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  1. 25 likes

    Version 1.71

    1,780 downloads

    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: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 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, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 22 likes
    View File Journey 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: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 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, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!) Submitter ShockPuppet Submitted 01/23/2017 Category Current Version  
  3. 20 likes
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  4. 17 likes
    Changelog Some of the things listed here are available in MegaMod 0.06 (mostly the decorations toward the end), but here is the list of changes between CC 1.62 and 1.7. New Buildings Artisan House Gable House Captain House Captain Tower Journeyman House Journeyman Tower Old Church Seamstress Guild The Local Milking Barn Cow Parlour City Windmill Lumber Yard Large Water Tank Wild Shepherd New England Colonial Housing set Driftwood Scavenger Old Barn Barn Lean To Memorial Statue Seafarers Chapel Pine Forester Small Chapel Iron Finder Stone Finder Rustic Abode Old Boarding House City Blacksmith Stable Old Market Old Town Trading Post City Hospital Tailoring Company New Versions of Old Buildings Bakery Weavers Dairy Carver Edibles Market Updates to Food Trading Post Updates to Dry Goods Trading Post One Room Schoolhouse F variant with no fence New Roads/Bridges Gravel Road Soil Road Dock Road Covered Bridge Old Creek Bridge Rock Bridge Stone Bridge Split New Terrains/Starting Conditions Cold Valley Terrain Swamp Lakes Terrain Shipwreck Start Condition Northern Pines Starting Condition Abandoned Village Starting Condition New Decorations White Picket Fence set Tall Wood Fence set City Wall set Ground Cover Plants Cleaning Items decorations set 3 Ruin Monuments City Wall Doorway Decoration City Gallows Garden Beds set Jungle Plants Shore Rocks Dock Fence Dock Rail Deco/Ghost Windmill Deco/Ghost Playground Deco/Ghost Trough Verdant Plains Ground Square Deco Bamboo Tree Ghost Picket Fences Ghost Tall Wood Fences Ghost Flowerbeds Ghost Flowers Ghost Statues <- on corners Ghost Sign Posts Ghost Crops <- on corners Ghost Resource Piles <- on corners Ghost Hedges Ghost Fruit Trees <- Vanilla trees on corners Ghost Wild Trees <- Vanilla trees on corners Ghost New Trees Other Ghost Decorations Ghost Wood Fence set Ghost Edge Wood Fence set Sturdy Stone Wall Edge set Colonial Wall Diagonals Ghost Water Wheels Ghost Sturdy Stone Wall set Ghost Sturdy Stone Wall Edge set Ghost Wire Fence set Wire Fence Edge set Ghost Wire Fence Edge set Colonial Wall Edge set Ghost Colonial Wall set Ghost Colonial Wall Edge set Ghost Stone Wall set Ghost Stone Wall Edge set Palisade Towers Tall Ghost Garden Beds set Ghost Cleaning set 2 Wide Hedge Arch Colored Tulip decorations Ghost vanilla Stone and Iron 2 additional Decorative Crosses Other New Ambient Sounds Ghost Animals centered on squares (except vanilla) All Walls/Fences don't flatten terrain Most decorations don't flatten terrain Marble Statue F variant Old Oil Press added to the Old Buildings 2 New Loading Screens Increase livestock lifespan for reproductive purposes Separated Quay Wall Trim straight and diagonal pieces Crop Field/Pasture/Orchard/Plantation default to 1 Added Beans/Squash/Orange/Tulip to Tinneries Fixed Privy bug that would stop builders from buildings
  5. 12 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. 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. Why is there 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 the second 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. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  6. 12 likes
    Silvery Moonlight... Do You Dare To Enter the Realm of the Dead...
  7. 11 likes
    https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  8. 11 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).
  9. 9 likes
    I've noticed two new series are out using Colonial Charter 1.7 - Journey. Biffa is using both CC 1.7 and Megamod. Go HERE. Vaypah is featuring the new CC 1.7 Shipwrecked Start. Go HERE. Both are very experienced Banished/Colonial Charter players. Enjoy!
  10. 9 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.
  11. 8 likes
    There are, let me show some if the email conversation: The status bar, resource limit window, and the town hall production and graphs will be able to show these user defined limits, as well as raw materials being assigned to them and buildings being able to use them as limits. Currently in the resource files these are simple types called Custom0, Custom1 ... Custom9 (in addition to Iron, Wood, etc). You'll use these names in the .rsc files, and it will be up your team to change the string tables to define what each custom resource is displayed as.I'm also looking at removing the memory cap on the game so that you don't have to worry about making things small enough to fit in the currently allocated memory size.
  12. 8 likes
    we will be releasing cc 1.7 in an hour or 2
  13. 8 likes
    This morning, somewhere in Banished lands...
  14. 8 likes
    So, 1.7 is technically nearly ready. Screenshots have slowed down as code bugfixing and toolbar icon creation is now the priority.
  15. 7 likes
    Years ago a small band of Nomads landed here, thinking they arrived in a tropical paradise... but - surprise! Still, after surviving the first winter, their druid leader predicted well-being in the dense forests, so they stayed... Some 50 years later... ----- My Journals & Movies -----
  16. 7 likes
  17. 7 likes
    Thanks @Discrepancy I did notice that tag but wasn't sure. Dev update... I'm trying to finish off this set, although it is quite big and keeps getting bigger! While trying to decide on the best route for the gatherer/forester combination, I went through all of the buildings currently made and gave them a touch up. Also made a list of what I have made and what I have left to build. Currently, in order of the pics below, there are 4 cabins (3 person family, wood house heat), a material storage, a lumber cutter, a pine kiln, a maple boiler, a cider press, a small church, a small school, a blacksmith, a gatherer/forager, a forester, a loom, a tailor, and a turpentine still. The 'town' buildings also come in a coloured flavour... Adjustments - the cabins need changing at the front. I'm going to take away that fence and have the front of the building butt up against the road, with some overhanging porches etc. The gatherer I am not sure about, it depends on what round I go. I might remove the actual hut and make it more into a cache, not sure yet. To be added - hunter, trapper (model made, just need to decide how to do it), pine lodge (a 3x3 house, family of 4, stone house heat), apiary, possibly more...
  18. 7 likes
    Great ideas all, keep them coming. Not all will make it, I don't have enough time! But there are some good ones in there that I will incorporate. Personally, I don't particularly like buildings that take foods and produce a meal or something, there are too many possible options and only so much value you can add to food and I would rather later game strategies that get rid of food rather than make more of it., such as 10 tomatoes = 1 tin of tomatoes. Perhaps though. I do like things like a green house, that would be good. A small dairy and a small butcher would look nice here. Perhaps break them up, so instead of the one in all dairy we have a butter churner, a cheese person (word escapes me), and a creamery. Butcher would be venison only, unless I add another resource (... not an animated animal, but perhaps another animal? someday...). I do need to ask @ShockPuppet or @Kralyerg a question though. I have production buildings that produce one of a specific resource, or that combine multiple resources into one. How do you do it so that the buildings produce a random mix of set resources, or a range of resources from one? For example, I want the pitch kiln to take pine wood and produce pitch and charcoal at the same time. At the moment I can only think of making a drop down menu to select either pitch or charcoal, I don't know how to get them both made simultaneously. A little development update... Sherbrooke village IRL was all about boat building, on a smallish scale, and lumber. Lumber was a huge industry here. I love how CC uses lumber strongly in the game, and I will continue that. I've started with some small lumber cutters, they allow you early access to the resource but at a cost, time. I absolutely love the CC saw mill, the land based one. It might well by one of my favorite buildings, well the wood version anyway. But I decided to make a stream version. Sherbrooke IRL has a great water powered saw mill, but there is one floor to replicating it in game. There is no elevation when it comes to rivers and streams! It is not possible to create a mill pool which will look good in game, as everything is at the same level. Perhaps it is possible, but it will take some doing, esp as you can't change the water level. So I've been milling this over (sorry) in my mind for a while, and today attempted to make a good looking saw mill that will straddle a small creek. This mill will produce lumber and firewood similar to the CC mills, and allow three workers. As it straddles the creek, it also acts as a bridge. Now, at the moment it is a fixed width, but placement is a bit tricky, you need a straight and relatively narrow bit of water. So I might play around with a few modular pieces for the bridges and damn, so you can have it on a stream of any width and it will still look good. Oh, and I forgot the bridge supports. They need to be added.
  19. 7 likes
    After a boring speech by the mayor and receiving their Citizen's Document along with a generous gift of fresh clothes and soap, they gather in a meadow for a spontaneous "Dance of Happiness" - Now the villagers are not sure if that was such a good idea -
  20. 7 likes
    I've been working more on my towers, which comprise of three parts: the tower body, the tower cap, and the accessory. These are the tower bodies, Scaffold, Round, Square, Octagonal, and Pyramidal. All the towers can have "caps": The Conical (as seen on french chateaus and castles) The Box, seen here with an egyptian style facade The Residential style, with hipped rooves and dormers And the Pavilion style.
  21. 6 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. 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. Why is there 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 the second 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. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  22. 6 likes
    For those here that aren't members of Word of Banished, I'd strongly recommend joining that group. There's a small but interesting collection of mods there that aren't found elsewhere and Red Ketchup has released two more that are rather impressive The first is Training Camp and it has wood palisade sections to make defensive walls, hunters watchtowers for collecting food and skins (including some new types not found elsewhere and work with Red's Wood Butcher mod), some deco pieces of armour stands, archery targets, training dummies and banners, new mouses... err, houses (tents) and ghost sheds (that will fit over small stockpiles), a field hospital (large tent) and some others. Found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=178 The second is Creepy Cemetery and is essentially a collection of wall pieces to surround the fenceless cemeteries found in CC. It also has a small crypt as a ghost deco. Obviously the wall sections can be used anywhere and they'll look great in any "upper class" part of town for example. Can be found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=179
  23. 6 likes
    Sound like you just invented walmart - or something similar. 10 new limits isn't very many at all. When it comes to sorting out the dry goods mess it might be a good idea to have some very general categories, because the more specific they are, the quicker they will all be used up - possibly with very little benefit. Another approach is to think about what can be done with these new categories. What are the buildings that we don't have have now but we would like to see in the game? What categories can be created to make those buildings happen? One possibility is a cafe/restaurant. At the moment we have taverns that serve alcohol and luxury food and we also have a coffee house that also serves alcohol and luxury food. Can this be fixed? I don't know how flags work exactly so I can't say for sure. Another possibility is a homewares store that generates happiness. Houses can't consume anything except firewood so perhaps that can be fixed by having the villagers buy candles and furniture and pots & pans at a homewares store. Can that be done? Whatever these new limits get used for, 10 limits would be much more useful if we had 20 or even 30 new flags.
  24. 6 likes
    You're expecting WAY too much to think Luke has been "cornered" and there's an opportunity to have "a nice sit down discussion with Luke." Just be thankful Luke responded to requests to add more flags. Items that have been assigned one of the current flags will continue to use that flag until the modder changes that. So, if you use the old mod with CC which now has 10 more flags, the item will still have the old flag even though there could be a better flag available. Confusion especially arises when different mods use the new flags differently. For example, I could create a mod that creates MoonPies and Twinkies and use new flag #2 as "goodies". This would let me create Ye Olde Sweets Shoppe as a market that only sells items with the #2 flag - Goodies. Then if I use CC who is using flag #2 as Weapons (Muskets, Cannons, etc.), Ye Olde Sweets Shoppe will be selling everything using the #2 flag - both guns and goodies
  25. 6 likes
    Well now - let's go slow about this It's not like we have suddenly unlimited limits <sic> - we have all suffered long from the confusion of many things lumped together without really belonging together... I feel the first order of the day is to decongest our current limits and regroup them in a sensible manner. Once that is done, let's see (and hope) that there are some limits left to fill with "new life"...
  26. 6 likes
    @KevinTheCynic that's great to hear, thank you. Hopefully the next iteration will not be too far away! On that note, I have been playing around with the hunter, gatherer, and forester. I decided to see if I could come up with something for each that wasn't a hut or lodge, I feel like I'm over using that building and want some variation and I also really like the smaller forestry lots like the one over at WOB. The problem I find with large buildings as foresters or hunters etc. is that they not only take up valuable radius space, but also you can't really add storage or housing in the space to increase efficiency without sacrificing far too much of that radius. with smaller lots, you can at least fit in one house and a storage barn to make things a bit more efficient, without sacrificing too much radius. I decided to try a forester as a tower, that sits on a 1x1 tile surrounded by road tiles, so 3x3 in total. Then, the other buildings will all be 2x2 corner pieces that you can arrange in a circle surrounding the central tower. I am also making a slightly larger pine house, that will look like a cool lodge (not made yet, next thing to do) so you could add that there too if you really wanted a lodge in there. So far I have the forester tower, a gatherer cache, a forager cache (same building) and a hunting blind. Overall, I think they came out OK. The hunting blind is a bit too chunky and square, it needs to be scaled down a bit (beams made thinner) and given more overhangs. The pine branch disguise texture on the hunting blind also only half of it came out, so I need to duplicate that and extend it. I also don't like the canvas door of the gatherer cache, you can see the triangles too much. I might have to play around with that texture and also see if I can smooth it a bit without adding too many polys. What do you think? These (with improvements) or the ones before that consisted of actual buildings? Photo below is of the buildings, but remember there will be lodges to add to the ones above which will act as a house and/or a storage.
  27. 6 likes
    Added a steam workshop download link.
  28. 6 likes
    Hi all, Currently getting ready to lose myself in 1.7 but before that I wanted to share this cool article I found yesterday. It shows all the food that was available in colonial times. The article was great and had a bunch of stuff i never even though about. I know it probably wont be getting added to anything or made soon but it has great ideas for any of the modders here. Didnt explore the rest of the site but i'm sure there are other similar articles.it could be a great resource. it could be used for stand alone mods or even some original work (wink wink. I'm hoping the mod team for cc makes their own game cause they're awesome) any way here the link https://www.landofthebrave.info/colonial-food.htm
  29. 6 likes
    Lumber cutter was lonely so a blacksmith and tailor decided to accompany him in a few more humble industry set ups. I hear word that a few other professions are thinking about setting up too, they are just deciding on a colour...
  30. 5 likes
    Hello from the Netherlands! I'm new to all of this, so I am still learning... My name is Nelia and I love city builder games, especially historic Midevil ones.
  31. 5 likes
    @QueryEverything re. tavern, I use the NMT boarding house above the NMT tavern, not sure if that was the intent but it does look good. However for this set, I think I want to keep them all single level, low occupancy, for the most part. So I was thinking of a small, 3x3 building with overhanging deck wrapping around the corner, with saloon enterence for the tavern and a normal enterence for the lodging. We'll see. Kind of a mix between the saloon and the cottage in the models you linked to. And with the tool bar, i couldn't decide what way to do it. I thought it would be intuitive to have it the same as the game tool bar, but then the harvester isn't a food producer even though it uses the same building as the gatherer. I might just put all of the wild collection and harvesting buildings into one, with the trees, and move all of the stills and things into the industry tab. Edit - forgot to add an update. Working on a hospital, decided to try some diagonal walls for it to break things up a bit...
  32. 5 likes
    I always play on an Adam and Eve + seed start- in harsh conditions the new rustic houses and storage allows me to create my utopia early where everyone is housed the same- no posh houses for the fat cats .. 30 years in and everyones happy healthy and fed
  33. 5 likes
    In my opinion, Markets are essential - Markets / Vendors Markets draw in a balanced mix of resources from all over the map and make them available to local residents and businesses. Vendors go out to collect the required resources, but they only visit stockpiles and storage barns. They will NOT collect anything from other markets. They also have a cart with higher capacity (500). The market has a maximum storage capacity. Vendors compute a balance for the goods stocked in 'their' market - if there is an excess of a particular product, they will move the surplus to nearby stockpiles or storage barns to make room for more needed goods. Vendors also deliver small stocks of "personal use items" (tools, coats) to the storage barns they visit. Traders Traders keep the Trading Port's inventory stocked with goods required for trading purposes. Mainly they rely on (and probably prioritize) stockpiles and storage barns all over the map, but will also gather from markets to get what is requested at a trade port. Traders also unload goods received from merchant boats after a trade has been completed. They will NOT deliver the goods to where they are needed, they only deliver them to the nearest stockpile or storage barn where vendors, local residents and businesses can collect them. Citizens / Workers Citizen's living WITHIN the Sphere of Influence (SOI) of a market will travel to that market to collect the goods they need. In turn they also deliver the goods they produce directly to that market. If they live OUTSIDE the SOI they do NOT use a market. They will go to the storage barn or stockpile nearest their home to stock it with food and fuel (NOTE: even if that stockpile/barn sits within the SOI of a market). If none of the required items are available, the citizen will move to the next sequential pile/barn until all requirements are filled. The same rules apply to "personal use items" (tools, coats etc.), except they start from where the need arises rather than from their home. ................. As for your question about the importance of a HERBALIST The Herbalist is important to keep up the general health, thereby lowering the chance of infections. He has two jobs - he collects medicinal herbs and prepares potions or medicines which he administers to citizens for their small everyday ailments. All villagers "visit the herbalist" regularly to pick up some medicine. That is an important (and often misunderstood) mechanic: The herbalist collects herbs and delivers them to barns and markets; a citizen "buys" herbs on any market place; a citizen goes to "visit the herbalist", bringing his herbs along; the Herbalist can now apply the herbs and restore some of the citizen's health (usually half a heart). * Understand that both the purchase of herbs at the market AND taking them along to the herbalist are done 'silently', meaning the player does not need to trigger these events nor will he get any notice of these transactions. It is often suggested to maintain two herbalists to a hamlet - one in a nearby forest to "collect herbs", another one inside town and very close to a market to shorten the walks needed to "visit the herbalist". If you do not have any herbalist, there will be lots of idling. However, a herbalist can NOT deal with an outbreak of a disease - for that you need a doctor and a proper hospital. Hth
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    We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
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    There's some great mods that are being added. To name a very few: I See Fire by Red Ketchup, Styth Tower by Discrepancy, Wild Bees by Tany Preditor, Plimoth Plantation by kid1293 and a group effort: Narrow Row Houses - concept and models by AzemOcram, texturing by Red Ketchup and Necora and code by Kralyerg. The flowering crops (camellias, roses, etc.) by the Idle Team are in there too.
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    WALLS! I've made four types: PALISADE A Sandstone variant A Masonry wall And a Timber-framed cobblestone wall
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    I really hope these trees stop growing... biggest firs in the land. I also think I went a bit OTT with the foliage.
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    I thought I'd better plan out the modularity before I get any further, so I broke down the buildings into their component pieces, and did a very basic 3d mockup: It's like Lego!!!
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    now that new cc 1.7 finaly arrived i stop playing this city..and because it havent been any land left for development.....last update for this city.....final population 24068
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    Find your Steam folder (this will depend on where you installed Steam, for me it's on a secondary drive and not in the Program Files folder i.e. E:\Steam\SteamApps\common\Banished\WinData You install any non-Steam mods into the WinData folder. Once you have done that you use the ingame menu to locate the Mods list. From the Mods list you activate the mod you want to use. Load order is important if you have more than one mod installed. The following link has some specific details http://banishedinfo.com/mods/resources/installingmods There's also this video guide
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    NEW GAME SETTINGS TERRAIN TYPES Valleys original Banished Mountains original Banished Flat Plains CC Lake Waters CC Marsh CC 1.6 Swamp Valleys CC Bleak Mountains CC Verdant Plains CC Sand Lakes CC Desert CC Red Desert CC Swamp Lakes CC 1.7 Water World CC 1.6 Jungle Rivers CC 1.7 Cold Valleys CC 1.7 Note: If choosing a sand or desert terrain, you may also want to choose the Antilles (Palms only) start as well as a no snow / low rain climate. CLIMATE TEMPERATURE Fahrenheit Celsius High Low Tolerance* Variance* High Low Very Mild CC 80 20 1 10 27 -7 Mild Original Banished 80 20 2 20 27 -7 Fair Original Banished 80 20 5 40 27 -7 Harsh Original Banished 80 20 15 50 27 -7 Very Harsh CC 60 -5 15 25 16 -21 Mediterranean (No Snow) CC 90 40 5 20 32 4 Marine CC 83 27 5 5 28 -3 Tropical (No Snow) CC 100 60 5 20 38 16 Warm Arid (No Snow – Low Rain) CC 110 50 5 20 43 10 Harsh Arid (Very Hot & Cold) CC 110 20 10 20 43 -7 Note: some crops don’t grow well in extreme climates. * These parameters are included in the game code; however, the exact purpose is unknown. J TERRAIN SIZE Small Original Banished Medium Original Banished Large Original Banished Very Large CC STARTING CONDITIONS STANDARD STARTING CONDITIONS - All of these starts use only the trees found in original Banished. Easy (original Banished): Start with six families. A large amount of clothing, food, tools, firewood, and building materials are provided. Homes and storage areas have already been built. Seeds for crops and orchards are available (usually 2 of each) as well as a herd of livestock. Medium (original Banished): Begins with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Hard (original Banished): Begins with four families. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. Adam & Eve (CC): Like a Hard start, but with only one couple. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. SPECIAL STARTING CONDITIONS Medium+ (CC): Begins the same as a Medium game, except a herd of livestock is included. It starts with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Missionary (CC): Start with three families – two of them are uneducated. The fenced compound includes a Parish House and two homes. Some basic supplies are provided in a small storage cart and a stockpile (firewood, clothing, tools and building materials). Some seeds for crops and orchards are available (usually 1 of each) and a small herd of livestock. New Frontier (CC 1.5): Start with three families living in a small frontier outpost next to a friendly Native American village. Two log cabins have been built in the fort. A small storage cart and a stockpile contain an initial supply of firewood, building materials, coats, tools and food. A herd of livestock has been provided. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village (CC 1.5): Start next to a Native American village with a Ceremonial Ground. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village – Hard: Start with three families. A small storage cart contains an initial supply of firewood, coats, tools and food Native Village – Adam & Eve: Start with one couple. A small storage cart contains an initial supply of firewood, coats, tools and food. Silk Road (CC): All Silk Road games starts with the ability to feed and harvest Silkworms for their precious silk. A Silkworm Hut and Weavers have been build. A Dense Orchard has been built and White Mulberry seeds have been provided. Silk Road – Easy: Start with six families. Six homes have already been built. A large amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. Crop seeds are also provided (usually 2). No livestock is provided. Silk Road – Medium: Start with five families. An initial amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. One type of crop seed is provided Silk Road – Hard: Start with four families. A small amount of clothing, food, tools, and firewood are provided in a small Storage Cart. El Dorado – Easy, Medium, Hard or Adam & Eve (CC): Standard starts with new trees only. Nuevo Arbol – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with new trees only, excluding Palms Nuevo Arbol Lite – Easy, Medium, Hard and Adam & Eve (CC): Lite version of Nuevo Arbol for improved performance. Antilles – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with Palm and Tropical Trees Only Antilles Sparse – Hard (CC): Same as Antilles Hard but harder because there are fewer trees. Zhu Zhi Forest – Easy, Medium, Hard and Adam & Eve (CC): Standard Starts with Bamboo Trees only. Matacapan Jungle – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with all the trees in original Banished and CC. Appalachian Forest – Easy, Medium, Hard and Adam & Eve (CC 1.6): Easy, Medium and Hard starts are standard except you are given Rice and Eggs as your initial quantity of food, allowing you to build a Rice Planter and/or Dock Chicken Breeder unless your citizens eat all the food first. (Adam & Eve gives you Apples as your initial supply of food.) Easy starts begin with a small flock of Chickens or Leghorns as your initial livestock; build a Reed Farm and you’re ready to make Survival Coats! Includes all the trees in Banished and CC except tropical trees and palms. Curse of the Golden Llama – Easy, Medium, Hard and Adam & Eve (CC 1.4): Curse of the Golden Llama is the closest thing to a mystery in the world of Banished. Towns start near the Golden Llama Monument which provides the option of adventure for the chance of treasure. Includes all the new trees. Other than that, these are standard starts. Bayou – Easy (CC 1.6): Comes with everything needed to get a Dock town up and running: Dock Large Storage, 5 homes (2 Dock Homes and 4 Dock Shanties). Food includes Rice and Eggs, allowing you to build a Rice Planter and/or Dock Chicken Breeder – if your people don’t eat all the food first. As with other easy starts, tools, clothing, firewood and some building supplies are provided. You will receive either Chickens or Leghorns as your initial livestock. Old Castle – Hard (CC 1.6): A standard Hard start; however, the small Storage Cart has been replaced with an Old Castle, offering a huge amount of storage. Some preserved food is included in addition to a small number of tools, coats and firewood. All the Wild Things – Easy and Adam & Eve (CC 1.6): Standard Starts on an extremely easy map. The land is covered in all manner of edible plants and animals – ready to be gathered from the wild using the Collect Wild Foods tool located under Removal and Destruction tools. Stone and Iron Ore respawn. Note that livestock cannot be captured and put into pastures. Shipwreck (CC 1.7): Shipwrecked in an unknown land, your people have only their wits and what they can salvage from the wreck. Shipwreck – Hard: Standard Hard start. Map does not include any Tropical trees. Shipwreck – El Dorado – Hard: Standard Hard start. Map includes only new trees. Shipwreck – Jungle – Hard: Standard Hard start. Map includes only tropical trees and palms. Shipwreck – Northern Pines – Hard: Standard Hard start. Map includes only new and old pine trees. Abandoned Village (CC 1.7): Deep in the wilds your people come across the remains of a previous settlement which has fallen on hard times and is now abandoned. You have the same amount of resources that are available in a standard Hard start, however an Old Barn and some houses are already built or partly built Abandoned Village – Pines – Hard: Standard Hard start with a map that only includes old and new pine trees. Abandoned Village – Jungle – Hard: Standard Hard start with a map that only includes tropical trees and palms.
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    Version 1.0.0

    29 downloads

    Are you having issues where you're collecting hundreds and hundreds of Domesticated Animals on your map? This mod should fix that problem. This will require a new game. The wild Domesticated Animal resources are placed when your map is generated. In order to fix their problems, they have to be re-generated; which means a new game. If you use this on an old game, nothing will change. Place this ABOVE CC or MM on your map. A new version of CC won't be released until it's ready for the new Banished 1.0.7 game. This fix will be included in that update, but in the meantime, use this. Of course it's going to turn the mods red, that's on purpose.
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    View File MegaMod Deco Pack 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. Submitter Kralyerg Submitted 02/12/2017 Category MegaMod  
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    @Ketchup thank you for that code! You are awesome. Now I can make the lobster traps into decorations for the dock set! And buoys, and nets, and buckets, and ropes, and boats, and and and....
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    If you should find yourself buying online, I would try some online coupon codes. My last two computers I bought online. My last one was nearly $1000 off because I waited for an online sale and then used a coupon off of couponcabin.com. Another time I got a $450 monitor for $50 just for typing in a code. It can be trial an error as some may no longer be good but its worth the effort if you find a good one, even if it is just for free shipping, why pay more if you don't have to. There are a couple other sites I cant recall but I always find my way back to the cabin.
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    And lastly a row of rose bushes at the village market. Most of my plants come in several colour variants so you can do things like this without it looking monotonous. There are a couple of clumps of mixed flowers in there too. They were a gamble. Before I saw them in game I though they might turn out horrible, but they aren't too bad at all.
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    ^ 100% this. I love how detailed some of the replacements are like the Chandlery and Building Supplier are now - I can actually zoom in to see little candle wares for barter! Kind of makes some of the vanilla buildings look bad now, the mine in particular looks naff. I like the new natural ambience as well, first impression of the bird tweets was 'oh, we really are in the wilderness' :-)
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    I will say one thing, one look at all the new buildings, at it is plain as day how much you guys have improved since you first started doing this. Just looking at all these makes me more and more excited to see your game when you are actually ready to unveil it.
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    @The Pilgrim they do look pretty cool. The only problem is that they don't line up perfectly, so you get a bit of window sticking out here and there.