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Showing most liked content since 07/21/2017 in all areas

  1. 42 likes

    Version 1.75

    8,875 downloads

    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. 34 likes

    Version 1.1

    662 downloads

    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. 26 likes

    Version 0.07

    7,940 downloads

    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. 25 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  
  5. 16 likes
    I used the white house from red ketchup in this city, so the name for the map was easy. only thing wich is imported on this map is tequila....the billboard did the job I used the upgraded version of the boarding house and coverings to make something that had to look like a train station in a city
  6. 16 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
  7. 10 likes

    Version 104 BETA

    426 downloads

    Caution! This is a pre-update BETA. Use at your own risk Updated to Version 104 BETA - 22nd May 2017 The Maritimes Collection - The Pine Set V104 BETA I needed woodland production chains for future fisheries/boat building things, one thing lead to another, and this set happened! This is a big set, and I am bound to have made mistakes, so treat this initial version as a trial/public beta. 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. Other Modular Maritimes Mods - Compatible! New Flora - Compatible with the following patches! In order to get both New Flora and Pine Set resources on the map, you need to download the New Pine Flora patch. In order for flax to be compatible between the two mods, you need to download the Flax Patch. Colonial Charter Journey - Compatible but with a warning! The pine set is compatible with CC 1.75J, however there is an issue to look out for. The charcoal chains are coded differently, resulting in quite a large difference in high:low create values for charcoal. At the moment, I can't think of a good way to fix this, so until I do you must take note: If using CC above the Pine Set, the CC charburner and bricks works will run as expected, however the Pine Pitch Kiln will be WAAAAAAY overpowered when producing charcoal (like, crazy overpowered). If using the Pine Set above CC, then the Pitch Kiln will run fine but the CC charburner and bricks works will be incredible weak when producing charcoal. All other productions from these buildings (bricks, pine pitch) will not be impacted. Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod, which has now been discontinued. 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! Alternative download for Pine Set V104 BETA
  8. 9 likes
    List of temperatures used in Colonial Charter.
  9. 9 likes
    These last few weeks were pretty crazy... Banished updates followed by a host of new mods, new modding discoveries and techniques... No time to do a "proper" journal - so here a little collection of things I played with in recent days, many centered on water... I tried to peel out most of my personal highlights, but I'm quite sure I missed some - such is the nature of beta-play... Enjoy! The Big Dig - real Canals with real Water The Mission revisited, away from the southern hemisphere Fodder, Flowers, Perfume, Irrigation, Salt Sunset At Weaver's Village Nomad Settlement European Village... kinda Jetty System, Housing, Markets Herbalist, Apothecary, Glassmaker Turbulence Moonlit Rapids * Well, this last one actually is an old SC4 shot... but it fits all the water themes
  10. 5 likes
    Cobbler/Shoemaker makes various shoes to warm people.
  11. 4 likes
    another new part is made NMT3.0Series: LittleHousing for 1.0.6 and 1.0.7 This is a mod that adds a NMT Little Housing Set to your game that will match the textures of your NMT3.0Series Canal system. 5 different models "F" alternate. 8 different textures, same as NMT3.0Series: Canal system (Classic, Old Stones, Red Bricks, Sand Bricks, Fire Set Bricks, Old Church Stones, Dark Stones Foundations, Old Wood). The houses are 4x4 +1 road and will cost or 24stones+8wood, or 24bricks+8wood, or 24wood+8stones depending the texture chosen. These new houses use the new " Transparency Glass Technology" ™ from Bartender. the heat fuel is slightly better than vanilla counterparts. Wood one has 70 (instead of 60), stone and bricks ones have 98 (instead of 90) The difference between version 1.0.7 and 1.0.6 is : in 1.0.7 bricks is "custom5 flag", while in 1.0.6 it use "stone flag". 1.0.6 : http://worldofbanished.com/index.php?topic=1851.0 1.0.7 : http://worldofbanished.com/index.php?topic=1850.0 Enjoy !!
  12. 4 likes
    Loving the smuggler's cave so much! It is absolutely glorious! Best used right next to a bunch of taverns, to make a loop. Pirates smuggle ale, i.e. for pear, brewers make ale from pears. Brewers use 30 fruit for 10 ale, pirates use 7 ale (21 fruit) to smuggle for 65 fruit. So a loop uses 21 fruits and yields 44 fruit extra. 200% return.
  13. 4 likes
    it is unbelievable what you can do with our mods your are truly an Artist ! @Paeng !
  14. 4 likes

    Version 100

    112 downloads

    Version 100 - 8th May 2017 I don't have any pictures yet... they will be coming soon! The Maritimes Collection - Maritimes Riffle V100 A collection of ghost, free to place decorative pieces to build streams, ponds, and lakes on land and to enhance game waterways. Introducing the Maritimes Riffle Collection - Version 100! This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations can be used to create streams, rivers, lakes, ponds etc. on land and to enhance the water ways in game. This set includes... Stream Riffles - decorative pieces that enhance game rivers and streams Steam - this will make a particle point that produces steam from the water, using a modified smoke particle. Ripple - this will make a particle point that produces a ripple effect on the water, using a modified boat wake particle. Warning - due to the nature of these pieces, they are invisible! So some trial and error will be needed to place them properly. Unfortunately, I've not found a way to incorporate placement helpers. Once placed, if you click on the middle of the point (where the particle is emitting from) you will find an invisible square so you can delete it from the UI that pops up. 4 Turbulent textures, each with 3 angled variants. These are simple textures which have the foliage material applied, making them move in the water. This will allow you to place turbulence along shore lines, dock buildings etc. Stream Decorations - 4 sets of stream decorations are included, to build streams, ponds, lakes etc. on land. Each set is at a different level, so 0m (ground level), -0.25m, -0.50m, and -0.75m. Each includes... A center water tile. A corner water tile. An edge water tile. A diagonal water tile. Pebbles (3 variants). Drift wood (lots of variants). Transition Pieces - these allow you to transition between the various depths mentioned above. Sloped transitions - a gradual slope between each step. Waterfall transitions - a waterfall between 0m and each lower level. Digging Pieces - a terrain leveler for 0m, -0.25m, -0.50m, and -0.75m. Must be placed then deleted. All decorative items are ghost and free to build! 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! There is a decorations tab (a goat with a fence) where you will find a maritimes riffle tab. Within this sub menu, there is a tab for each of the sets above. 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. This mod does not change or add any core files, and therefore should be compatible with all other mods. Use only with Banished v107 BETA. 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! Alternative Download Link Coming Soon
  15. 4 likes

    Version 1

    120 downloads

    By request. If you ever wanted to be able to grow Onions in your crop field. Onion model by neroncrasso.
  16. 3 likes
    On a completely different topic, just in case there is any confusion - Governor is not her name, it's her rank in this forum. Her name is estherhb. In regards to the hunting blinds, if they are causing a problem for you then the short-term solution is to ignore them and not build them. Unfortunately Shock and Kralyerg are both away from the site at the moment due to real life issues so they are not going to be able to answer your questions at the moment. Probably the best long-term solution for you would be if someone made a separate mod that alters the the hunting blind. That way you could instal it to affect your production but those of us, like me, who rarely see such high numbers, can choose not to instal it.
  17. 3 likes
    Wow, that's a lot of things to reply to ! Thank you for I'm sorry that we haven't been that active currently. @despo20 is having a very busy time at his job, and I'm spending my summer trying to find a new one. Essentialy we're both a bit caught up in this game called Real Life. Ultimately it's the one that beats all other games, so please forgive us for neglecting the modding a tiny bit these days. I'm sure we'll be back in full strength soon, though probably after the summer . This is an issue I'm aware of, and unfortunately, it's the best I could do given the circumstances. The problem is that the grass needs to be detailed enough at the closest zoom level in order to look good. If you zoom out however, it becomes smaller and ultimately dissappears. This was the case in v1.0 of the mod. From a visual perspective this wasn't that bad, you wouldn't be able to see every single blade of grass when looking from an aeroplane either. Gameplay wise I found it a problem however, since it's quite important to see what resources are available in a certain area without having to zoom in. *This next paragraph gets a bit technical, my apologies.* My solution was to create several detail levels for the grass textures. There is only one way in which this 'MipMap' type of solution can be made to work in Banished as far as I am aware, which is to assign them to specific LOD (Limit of Detail) models. This is what you see when the grass suddenly reappears: at that point it transitions to a new LOD model with a less detailed texture so that it shows again in the game. Ideally, I would make enough LODs so that these transitions would go smoothly and unnoticable. However, Banished only supports a maximum of three detail levels. If you look closely, you will see that the grass goes through a transition twice, from one to two and from two to three. I tried to make these transitions go a bit more smoothly by making different instances of the grass that shift at different zoom distances, so that the change is not too abrupt. Unfortunately, there isn't really any perfect solution that I see at the moment. I chose for the current approach because I feel that gameplay quality should be more important than visual quality. If the general opinion however would be that the grass fading out after some distance is not a problem, then I wouldn't mind changing it back. Another possibility would be a complete redesign of the grass, for example in the way that Red made his grasses. This would add a lot of polygons to the models however, and would probably make the already existing performance issues much, much bigger. As Query correctly pointed out, there is no link between the berries and the rebellious crops mechanic. We've already determined before that the Berries are caused by a conflict with Necora's Pine mod (the berry bushes you see in his screenshots are from that mod, not from NatDiv). This will be fixed in the final release of NatDiv.
  18. 3 likes
    The clerics life is full of dangers!
  19. 3 likes
    Another screenshot of Rebellious Crops in action. Valiant Wilding Pumpkins Prepare to Defend Poyens from the Blueberry Invaders! Yep, all those little bushes at the top of the picture are blueberries I'll admit that by now it's quite obvious that the Rebellious Crops part of NatDiv2 is working properly but I saw this in game and it looks to me like the pumpkins are gathering their forces to make a sortie against the blueberry invaders
  20. 3 likes
    i am playing again, and was so pleased to see my first random map give me my favorite things: oats, cherries, spinach, llamas. in game, thanks to oats, i will be able to start domestic animal (DA) production almost immediately, and that means dairy for everyone (plus my town will thrive in trade as DA are quite valuable). thanks to cherries, i will have yoghurt. thanks to llamas, i will have clothing. plus i adore how kicky llamas look when they move. IRL, i had frozen black cherry yoghurt with oatmeal cookies just the other day. yummy! and spinach is my all time favorite vegetable. i eat it raw right out of the bag, like potato chips, only way healthier... And while i was not playing banished recently, i did have llamas - and freezer bunnies and plumbobs and cowplants... so it seems like this map was MADE for me. *sigh* i love this game
  21. 3 likes
    I am new here. Just joined.I am Going to try to see if i can do some modding.Wish me luck
  22. 3 likes
    Hello, I'm new here. Long time strategy game player and Steam has been advertising Banished to me for a long time now. I wish I'd known about this game sooner. It's sooo addictive!
  23. 3 likes
    Hello to everyone. I live in Texas with my husband. He just looks amused and shakes his head at me when I tell him I'm building towns! lol I've been playing Banished for a couple of months now. I was about to give up the original game when I stumbled on this amazing thing called "mods"! So, looked up what mods were (not much of a gamer I guess!) and now the game is so much more entertaining! Love the Colonial Charter.
  24. 3 likes
    RE: Lack of charcoal in homes. @BuildHappy Some of the mods you listed DO alter the way charcoal is accounted for: namely whether it shows up as "fuel" or "furnace fuel". Under CC, charcoal falls under the "fuel" limit, but with Sherbrooke Village and the Pine Set by @Necora, charcoal is tied to the furnace fuel limit. (Incidentally, the Unified Mod by embx61 (from WOB) also does this, so there may be others too.) If Bannies can use "fuel" but not "furnace fuel" to heat their homes then this could be a problem. (Disclaimer: I don't understand the whole flags vs. limits thing, so maybe I should stop right here, but hey... ) CC - Charcoal and firewood quantities together total the displayed fuel limit. Sherbrooke Village has a blacksmith that uses charcoal to craft steel tools. In this mod Charcoal is netted against the furnace fuel limit. Notice how the CC stacks burner info panel is now "wrong" as it lists the fuel limit it was intended to use and not the limit charcoal is actually using here. Pine Set has a pine pitch kiln that creates charcoal and, as you can see, attaches it to "Industrial [Fuel] Limit". The CC stacks burner's charcoal, despite it "Fuel Limit" spinner, adds the charcoal it produces to the furnace fuel limit too. EB Unified Mod, like the Pine Set, produces charcoal from a charburner that feeds the "Industrial Fuel Limit". The CC stacks burner is again along for the ride. I'm sure others with far more insight can give a yea or nay on this, but it might explain your issue. I have precious little charcoal in my current map (with all these mods active) so I know I have none in homes at the moment -- or perhaps never will with this setup... Good luck in your quest.
  25. 2 likes
    very good, now shock can build his house with more than 2 materials too
  26. 2 likes
    It's so easy to install mods manually and this beta has been very stable and playable. People are missing out on some great new mods. I know that CC uses building materials but still, the extra building materials does give room to improve what CC has already done. CC has a large range of items (more than any other mod) and some of them could be used directly as building materials. Glass for churches, furniture and bedding for hospitals etc etc.
  27. 2 likes
    That's too bad. Hopefully he will get the next beta out soon. There are a lot of folks who really rely on being able to subscribe to mods from Steam. It's a shame - the mods here and at WorldofBanished are worth the effort of learning to download them.
  28. 2 likes
    bah i sent report to Luke about the beta 3 new things : the extra building resource window works perfectly the new debug tool though doesnt work at all, all the extra new resource icons (custom0-9) add +100 Custom0 only. so it needs to be fix, we will surely get a beta 4 first. i sent the report long time ago , before summer, but as we know, the summer is still going on and maybe he is in vacations probably will have news in september
  29. 2 likes
    The Shipwreck no longer stores luxuries in CC 1.75.
  30. 2 likes
  31. 2 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.
  32. 2 likes
  33. 2 likes
    How time flies... It's actually been YEARS since I last played CC Banished or posted in a BL forum. I still remember my joy when Shock revealed the (back then) new flowerbeds and half grass hedges... I mean my little clan could not see out their windows with the high hedges, I was extremely relieved.... It's amazing how far you guys have come. Sooo... I'm from Johannesburg, South Africa. Betcha that's a first around here. My games addiction started about 34 years ago at the age of 10 when I discovered a pacman arcade coin machine in the local corner shop and has never relented since that day.... I play absolutely everything except sports and racing games... being a woman and all... and anything that feels like a "girl-game" bores me to death. My favs are RPGs (BIG two handed swords), city building games and lately survival games has ruined my social life. Let me not forget to mention the 4 months I only left the house to go to work... because.... Skyrim (again, BIG two handed swords).... I'm starting to spot a trend. Anyhoo there's the 14 year old cat named Tequila, master of the universe. Since I felt a major city building craze for the first time in years and just discovered the update Journey, I'll be off then.
  34. 2 likes
    Assuming this chart to still be valid for the latest CC... Well THAT explains why my carrot fields never do well! I was starting to think it was a bug (but of course that never happens...). Then I realized the temps consistently get into the 100s (tropical climate) and found this thread. Carrots don't do well above 90. I normally play mild climates, so wasn't even thinking about the temperature, to tell the truth. I'm going to have to get me some new crops... So glad this chart is available! Thanks!
  35. 2 likes
    yes sure. i have to return my real life now, pumpkin are fully grown. wait, what's my real life? :-D
  36. 2 likes
    Test No.2: 55 hunting blinds working for a full year with nearby storage and housing. Results: Highest: 1800 duck meat Lowest: 0 duck meat + 14 feathers avg. 1115 duck meat
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    Incest is starting to take it's toll Edit: More bannies lost their lives My bannies stand on both sides of the law. But no one could argue they don't take their job seriously. Edit 2: Gotta love some of these, especially the farmer getting keelhauled
  38. 2 likes
    Crop fields use the Food limit to determine whether a crop can be harvested. Plantation fields use the Textile limit to determine whether a crop can be harvested. The Flag associated with the crop doesn't change - Wheat is always a Grain. It is recommended that non-food crops be grown in Plantation fields - crops like Cotton, Flax, Bamboo, etc., so they will still be harvested even though you've reached your Food limit. However, any crop can be grown in Plantation fields.
  39. 2 likes
    I thought it might be a mod feature, and it's certainly not a deal breaker. Considering how much grass is on the map, higher polygons might make the mod unusable for those with lower end systems and make large/huge maps impossible in bigger cities. Your mod makes for much more challenge in an early game-coming up with the thatch-so it's definitely a keeper for me.
  40. 2 likes
    Hi folks. Posted previously to the boards because I thought the long load time of CC meant I'd broken my game. Fortunately not the case, as board posters were able to tell me. Now I'm addicted to CC like so many others here. Nice to meet you all.
  41. 2 likes
    it is . maybe a typo ? i have the exact same files from [CC] provided to me by Kralyerg i gone back to edit the strawberries and watermelon, they both are fruit
  42. 2 likes
    Had these two deaths in the last couple of days. I found them amusing because like the earlier one I posted about Arling the Physician taking the wrong medicine, these two deaths are also by people who died as a result of screwing up something in their particular profession. You would think that they would be more aware of the dangers of their job! Ignore the first one, death due to old age is kind of expected... And again, death due to old age is to be expected but seriously Olli, a Gatherer not knowing which berries are safe to eat, shame on you!
  43. 2 likes
    Welcome @mistibreault to the site and to "Banished reimagined". The mods add so much extra content that I found it was like playing an entirely different game. I tried to go back and play it without any mods... I didn't last long!
  44. 2 likes
    Hello to all the new members (and lurkers who decided to come in out of the cold!)
  45. 2 likes
    the horror, the horror i remember the starvation and freezing how's it been for you so far...?
  46. 2 likes
    If I may, I find the concept that MM makes modders anonymous quite inaccurate. In fact I think the BL team have gone to excellent lengths to capture the modder and the recognition for them. Colour coding the mods is excellent, far more than what is asked. When I go to my houses or trade bar I know that anything with a particular coloured border belongs to X modder ( @Ketchup is red; @kid1293 is green; @Discrepancy is purple etc etc). I can look up the internal reference, and I can save-as the image in the MM description page. At no time have I ever felt the modders are anonymous. -- I have often asked for the ability for the mods to be dual listed, essentially houses/house & themes/houses or in this case modders/house and one day a game may even allow a 'search' function where we type 'house' and up pops all the house no matter where they are listed (not happening in Banished, I know). I think though with these new toolbars this sort of compromise can be made. In fact, it already has been made, with the colouring coding and the groupings that have been coded into MM & CC. The Houses & the Trade toolbars are an excellent example of this. Moving forward as an idea, MM / CC is released with either function (houses, roads, etc) in their own listings, and then the modders have their toolbar where their mods & toolbar layout exists, it's all compatible with each other, in fact most modders now produce their mods either with CC in mind, or at the very least compatible, so that this new toolbar option doesn't have to be an issue. You may have a few mods listed twice, and certainly their components will be, but if it's done correctly I doubt it will be confusing, nor will it lead to complications, if the structure is framed at the start. Currently how I play it is using the function that MM/CC gives me, where I can look for houses in houses, roads in roads, wood & lumber in their own sub-menu (that little mining & forestry sub-menu is a life saver when starting out), but then I get to diversify with my modders and use their mods, some are listed by theme ( @Necora) and others function @Ketchup etc ... for me, that's a win/win. I really don't like the idea that players are feeling that modders are becoming invisible in MM because I can say with certainty that is not the case, take a close look at the toolbars and you'll see what I mean. I still vote "other", where the toolbar is sorted by function and theme (ie docks, castles etc), and function where 1 off pieces are together (roads, bridges (that are not with docks), the forestry & luxuries etc) AND the ability to have the modders toolbar without conflicts. I know, best of both worlds may not be the best for Banished, and I accept that. Cheers. re the one off mods question. I asked politely 1 modder if they could release all their current mods into 1 toolbar for me, and I have it, I was thrilled, then of course came the modders toolbar .. But, yes, I agree, there are some where I think 1 off could be packaged into a collection by function, over time, as more are release. The Woodpersons Pack: Wood buildings, 1 off bakery, butcher, mill etc; or the Foresters Outpost... Just like @kid1293 did his awesome Workplace Package, and subsequent "bits n pieces" mod. Great ideas
  47. 2 likes
    He is very clever and talented man. I use a lot of mods @ Redketchup, are well developed and make the players a lot of fun. My heart rejoices greatly for each new mod release fantastic @ RedKetchup. Thank you for the beautiful mods
  48. 1 like
    Lol best ive seen so far
  49. 1 like
    Ah, thank you! I didn't imagine/remember that. Is it in the documentation or wiki? May I suggest you include this bit if not? Back to farming now! Winter is coming!
  50. 1 like
    I have no doubt that at all that when development is planned out that all our favourite modders will be asked to submit new work to the project If there are ones you are passionate about, definitely keep a list, and if (when the time comes), the BL team announce they may work on a new release, you can let them know what mods you love and why I'm sure though that they will be keeping a close eye on all the modders, and speak with the ones that they have added before, not just Red. It may be a long while though - patience good pal, patience It's a huge project. A new Banished platform, new modders, new mods, new developments, old modders, old mods getting updates, old players adding new insights .... and of course the developers have been so busy with planning and doing, and things. And @ShockPuppet being unwell, 2017 has been a monster of a year. So, in time, we will hope for news, but for now, let's play!