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Showing most liked content since 09/17/2017 in all areas

  1. 46 likes

    Version 1.75


    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download for version 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 37 likes

    Version 1.1


    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 ).
  3. 28 likes

    Version 0.07


    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.
  4. 16 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  5. 15 likes

    Version 1.0.1


    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.
  6. 13 likes

    Version 105


    Updated to Version 105 - September 28th 2017 The Maritimes Collection - The Pine Set V105 Preamble I started making this set because I had a need for certain forestry resources, so wanted to make the forest centers to get them. I also wanted to add a bit more maritimes diversity to what can be gained from the forest. Rather quickly, this snowballed into a large set as with the more buildings and chains I added, I figured I had may as well do other things too so that it is more complete. This set took a lot of time an effort, far too much perhaps. There are chains and buildings that I really like, and others which on hindsight could do with being improved. It also diverted away from other Maritimes sets, in that there was no real inspiration from Maritimes areas to make most of this set. I have learnt a lot, the limits of the mod kit, my limits as a modder, and have developed some interesting techniques and mechanisms, some that work, some that don't so much. With that being said, this is the last update I will be making to the Pine Set, apart from any necessary bug fixes or balancing changes. I will continue supporting it in terms of making sure it is still compatible with other sets, but any improvements to chains will come as seperate stand alones, back in more of the Maritimes theme I've been trying to create. Introducing the biggest (so far) installment of the Maritimes collection, the Pine Set. Small prodution buildings including blacksmiths, tailors, looms, spinners, and lumber cutters. All small, all slow, all with 2 F-variants, one colour and one wood. New forestry production chains including a turpentine still and a pine pitch kiln. New storage options including some small food cellars, barns, and material storage. New forestry lots. 3 1x1 forester towers, one vanilla, one with a new maple tree set consisting of maple trees, aspens, apples, and oaks, and one with a new pine tree set, including fir, spruce, and white pine. New gatherer and forager resources... see the read me in the first reply to this topic below for more details. New fur trapper and skinner... see the read me in the first reply to this topic below for more details. New foods (to vanilla game) including Game (meat), eggs, cranberries, maple syrup, and more. New alcohol (to vanilla game) including cider and maple whiskey. New materials (to the vanilla game) including feathers, lumber, hemp, flax, pine boughs, pine resin, turpentine, pitch, charcoal, and more! New fabrics (to the vanilla game) including linen, canvas, yarn, and twine. New civic buildings including church, school, town hall (all with F-variants) and a hospital. New housing including an up-gradable cabin in wood and colour versions, and an up-gradable lodge. More housing will be added in the future. And probably a load of other things I forgot about! When I remember, I'll add them. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility Issues I have tried to make this set fully compatible with all other mods. There are, however, a couple of points that I just could not solve. They are listed below... Charcoal and Colonial Charter Part 1 = This is an interesting one. Due to CC charcoal being linked to the brick making facilities, the high:low produce values are astronomical, from a comparitively tiny amount of logs. Therefore, if you use the Pine Set above CC, the output of charcoal from CC buildings will most likely be very low. It, on the other hand, you use CC above the Pine Set, the output of charcoal from Pine Set buildings will be very high. You have been warned Charcoal and Colonial Charter Part 2 = Another difference is that in CC, charcoal is a fuel, where as in the Maritimes, charcoal is an industrial fuel as I don't want it used in houses. So if you want charcoal to be burned in your houses, put CC above the Pine Set. Otherwise, it doesn't matter. New Flora = In order to use both New Flora and the Pine Set, you need to use the Flax Patch and New Pine Flora patch. Put these two, and New Flora, above the Pine Set in your load order. Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. This set does not need the Maritimes Tree mod as it is included. All other mods - Compatible! I don't know of any instances where this will not work. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  7. 13 likes
    Worked fairly slow with this city so quite a bit of decoration. Tried to stay with the jungle theme. There are more images in the gallery.
  8. 12 likes
    Have you ever wanted to use just a single aspect of Colonial Charter alongside your other mods, without the enormity of other options that comes with it? Soon, this may become a reality. If you head over to the Downloads area, there's a new section called "Colonial Charter Modular". This will house the different pieces of CC that are created as standalone mods. Anything in this area is already included in the full CC mod, so you should not try and use them both. Right now there's only a few things, but more will come.
  9. 9 likes
    Its been a while, I am sorry for that. Real life is a heck of a thing. So after some time away being busy with work and other things, the team (and a few new people who arent on the forums) has started further development of a new game which doesnt yet have an active title. Using Latest Unreal Engine, we are establishing a terrain generation system (procedural), and working on the save system. Theres also been some discussion around oceans, which will be very important. Theres not very much at all to show, as theres an incredible amount of engine work going on that isn't visual (code). Actually, as ive just returned i was asked to make a house building for testing some parts of the engine (Night time indoor lights and some other things). So i'll share that building with you now: You can expect more updates from me in this thread over time. Thanks for stopping by
  10. 9 likes

    Version 100


    The Maritimes Collection - Maritimes Trees Addon Introducing the Maritimes Trees Replacement Addon. This pack replaces the vanilla trees with new trees from the Maritimes Collection. Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants. How it works. This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants. It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair. This mod does not change the spawning of other natural resources, nor does it add any new resources. Compatibility. As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work. It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod. This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this). Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  11. 8 likes

    Version 1.0.1


    Welcome to life on the water! This is one of CC’s most popular features. Included is everything needed to expand your town along shores and across lakes. Also included are two watery terrains: 'Lake Waters' with multiple lakes and the more challenging 'Waterworld' which is one large lake. The first in a (hopefully) series of themed modpacks from Colonial Charter. And now using the new "Community Mod Toolbar" to centrally locate modded items.
  12. 8 likes
    I've got lots of catching up to do
  13. 8 likes
    Zoom hack is trippy...
  14. 7 likes
    I am amazed at the size of the buildings and everything i am making for the Unreal Engine. It is 1:1 real life scale. By comparison, the buildings of CC are ants sized. I had to correct a scale issue today that was noticed by our terrain programmer. Regarding animations, all of the citizens movements are handled by motion capture (MoCap) and we are excited to have true to life looking movements.
  15. 7 likes
    EDIT 13Dec16: Note that the "Medium Map" title on the image is from the mini-map mod I am using and is not the starting conditions. Hi everyone, after adding some comments to the poll for what would we like to see in CC version 1.7, I figured I should try and post some screenshots of the two map types I mentioned in that thread. I like the larger maps because I like to make a few villages and one or two small towns on the map. These two particular types also give large lake areas that don't look like the normal Banished "circle lake". Terrain Type - [CC] Lake Waters Terrain Size - [CC] Very Large Map Seed - 777, or Map Seed - 999 The bottom of the Yellow Box shows the starting location of the map. Map Seed 777 Map Seed 999
  16. 6 likes

    Version 1


    The Marble Quarry lets you excavate Marble. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  17. 6 likes
    Some more little buildings going into the Unreal Engine for testing
  18. 6 likes
    Here's a list of the Mods in Kralyerg's Kave of Krazy Kontraptions. Also listed are those mods in Shocks Lab and Official CC Companion Mods. Clicking on the Name of the mod will take you to the download and additional information. Click on Name for Download Description Placement Notes USER INTERFACE & SETTINGS CC Beta Fix Fix weird crop & materials stuff that happens when mods vs game use mismatched versions Above CC Only use if still using CC 1.5x and Banished 1.0.5 together CC No Smoke Removes smoke from all buildings; may improve lag Above CC Requires Banished 1.0.5 Debug Men Enables the Debug toolbar built into game. Gridlines Use to make a 25x25 grid to help plan layout of structures Below CC Requires Banished 1.0.5 Happiness Radius If a building produces happiness, can see happiness radius as a purple circle Above CC or NMT Requires Banished 1.0.5 Icon Recolour Changes the status icons in Banished to a brown color. Above CC Immortal Your citizens will never die of old age (just accidents) Above CC Not compatible with other aging mods, or with Less/More Food mods Iron is Iron “Iron Ore” is replaced with “Iron” (as in vanilla Banished) Above CC Requires Banished 1.0.5 and CC 1.6x Light Rain Effect Replaces rain with a light occasional rain Above CC Quiet CC All pasture animals are quieter and talk less frequently Above CC Radius Recolor Changes the yellow circles to blue Above CC Restore Menu Music Restores the original music that plays in the main menu Above CC Seasons Down Under Changes season names to months and adapts them for the southern hemisphere weather Anywhere Requires Banished 1.0.5 Short Toolbar Makes toolbar shorter – good on smaller screens Above CC Toolbar Buttons Puts the Priority Tool, Remove Structures Tool, and Flatten Terrain Tool on the main toolbar Anywhere Requires Banished 1.0.5 Unhappiness Radius Gives a visible red circle to all buildings that produce unhappiness Above CC Requires Banished 1.0.5 ROADS, BRIDGES, TUNNELS AND TERRAFORMING Brick Tunnel Same looking tunnel – but takes bricks to build it Below CC Color Roads A colorful set of roads Anywhere Included in MegaMod. Requires Banished 1.0.5 Grassy Roads A set of 14 Different kinds of roads Anywhere Requires Banished 1.0.5 Terraform Raise and lower terrain. Very beta! Anywhere Requires Banished 1.0.5 TOWN SERVICES (Community, Worship & Health) 50-50 Nomads Both Town Hall buttons will say "Allow Nomads" but one Accepts them and one Denies Below CC Cathedral Large church building based on Red Ketchup’s Monastery Below CC Lost code in hard drive crash Many Town Arrival Lets you build more than one Town Arrival Above CC Requires Banished 1.0.5 Simple Tombstones Replaces head stones with simple white crosses Above CC Town Arrival Nomads Enables your Town Arrival to attract Nomads Above CC Requires Banished 1.0.5 RESOURCE GATHERING, HUNTING AND FORESTRY No Wild Ducks Removes Wild Ducks so only Deer are hunted Above CC Reqires Banished 1.0.5 Renewable Resources Little shacks that grow Stone, Iron, Coal and Trees Anywhere Requires Banished 1.0.5 CROPS, ORCHARDS, ANIMALS Busy Pastures Fit 2x animals in pastures; produce 2x more eggs, wool, etc.; not fully tested Above CC Requires Banished 1.0.5 Grow Ginger Adds seeds to purchase to grow Ginger as a crop Anywhere Requires Banished 1.0.5 Grow Herbs Adds seeds to purchase to grow Herbs as a crop Anywhere Incorporated into CC Grow Mushrooms Adds seeds to purchase to grow Mushrooms as a crop Anywhere Incorporated into CC. Grow Onions Adds seeds to purchase to grow Onions as a crop Anywhere Incorporated into CC. Grow Roots Adds seeds to purchase to grow Roots as a crop Anywhere Hot Crops Allows all crops to grow in all climates Above CC Requires Banished 1.0.5 Inedible Foods A set of mods that make individual foods not edible Above CC May Require Banished 1.0.5 Legalized Marijuana Cure Hemp at Curing Barn to make Marijuana Above CC Requires Banished 1.0.5 Less Food 50 Citizens only need to eat half the food they used to Anywhere Incompatible with aging or schooling mods Less Food 75 Citizens only need to eat 75% of the food they used to Anywhere Incompatible with aging or schooling mods Livestock for Trade Produce livestock that can be traded instead of meat; no eggs, wool or leather produced Above CC More Food 125 Citizens need 125% of the regular amount of food Anywhere More Food 150 Citizens need 150% of the regular amount of food Anywhere Rice Crop Let’s you buy Rice Seeds so you can grow Rice Below CC Requires Banished 1.0.5 Seed Diversity Adds additional models of crops Below CC Requires Banished 1.0.5 and CC 1.6x Stable Produce your own Domesticated Animals (required to build wool, milk & egg pens) Below CC Requires Banished 1.0.5 Steak Buy Steak Seeds and grow Steak in your Crop Field Anywhere Requires Banished 1.0.5 Tropical Greenhouse Grow tropical foods in this new building. Below CC Requires Banished 1.0.5 STORAGE, MARKETS & TRADE A Little Bit Ridiculous Storage Increases storage in storage places by 2.5X Old Market Override Return to the original market texture/colors Above CC Lost code in hard drive crash Ridiculous Storage Increases capacity in storage places 5X Above CC Requires Banished 1.0.5 Slightly Ridiculous Storage Increases storage capacity in storage places by 2X Super Easy Trading Every trader able to carry every item and will accept any item for trade Above CC Requires Banished 1.0.5 Traders Accept All Traders that carry different things, but they will all accept any item for trade Above CC FOOD & RESOURCE PRODUCTION BUILDINGS Bakery Plus Bakery produces a lot more products Above CC Affects CC and NMT Bakeries Basic Clothes Tailor and Clothier produces only “Clothes” or “Warm Clothes” Above CC Requires Banished 1.0.5 Blacksmith Tools Produces a wider array of tools Above CC Requires Banished 1.0.5 Build Monuments Allows you to build the Golden Llama or Ceremonial Grounds Below CC Fast Food Stand Create fast food items such as burgers and pizza Below CC Lost code in hard drive crash Firebundler Firewood Allows Firebundler to produce Firewood Above CC Fish Farm Edit Changes color of roof & water; citizens no longer idle there Above Fish Farm Mini Buildings Set of mini, 1 person, versions of basic buildings Anywhere Requires Banished 1.0.5 Pirate Cove Give the Pirates some alcohol and they might show you where their buried treasure is. Below CC Lost code in hard drive crash Soup Kitchen Makes various kinds of soups and stews. Below CC Requires CC to use. Lost code in hard drive crash DECORATIVE ITEMS Covering Ghost decorations designed to go over stockpiles but can go anywhere Anywhere Requires Banished 1.0.5 Impossible Trees A set of colorful trees not seen in nature Anywhere Lost code in hard drive crash Irrigate Decorative lowered-terrain canal Anywhere Lost code in hard drive crash Mission Bell Tower Decorative mission bell tower Below CC Thanks to kid1293 for recoding this Statue Plus Adds more variations for existing decorative statues; includes statues from RedKetchup's Decorative Items mod Above CC Requires Banished 1.0.5
  19. 6 likes

    Version 1


    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
  20. 5 likes
    Here is an unpainted terrain island generated exclusively from code. It represents a size of up to 20 kilometers x 20 kilometers (our game is being created in a 3d scale of 1:1 with real life). It generates very quickly and is high performance, showing the cap of 120fps. This is not the standard unreal engine terrain system, we are not using that. We use C++ code to manipulate polygons into a terrain 3d mesh that will give us control of terraforming tools in game, such as flatten.
  21. 5 likes
    Hello, from USA. i've been playing banished off and on since 2015 and the black liquids mods have been a big part of the game for me.
  22. 5 likes
    Yes that's the idea. 2 things are certain, modding (powerful) and huge population simulation. We are setting up an automatic LOD system to allow for massive amounts of buildings. The citizens will also take advantage of LOD, and are using the standard unreal skeleton meaning its fairly simple to mod new animations for them or change their appearance. For example, same as xcom 2 has many different characters on the mod scene. This is because it's using the standard unreal engine skeleton.
  23. 5 likes

    Version 1


    The Jade Quarry lets you excavate Jade. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  24. 5 likes
  25. 5 likes
    @SamuraiWindu I am not a modder, I am not a coder, I am a very happy gamer, and that's where my thoughts will come from, and the tone I hope to convey in the following. Simply put - no. Sorry, but I can't see any of the above working, or being at all healthy for the game, or the community. I for one don't want to play in a cookie-cutter world, nor, do I want to play in a world where it becomes 'by the numbers', with balancing etc. Many of us gamers play at different levels of intensity, some of like to build and explore, others like to starve and fight, fight, fight in the harsh hard elements, so, balance won't be suitable in this regard, or, at least a 'standardise balance', some of us pick and choose our buildings and game design because some are easier to access and build, some choose them because of their harder, less forgiving outputs. There is often a conversation when a mod is published by the original author as to the 'numbers', the balance, the work flow, and many voices speak and are heard, and then the mod gets published. Some players are happy, some are not, some of us will get over it and adapt. Not to mention, in some cases different mods with different criteria will work with different maps. Some maps won't have as much access to X resource, so not all buildings will be able to be built until a trader arrives, but, in other maps there will be an abundance of items. The whole point of MM (in my mind) is to bring together an amazing amount of mods by extremely talented modders, to work with each other, but not to be 'the same as each other'. Here's the thing, I also don't want to be forced into using 1 set of building tools, I want to explore other building options, tiles, bricks, lighting, candles etc. I don't want to load up my map and just always have to build the 'same ole same ole'. Sure, for some, it makes the game easier, you don't need to build 4 windmills before you find the one you need for the grain you have, but, then, where's the fun of exploration? I use 1 mod that alters all the tailors so that all the tailors will use the same items (feathers & reeds in my water worlds), but, I certainly don't want ALL the building mods to have that "same same" value to it. And as much as I love CC and certainly won't criticise it, why should all the modders work to the CC values, or the CC devs work to the other modders? A community should be diverse, and celebrated, and that's what MM does, and as players we either learn to adapt to the differences, or, simply, just don't use it.
  26. 4 likes
    The domain of Castlerock... Some data... :-)
  27. 4 likes
    Today our terrain programmer submitted the new "endless water" code. Good for staring out longingly from shore. We are starting a discussion of fire. Besides the internal lighting on buildings, and the sun, we need to have a full fire with firelight system. I've promised to make a campfire with pot in 3d for the programmers to test the FX.
  28. 4 likes
    Non grid buildings. Maybe some easy way to snap them to be grid placeable because some people like that. Large worlds. Combination of the terrains you can imagine, land, beach, mountains, island. For the outside edge of the map there is no preference, we can put anything - land, sea, mountain.
  29. 4 likes
    Hello everyone! I'm a stay-at-home mom and student in college. I like city building games and turn based strategy games. Glad to be a member here, these are my favorite mods.
  30. 4 likes
    I made this windmill to test the rotating animation in Unreal Engine. Once we get it into the engine fully, it will serve as an example to us for animating a wide range of buildings.
  31. 4 likes
    When thinking about food decay, it comes to mind that there is only 1 solution. The problem with having food decay as a percentage over time is how to present that information to the player. 100 old beans go into a barn, the beans are decayed to %50. The barn already holds 100 fresh beans (%100). It would be lazy to assume there are now 200 beans at %75 combined freshness. But, we can't make a slot for every percentage of beans, its bad for performance, its bad visually. My idea now is to allow 3 states of decay, Fresh, Stale, & Rotten. Different foods will have different amounts of storage time before fully rotten. Rotten food will be edible, with less nutrition and a risk of poor health. It should be converted to compost, or ideally preserved before rotting fully. There should be storage options that greatly extend the life of foods. Food kept at home should never go rotten, because the people should be smart about how they manage their pantry at home. We assume they take steps to live their lives in their best interest. This includes getting their own wood before freezing to death, or gathering wild food.
  32. 4 likes

    Version 1.0.0


    The Maritimes Collection - Port Royal Preamble Inspired by the Port Royal Historic Site in the Annapolis Valley, Nova Scotia. Founded in 1605 by France, it was the first French settlement in North America and was capital of Acadia for a brief time before being destroyed by the British in 1613. The French relocated to a new Port Royal further down the Annapolis river at where is now Annapolis Royal. In 1939 the fort was re-created as a replica in its original site using duplicate plans recently discovered in France, where it still stands today as a vibrant visitors attraction. Included in Port Royal... Row Housing - a range of row houses have been made, modeled on the Port Royal buildings. While most of the original housing on site seems to be in quarters rather than individual houses, I've used the general look of the fort to style these houses. Small single story house Single story inner corner house 2 story over hanging house - right and left version - to be placed above the smaller house 2 story central house 2 story inner and outer corner houses - inner corners have 3 F-variants to transition between heights Town Civics, all which can be built in the row setting. Town Hall Church School Industry, all which can be built wall to wall. Blacksmith Forge - to make iron out of iron ore (also introduced in the set if you don't already have it) Lumber Cutter Tailor Food Production Buildings Bakery - makes various tasty breads Grist Mill - a mill to be placed besides a stream, that will grind various grains into flour. This is based off a replica Grist Mill near to the Port Royal site, which was the location of the first wheat field and mill in North America. Storage and market options Edibles storage cellar Large materials/construction warehouse Dry storage loft to be placed above the warehouse A central market building Various fort decorations including towers, palisade walls, and a cannon platform. Compatibility Issues None to report. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  33. 4 likes
    very good, now shock can build his house with more than 2 materials too
  34. 4 likes
    Hiya Everyone. I have finally made it back
  35. 4 likes
    Well, my play style is slow natural growth... I never power up baby booms just to get a huge population, and I don't mind if families stay together even as their children get older... I only watch to always pair up enough couples to ensure a steady birthrate to keep my schools full (and "harvest" a steady stream of educated workers), and a good sized labor force to fill all job openings and avoid old-age-death gaps... I seldom go larger than 1000 peeps, my favorite towns are in a range of 500 to 800... beyond that towns start to feel like anonymous anthills, with me doing nothing more than administrative chores... not my idea of immersion
  36. 4 likes

    Version 2


    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
  37. 4 likes

    Version v1


    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.
  38. 3 likes
    Oh my god ! I've got an account at the bootleggers place…
  39. 3 likes
    Hi, from Australia. I am an avid strategy, simulator, rpg gamer. Playing games like Civilization, Simcity and Cities: Skylines to death. I think I bought Banished in early access as it looked promising, and I had been yearning for something akin to the earlier settlers games with the resource management and planning, not so much the later ones with quests and so much warmongering. I am showing my age but I have such fond memories of the early settlers games on my old Amiga 500. I was a little disappointed at first as Banished seemed to fall short and get boring so fast. I recently thought I would give it another shot but found it rather lacking again. Then I started poking about for mods and came across Colonial Charter. I played my first Colonial Charter game to 70 years just this last week. Then I thought I'd give Megamod a go and am currently playing that with a new map and loving it to death. Finally my village simulator I had been yearning for. Banished is so much better with these mods. It changes from boring to addictive.
  40. 3 likes
    Hi, I'm in MO, USA. Not a seasoned gamer... My teenage son was my introduction to gaming with Minecraft. Stumbled on to Banished and had to try. Downloaded in August and now am looking forward to trying mods. I'm sure I will be visiting often with questions...?
  41. 3 likes

    Version 2


    This little mod increases the quantities of the basic resources that you collect. Stone, Logs, Iron, and Iron Ore. Increase Stone from 1-2 to 3-5. Increase Iron from 1-2 to 3-5 Increase Iron Ore from 2-3 to 5-7 Increase Logs from 3-4 to 5-7. (Logs was already increased in CC from 2-3 to 3-4. This is even higher.) I had posted this in a random thread a while ago, so if you had downloaded that, this is exactly the same, just compiled for final 1.0.7.
  42. 3 likes
    Hi, all. I'm Charlene. I too love building and strategy games. I try to avoid the military parts if I can. I just like to build stuff. The two games I am currently concentrating on at the moment is Banished and Age of Empires HD II. Nice to meet everyone. Not actively modding even though before I retired I worked in DOD as a Software engineer. I just like to play now.
  43. 2 likes
    The town of Beagleville's Humble beginnings...
  44. 2 likes
    Hi all, I'm Lisa, from PA, United States. I've loved city building games since playing the original SimCity on my family's now-ancient Amiga computer. I love the textures of the Cold Valley map so I usually will play on that map. The work put into these mods on this site are truly phenomenal. You've turned a game I'd probably spend 30 hours on tops into a game I've been spending (insert embarrassing amount of time here). So thanks so much It'd be cool if you could make a ghosted Beagle dog decoration: they'd fit well into my town Beagleville. But anyways, thanks again for the hard work-- it truly is appreciated!! Lisa.
  45. 2 likes
    I like building and decorating games
  46. 2 likes
    Thanks very much. If i have any further problems ill b sure to ask !!!!
  47. 2 likes
    The animals i made for banished are just normal rigged skeletons i made by hand in 3ds max. This was a long and painful process of learning, using the animal guide that comes with banished modkit. Even should I make the source available for that, it is useless because it can only be used for the animal it was designed for. I will not be making any more animals for banished again, as I have new animals to make for the new game instead. I have no idea about new developments in banished modding actually, I will be sure to check up when i find the time - everything that is my focus now is on the new game development. To be honest, im eternally frustrated with banished modding. I know everyone has achieved so much but the only reason I helped make 3d stuff for CC for so long was because I thought it would be nice if people had new things. I dont feel any happiness from making stuff for banished any more because so many things we want to do and we can't. As i have been learning Unreal Engine, I have discovered that we generally made some real basic mistakes with some of the stuff we made for banished but its not our fault because no one explained exactly how to mod properly for the engine and the community just sort of had to learn on its own. "Draw calls" are one perfect example. Luke (banished dev) told me i shouldnt use more than 1 texture per building for performance reasons but i never knew why, now after studying documents for unreal i know why its so important just to keep it at 1. So there has been and still is a time of discovery about best practices for game development now and it takes a long time but we are getting there. Compared to modding, using unreal engine is like giving us things from our dreams. Patchy weather and cloud cover with wind gusts for example. Random citizen clothing, body weight etc etc.
  48. 2 likes
    or Alt Tab during that part help alot on 90% of the computers.
  49. 2 likes
    Hello everyone. I've just gotten into banished a week ago and am now spicing up my games with mods especially CC. Thank you for a highly produced mod.
  50. 2 likes
    Welcome @colonist Tany Predator from World of Banished has created a mod that is included in Mega Mod, however some of us need to add it as a separate mod, listed above both Mega Mod and Colonial Charter. If you look past the description then down to the comment section you will see a link of her mod WITH wild bees included Make sure that once you enable it you then exit the game, then restart it. If the wild bees don't show on your map, you may need to create a new map. Happy honey making http://worldofbanished.com/index.php?action=downloads;sa=view;down=106