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Showing most liked content since 06/16/2018 in all areas

  1. 15 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. Right now there's only a few things, but more will come.
  2. 7 likes

    Version 6

    300 downloads

    I didn't thoroughly test this, so be careful. All of your Livestocks can fit twice as many animals in the Pasture. They will reproduce twice as fast, and and give their bonus resources (Eggs, Wool) twice as often. Probably a little cheaty, but hey, that's how some people roll. Load ABOVE CC to use.
  3. 7 likes

    Version 1

    250 downloads

    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
  4. 6 likes
    Yes, we require an account to download, I'm sorry. But it's not like we're the only ones. Worldofbanished requires an account to access downloads. Steam requires an account to access the workshop. Nexus mods requires an account to download. Are you going around to all of these places and complaining too?
  5. 6 likes

    Version 103

    350 downloads

    Updated to Version 103 - 16th May 2017 The Maritimes Collection - Nova Scotia Inshore Fisheries V103 Inspired by fishing buildings in Peggy's Cove, NS, Canada, around the province, and my imagination. Introducing the next installment of the Maritimes collection, NS Inshore Fisheries. New dock based fishery building with 5 F-variants. Produces your choice of lobster, herring, shrimp, tuna, or mackerel. New dock based industry buildings including a rope maker, lumber cutter, and dory builder. New crops including flax and hemp. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including lobster, herring, shrimp, tuna, and mackerel. New items (to the vanilla game) including flax, hemp, rope, lumber, and dory (small boats). A dock based general storage. 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 independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial )Compatibility.There are a few issues to note...Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them.All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. Obviously, I recommend the the Maritimes Dock Set, after all it does include a decorative ghost lobster trap . You can position these buildings on the shore, as long as access is given. Access to all buildings is via which ever side has a door or open dock.AcknowledgementsNone 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 @RedKetchup 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! Alternative Download for Version 103
  6. 6 likes
    View File MegaMod 8 RC5 Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.44 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (1.07 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Small Stone School has been fixed so it educates 14 students so it matches the description. The medium DSSV starting storage barn initial placement fixed. The code for Medival Grace Education Center has been fixed so it will take students. Herb Garden fixed to use the correct limit. Fixed the double flax problem and fixed the Tiny Workshop to use the fixed flax. Fixed the Marble Quarry text that erroneously references Jade. Fixed City Blacksmith to display the correct limits. Fixed the DSSV Stranded start that didn't have a storage cart resulting in having 0 supplies at start. Submitter Kralyerg Submitted 05/19/2018 Category MegaMod  
  7. 5 likes

    Version v1

    157 downloads

    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.
  8. 4 likes
    the RK ED mod should not be included in Megamod for the moment , time to give my mod some visibility and being known as a great mod.
  9. 4 likes
    Just a little heads up. When I was creating the smaller modular pieces of CC, I added a few buildings here and there to more fully round out the individual themed sets. These were all included in the subsequent versions of MegaMod, but they were never put into their own complete package. So I added all of the new additions from the modular sets into the main CC code and then uploaded it as CC 1.76. There's nothing really groundbreakingly new. Just a few minor updates. You can head over to the downloads section to find it. My game is being annoying when I'm trying to upload it to Steam, but bear with me and it will be up soon(ish).
  10. 4 likes

    Version

    918 downloads

    Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.44 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (1.07 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Small Stone School has been fixed so it educates 14 students so it matches the description. The medium DSSV starting storage barn initial placement fixed. The code for Medival Grace Education Center has been fixed so it will take students. Herb Garden fixed to use the correct limit. Fixed the double flax problem and fixed the Tiny Workshop to use the fixed flax. Fixed the Marble Quarry text that erroneously references Jade. Fixed City Blacksmith to display the correct limits. Fixed the DSSV Stranded start that didn't have a storage cart resulting in having 0 supplies at start.
  11. 3 likes
    So. It sounded interesting, so I did create a Discord server to see what it's all about. If anyone is interested, and notices this post, you can join it by using this invite link: https://discord.gg/jTxKzvF I downloaded the app, but from what I understand, you can use it through your browser as well. We'll see what happens and if there's any interest in keeping it around long term.
  12. 3 likes
    I made a little addon mod. FewFlowers.pkm The flowers will grow the same in the forest, but when you pick them, you will only get 1 Flower in your inventory, instead of 15-20. This should be savegame compatible. It won't do anything to what you already have in inventory, but anything new that is collected should be way less. Make sure this is above MM. And of course it's going to turn red, because it's modifying MM files.
  13. 2 likes
    I tried a hard Appalachian start and the cart came with firewood. Kralyerg says the code for the carts looks fine. I also have Increased CC but none of the other mods you're using. While none of them stand out as causing your problem, try a hard start with just MM8 and no other mods and see if your cart has firewood. Kralyerg has gotten rid of the gloomy trees for the next version of MM8
  14. 2 likes
    The trees were inadvertently changed when Kralyerg added a new mod to MM8. He plans on fixing this when he returns from vacation. Not sure which candle shop you are looking for. All of RK's buildings that are included in MM can be found in the community toolbar (the one with people holding hands) then selecting RK's tab. RK has created many new buildings for his Editor's Choice mod but those have not been included in MM.
  15. 2 likes
    Yes. There is now a release just titled Mega Mod 8, and not beta or release candidate. This should hopefully be the actual release version.
  16. 2 likes
    And if you happen to be reading this, you can come join the new Discord server. https://discord.gg/jTxKzvF If there's enough interest we may keep it around.
  17. 2 likes

    Version

    534 downloads

    Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.48 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.68 GB) MegaMod2.pkm (1.75 GB) MegaMod3.pkm (1.20 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed there being 2 Fig seeds. Dock Storages no longer accepts firewood. Fixed a missing toolbar icon Industrial Coal and Furnace Fuel both options as Glassworks. Increased max workers at Resource Depot from 4 to 8.
  18. 2 likes
    Your concerns are part of the problems I can see. I think of all of the negativity at the Steam Discussion group and don't want to encourage that. However the Chat we had on the old BlackLiquid Forum kind of let us get to know each other better. Fortunately we weren't overwhelmed with people using it. I think it would function better where players could hang and talk to each other. If you ever felt like it, you could always schedule an hour where you could answer questions - like when you release a large new mod.
  19. 2 likes
  20. 2 likes
    EB has been dealing with some personal issues. He lost his wife last year, and at my last interaction with him late last year he decided to take time away after someone was giving him enough trouble over at WoB that I had to intervene. I do hope that we see him again soon, but I would hope more that he is just doing well and getting the rest and support he probably needs.
  21. 2 likes

    Version 1

    24 downloads

    Make your Plums not able to be eaten by your citizens, but used for production and/or trade. Place Above CC.
  22. 2 likes
    These are all super cute and useful. I especially like them for Adam and Eve starts.
  23. 1 like
    Well. Kind of. Yes it's missing, but at the time it was a conscious decision. There's no actual use for processed gold so, at the time, it was decided to disable it, with the intention of enabling it when there was actually something that could be done with Gold besides trading. I just went in an re-enabled Gold processing. So it will be an option in any future updates.
  24. 1 like
    This chart tells you the temperature ranges for each climate and the temperature ranges for growing crops and orchards (still valid for CC 1.7): TEMPERATURES IN COLONIAL CHARTER As you can see, orchards tolerate a high of 140F (60C) and a low of 40F (0C is 32F). That means you need to pay attention to the temperature and harvest your orchards before the temp drops to 40F even though the yield is less than 0. You can press the Harvest button on the Orchard's info screen. May help to choose Pick-up also so Laborers gather the baskets of fruit and take them to storage. That saves time on the Farmer's part.
  25. 1 like
    esther I so appreciate your kindness in keeping me informed. I can wait until the next release. Thank you for telling me
  26. 1 like
    I have a play style similar to @estherhb, as I turn off disasters, plus I keep the climate setting gentle (usually either mild, very mild or temperate), and use large open maps that usually provide plenty of space to work. Then it's usually just a matter of designing a layout that pleases me. I've gotten pretty good at pushing food and warmth levels to sustainable right away, so I can focus on trade and tweaking health and happiness. I love perfect 5 stars and hearts. Last week, though, I tried out DSSV Stranded Harder. wowzers Adam and Eve has 2 people, 7 tools, 7 clothes, 100 fuel, 250 food, and a cart. Stranded Harder has 4 adults no food, no tools, no storage, and no clothes except the ones on their backs (they're not running round nekked!) It was a bit of a thrill, seeing if I could get them to survive and thrive. Even with easy climates, abundant resources and plenty of space, it took quite a while to ramp up to my normal level (which for me is usually around 750-1000 people with 3 to 5 times the amount of food needed for a year and at least 3 to 5 sets of tools and clothes for everyone, with very high happiness, health, etc.) The only debug cheat I used was "set everyone as educated," because Claude, Marie, Zoya and Bob were highly skilled experts in their fields when they got stranded, and they've taught everyone how to be very efficient! Starting is the best part, and now I'm looking forward to trying out the types I haven't used yet!
  27. 1 like
    In CC you only need a Town Hall. Nomads come from different sides of the map. If Nomads are blocked blocked from reaching your Town Hall by rivers and streams on one side that can cut the frequency of getting Nomads. Maps with lots of streams can make it difficult. You can try placing bridges where needed.
  28. 1 like
    Ahh I didn't realise there was an updated version of MM8...I'm still using the one I downloaded in March I've downloaded the latest one (I believe) and will see what happens when I load up the game Thanks
  29. 1 like
    This. Unless the game specifically drops you back on desktop with an error message, it hasn't actually crashed, it's just working hard on loading the mod. It can take a pretty long time on older computers. It takes a couple of minutes on my desktop, and 3 on my laptop now that it has 8GB of RAM. It used to take longer before that. It's perfectly fine to alt-tab and do other stuff while it's loading. You can catch up on your emails or the latest gossip or simply go grab a snack and a drink to enjoy with your Banishing.
  30. 1 like
    Each version of Colonial Charter contains everything and just adds more. You definitely don't want to use the current version with an older version. When you add or delete mods, be sure to exit the game completely before trying to start a new game. This helps prevent crashes.
  31. 1 like
    So I did a search on the web re "Banished Road Speed". According to a post from Kralyerg on Reddit from 3 years ago: According to the (unmodded) code: float _slowSpeed = 0.75; float _fastSpeed = 1.2; float _fastestSpeed = 1.4; Slowspeed is walking on normal grassy ground, fastspeed is dirt road and fastestspeed is stone road You can only have the 3 speeds, so in CC, brick road is the same speed as stone road. In CC, we did bump up the road speeds a little bit float _slowSpeed = 0.75; float _fastSpeed = 1.4; float _fastestSpeed = 2.0; I'm guessing this hasn't changed since then. In MM, I would assume that all roads, including those from other modders, use these speeds rather than the slower vanilla speeds. But Kralyerg will need to verify that for us.
  32. 1 like
    There's no tunnel, but you can use Red Ketchup's Canals to connect lakes to the main river - works really well. The Canals are included in MegaMod, or you can download the mod from WorldofBanished.com.
  33. 1 like
    Is there a Banished discord where everyone congregates?
  34. 1 like
    If anyone sees StainlessSteelCynic on Discord, it's me. I started using Discord for the Heliborne game. For anyone wondering about the name StainlessSteelCynic, yes it is directly inspired by the Harry Harrison "Stainless Steel Rat" series of sci-fi novels.
  35. 1 like
    Well, you just listed your error right there: Your Banished version is 1.0.7, and your CC version (1.5.5) was made for Banished 1.0.4. The pretty large changes in the game and modkit between 1.0.4 and 1.0.7 make a lot of the old mods crash. Even if they don't crash on start, you'd run into issues with how items are flagged and which buildings accept which kinds of items in their storage. The current version of Banished is 1.76 and is here. Depending on your computer, you might also want to go and manually launch the Application-x64.exe instead of the default "application" or the automatically-created shortcut.
  36. 1 like
    you enable all 3 and they all turn red (which mean nothing...) your game reload and then you totally quit the game once you totally closed the game, you restart the game and then start a new city
  37. 1 like
    I really like this! Thank you!
  38. 1 like
    Yeah, that's a little hiccup. The CC 1.76 update was just to include the Modular sets. And since the Modular sets were already in MM, CC 1.76 was included in MM before CC 1.76 was even a thing. But then I compiled 1.76 after I had already made MM8 and didn't want to reupload the whole thing just to change one little thing on the pdf. So, to sum up: Yes, CC 1.76 is already included in MM8, even though the pdf doesn't say so yet.
  39. 1 like
    The browser version works very well. I am personally a tad allergic to the app, but have no problem leaving it open in the background in Firefox.
  40. 1 like
    So, I had a slightly different thought, and I wanted to enlist some help to test it, just to see if it was even feasible. TavernTest.pkm This mod let's the vanilla Storage Barn store Luxuries. Since the Storage Barn doesn't give happiness, citizens won't pilfer the stores, and will let them just sit there. This mod also turns the Inn & Garden into a proper market. For testing, it employs a vendor to make it easy. They will go around and collect luxuries they can find and store them in the Inn & Garden, and then people will come to the Inn and partake. For this very basic test, only the vanilla Storage Barn and the huge Inn & Garden building have been altered, so don't complain that other buildings aren't changed. If you decide to test this, and try to use it on a saved game, remember that this will only affect newly built buildings. Already built ones will be unaffected. I did do a quick 3 minute test, and it does work; I just don't know how it would work in a real functioning city or if weird things might pop up.
  41. 1 like
    That's not a terrible idea. But n it would make it so *all* luxuries can be stored there, too.
  42. 1 like
    So, currently the CC mills should process Barley, Corn, Oats, Rice, Rye, Sorghum and Wheat. If I were to make a standalone version, I would want to keep all of those options intact. But this will cause your traders to also bring all of these items. (They wouldn't bring seeds, just the raw resource). Is that okay with you?
  43. 1 like
    It was that price at GOG too!
  44. 1 like
    I'm guessing that's the case since any of the 3 above CC 1.75 could have code that takes precedence over 1.75's code.
  45. 1 like
    I don't have the code for the standalone version anymore (hard drive crash a while back) but I had uploaded it to BanishedInfo https://banishedinfo.com/mods/view/869-Labor-Window
  46. 1 like
  47. 1 like
    If you are wondering if anyone will sell your email, do what I do. I signed up with a email account, and that's the only one I give out to sign up for stuff. I check it daily for any personal messages, but otherwise, if I get spammed, no biggie, it's not my personal active email. I only give that out to friends and family. And, IMO, it's only "bad" if you are required to pay something. Which none of those sites or this one do. So, it really is no big deal hon.
  48. 1 like
    As promised, here's how I start a new town, using an Easy Start. This is a Word file. Easy Start.docx
  49. 1 like
    is this going to be updated to 1.07?
  50. 1 like
    If you play on maps with lots of water or marsh maps, you need that overproduction to make up for how little area there is for crops. Just don't use them except for water maps.