatible with future updates.

    Feel free to post bug reports.  Depending on the volume, I may not respond to every single post, but I will read them all.  If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM.

    I have attempted to include every mod that I can.  I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime.  So just because your favorite mod isn't included doesn't mean that it won't be in the future.  That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves.  Aging mods; Storage mods; Texture changing mods; Inedible food mods.  Mods like this won't be included because those kinds of mods are best left up to individual player discretion.
    A list of mods that are included in MM8 can be found HERE
     
    This set of mods includes everything you need.  You are free to remove or disable any standalone version of the mods that are included in MM.  You are free to remove or disable the pair of mods of MM7.
     
    Non-comprehensive changelog of fixes:
    The Small Stone School has been fixed so it educates 14 students so it matches the description. The medium DSSV starting storage barn initial placement fixed. The code for Medival Grace Education Center has been fixed so it will take students. Herb Garden fixed to use the correct limit. Fixed the double flax problem and fixed the Tiny Workshop to use the fixed flax. Fixed the Marble Quarry text that erroneously references Jade. Fixed City Blacksmith to display the correct limits. Fixed the DSSV Stranded start that didn't have a storage cart resulting in having 0 supplies at start.

    749 downloads

    1 comment

    Submitted

  2. Brought to you by the creators of Colonial Charter. 
    Download:
    After clicking Download you will be redirected to google drive files and see this icon  at the top right corner of a new page. Click it to download. 
    This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData.
    About:
    Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. 
    Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. 
    This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod.  You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included.  There is no guarantee that future versions will be save game compatible with this beta version. Things happen.  Toolbar entries are color coded by which modder made them.  Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar.  There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive.  It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads. 

    11,648 downloads

    120 comments

    Updated

  3. Brought to you by the creators of Colonial Charter. 
    Download:
    After clicking Download you will be redirected to google drive files and see this icon  at the top right corner of a new page. Click it to download. 
    About:
    Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time.
    So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice.
    What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods.
     

    4,468 downloads

    16 comments

    Submitted

  • Recent File Comments

    • Thank you very much for answering.

      1. I figured as much. Some starts are more in line with the idea of a shipwreck though.

      2. If there is ever a 1.7.6 or 1.8 I hope a more satisfying explanation can be found, one other then: "we don't accept coal/charcoal/coke/firewood as fuel unless it's nicely packed, barreled and has the stamp of our friends at the local Fuel Refinary, and don't forget to tell bod the blacksmiths/potters/glassblowers guild says hello." - actually that might be humorous enough to put in game. But no worries, it's no worse then the original game's mining of smelted iron ingots from surface iron deposits - it's not better but it's also not worse.

      3. I chose CC because it didn't have the Tom Sawyer, Discrepancy and Red Ketchup mods attached. I'm not saying mods by those authors are bad but, while CC keeps with the original aesthetic of the game and slightly improves on it by making it even more realist, the other mentioned mods can at times be too highly detailed for the game. It's like walking on a 40 year old patio deck and seeing someone replaced a 40 year old weather plank with a brand new one. The new plank is probably better in every way, it just look out of place.

      IF I was a farmer, waking up and seeing a big, freshly painted red barn would feel great. But in Banished were beige, brown and drab are the norm... I just feel like people would burn the new, bright red barn down during the night.

      "Have you seen that ******* Sawyer's new barn?"

      "The bright red one?" 

      "Yeah, *******s... going off and showing the rest of us by painting it that way."

      "What? Sawyer didn't paint the barn himself, he tricked half the towns children into painting it for him."

      "*******. Wanna burn it down tonight? teach the sod a lesson?

      "Sure, why not. Say, why were we banished/volunteered to colonize this place again?"

    • First of all, thanks for your input.

      1.  When maps are created, items like the Shipwreck and the Golden Llama, can only be placed in random locations; unfortunately, some of those don't make a lot of sense. Best to assume that the Shipwreck wound up inland after a really big tsunami.

      2.  While making Colonial Charter fairly realistic, there's also the demand from fans to add more production chains, creating a richer gaming experience.  Sorry if this anachronism is an issue for you.  

      3.  Shock Puppet created the Stables, Milking Barn and Dairy Parlor and chose the color - maybe he was trying to match the red used by Tom Sawyer for his houses in the North mod? 

      Items 2 and 3 are some of those things where some people love it as is and others may be agreeing with you.  Changing these types of things may make you happy but others not so much. It's a case of "damned if you do and damned if you don't."  When and if there's another CC, your comments will be taken into consideration.

       

    • After almost two year of not touching the game, Banished, was still grating on me. Turns out you can have too much of a good thing. This mod revitalized my interest in the game, when you guys say this is an expansion you aren't joking around.

      That being said, I do have some gripes, and I don't think they can all be solved.

      1. Firstly, the elephant in the room, sometimes the shipwreck you start with is so far away from any body of water you'd think the game starts you in OZ. I'm assuming this is something that can't be "fixed" by mere modding?

      2.Fuel...and fuel refineries... I just wan't an explanation. Please? it's just that: most everything that consumes fuel won't take firewood, or coal, or charcoal, or coke... you know, the literal fuels that well, "fueled" the industrial revolution. They will only take FUEL... that comes in barrels... and is made not from crude oil but firewood, coal, charcoal and coke... No, seriously, can someone explain this to me? please? The relative realism of Banished is what attracted me to this game. The idea that my "new found" ore can't be smelted by coke but needs a barrel of something that's made from coke is.... immersion breaking.

      3...well, this one is a matter of personal taste, but the Stables, the Milking Barn and the Dairy Parlor(I think these are the three bright red ones, right?) are... a bit too red for the games usually muted colors. If this ever receives another update, could we maybe get a slightly darker and more muted red variation; maybe like the one on the Bank Barn?

       

      Oh, and thanks for revitalizing the game for me. Even if nothing changes, you guys did a great job... I would really appreciate an answer to nr. 2 though.

    • Hello Kralyerg.

      can you tell me how to stop livestock dying? especially chicken and duck, even when i sign 4 herdsmen in one pasture, they keep dying from 130-140 

    • This mod should be compatible since it was made for Banished 1.0.7. It was not included in MM8 because Necora did not provide the code for any of his mods so they could be added.

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