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Showing most liked content since 05/27/2017 in all areas

  1. 41 likes

    Version 1.75


    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Steam Workshop Download for version 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 32 likes

    Version 1.1


    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - New Large Accessory Storage; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. In the same way the Accessory Storage Large can be integrated with the 3 story house. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  3. 25 likes

    Version 0.07


    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  4. 24 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. 21 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  6. 12 likes
    Since I registered on the site, a few days ago, it has grown in me the desire to create mods. Obviously the first mod is a house And obviously again I'm following the Discrepancy's tutorial on WoB (thank you very much @Discrepancy ) I'm still trying to understand how to position in the right way the model over the placeBitArray and the placeBits, and I want to perfect the textures, but this is the result for now. I'm quite satisfied I have a question about AO: I used "Smart UV Project", like suggested by @Necora, I made the bake render and I've inverted the Image Colors, like suggested by @Discrepancy. Everything works fine, but in game there are a few white stripes between the faces, especially between wooden beams and the plaster facades. Did I do something wrong? I rely on you experienced modders
  7. 12 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  8. 12 likes
    Lovely Scenery Campsite at Night
  9. 12 likes
    Enjoy! Map Old Redoubt, Native Village Silent Brothers Monastery Old Ferry Landing, Distillers Village, Millers Point Nomad Settlement and Market New Farms, Stables, Ketchup- and Fodder Production, Fishmarket Fuel Village Old Central Markets Small Trader Overview Some Data...
  10. 10 likes

    Version 1.1


    compiled with Banished ModKit107, but works on 106 also. Better Stock Piles v1.1 This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone. Place above other mods that reference the model code of these RawMaterials. Download & Installation: - Download from above the latest version of the file. - Extract/Unzip the contents of the .zip folder, - place BetterStockPiles.pkm inside your Banished/WinData folder. - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save. - Place above other mods that reference the model code of these RawMaterials. Change Log: BetterStockPiles.pkm - v1.1 -- 15April2017 --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB) - added replacement models for Coal & Iron stock pile models. - optimized Firewood, Logs & Stone models for poly reduction. - v1.0 -- 14April2017 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.
  11. 10 likes
    A new week has started, which means that it is time to look back on the last in Sneak Peek #4! As the fourth week of development on Natural Diversity v1.1 has passed by, the main body of the update is slowly starting to take shape. So far you have seen the new berry bushes (to finish the gathering resources overhaul), and a beautification of the natural waters with reeds and rocks. This past week, we have worked hard on laying the foundation for a production chain for grasses and reeds. I say we, and that is not me referring to myself in majestic plural. It implies that the development of this mod is no longer in my hands alone. Some time ago the wonderfully talented Mr. @despo20 has kindly offered to aid me by designing the buildings required for this production chain, and I have accepted his offer gratefully. His architectural skills are far beyond my capabilities, and are already proving to be of great value for the quality of this mod. Though the rough division is that I will remain responsible for improvements to the natural environment and that Despo will take responsibility for the buildings, decisions on either are taken in mutual agreement. What you see of this mod may thus from now on be considered a team effort . The grasses and reeds production chain While developing the production chain, our main goal was to lay a foundation that would provide enough use for the introduced resources on one hand, and enough space for future expansion on the other. Currently the chain has two levels, shown vertically. The first level consists of the two production buildings, the Reaper’s Shed for harvesting grasses, and a Reed Farm to harvest reeds. Harvesting grasses produces ‘grass bales’, a raw material that can be processed by buildings of the second level. Harvesting reeds produces ‘reed bundles’, which can be either processed or used as a construction material directly. These will also be compatible with the reeds introduced in CC. The second level includes two processing buildings and another production building. The first processing building is the Thresher, where wild cereals and other edible plant parts are separated from the grass bales. It will produce ‘Wild Cereals’ and ‘Wild Salad’, both foods. The second building in this level is the familiar Thatcher, which produces ‘Thatch’ from grass bales or reeds. This thatch can then be used as a construction material for buildings with thatched roofs. The third and final building of the basic chain is the fish trap. It will require reeds to be built, and will be placeable on small rivers. As the name suggests, it produces fish. This offers a way to gather food with a building that does not require thatch, while also introducing a use for the small rivers on the map. That's it for this week! As always any feedback and suggestions are more than welcome ! To conclude, we would like to share some screenshots of the first two buildings; the Reaper’s Shed and the Thresher. Both buildings were made by the amazing @despo20!
  12. 10 likes
    How about some fresh teasers to help us with the wait?
  13. 10 likes
    Another week has passed, so it's time for sneak peek #3! This week I have worked on quite a few different things, mainly consisting of bits and pieces for several ideas. Coincidentally there is a recurring theme though.. water! I guess @Necora inspired me with his wonderful riffle mod! Firstly, the reeds of last week received an upgrade (they now have leaves), and I started work on the first variant. This one is a Phragmites australis, a widespread species which is commonly used for thatching. Secondly, I have been looking at other ways to improve the natural look of the rivers. I am currently testing the automatic spawning of rocks on the riverbed. These are decorative only, the bannies can't reach them, and they don't block the construction of bridges or semi-aquatic buildings. The current meshes were not intended to be water rocks, so if you think they look a bit weird then we are in agreement. Just see these screens as a 'proof of concept' ;). I intend to make other meshes that are flatter, as the erroding power of the water would make them. Thirdly, the plans for the thatch production chain are taking shape nicely, and it's definitely going to be included in the next version of the mod. I will share more information on how the chain is going to work exactly once there is something to show . And then, last but most certainly not least, I have made a very exciting discovery yesterday evening. While I was testing an idea for one of the buildings of the production chain, I created something that I didn't even think would actually be possible. I made a little video of it being placed, just to prove that this is not a late April fools joke . https://webmshare.com/play/rZw9D Indeed, it is a placeable pool of water! It looks exactly like the normal water, though ofcourse it is entirely decorational. I have not yet tested if this could be used to make custom rivers and such, but theoretically it should be possible. I will have to play around a bit to see if I can make connecting pieces. If I manage to create such a 'custom water tool' it will not be a part of Natural Diversity though, as it wouldn't fit within the focus of this mod. I'm thinking about adding it to the decoration pack that I promised, or just making it a separate mod all together. That's it for this week, please share any thoughts or ideas !
  14. 10 likes

    Version 1.0.1


    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  15. 10 likes
    He sure is! Meanwhile it's time for another sneak peek! Probably one of the last ones before beta release, as I am finishing up the last bits and pieces before I can deliver a well polished first version. I still have many things on my list that I want to add or improve, but I have to draw a line for myself somewhere . If not I would well be capable of working to infinity and beyond, without ever releasing anything because I never quite feel that it's finished. Anyway, on to the content! The first thing I have plunged myself into this week is designing a building for the Thatcher. After several failed attemps, my conclusion is that buildings are hard. For the moment I have chosen to use the apiary example as a template, and adapt it to my wishes. This is going ok for now, but it's not in a showable state yet. What I can show are the final two resource overhauls (for now). The first is Oniovation, consisting of two onion colour variants. The second is the Root of All-ternation (another reason why I should finish up; I'm running out of puns). This one consists of a turnip, two carrot variants and three radish variants. The radishes will be annual roots, while the carrots and turnip are perennial.
  16. 8 likes
    Medieval Thrillseekers At Kawarau Bridge
  17. 8 likes
    I was working on trying to make a nice looking native village to go near my colony, so I made a small test. I really like how it looked in winter so I took a screenshot. Also got one in spring for good measure.
  18. 8 likes

    Version 0.07


    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. 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.
  19. 8 likes
    Banished Video Settings Quick Guide for Windows Please note that the document pasted in with a good attempt at the formatting, but missed! I will fix it later, please be patient. This short layman's guide provides a brief explanation of Banished's video settings. Some of these settings will have a large impact on how well Banished runs and some will help with "out of memory" crashes. I will approach each setting's explanation with these two particulars in mind. Our goal is to have Banished run as fast (and stable) as possible with little or no video degradation; a happy median. Even if your system seems to run fine with all the game's settings maxed out, I still recommend you review your choices as these can greatly impact other aspects of Banished, like modding and map size, for example. Before I get into the explanations, I have some general advise on keeping your game running as efficient as possible: 1. Make sure you are running the latest Banished retail version; see the first entry. 2. If you are experiencing crashes, report them to Shining Rock Software support (see the bottom of the linked page) after reading the FAQ to verify that your error is not already addressed. 3. Make sure your machine is in the best game-running shape that you can! This subject is much too broad to cover here, but there are many tweaking sites and free programs available to help. A few items to keep in mind are: · Make sure your hard drives are defragged on a regular bases. There are a lot of free defragging programs available (including the one packaged with Windows), but I use Puran because it allows the targeting of specific directories, boot time defrag, and more. · Keep the number of background tasks to a minimum. This is an expansive subject and I will not attempt to touch it here, but this is one of the main causes of poor performance on capable systems. Puran also offers free, a whole suit of utilities (some to help streamline the number of background tasks); please note, if you use the full suite, Puran Defrag does not need to be downloaded separately. Many people use CCleaner instead, which has been around a long time. 4. Beware of quick solutions, like editing your registry, unless you've fully researched the problem and solution and, you know what you are doing. 5. Remember, large maps can crash the game on any system, as stated on the official Shining Rock Software site: "...at some point very large maps will crash the game due to out of memory, or textures failing to be created." Banished Video Settings Graphic quality is subjective, there can be no doubt, but many of the standard graphic settings in today's games are unnecessary. For example, antialiasing was used on lower resolution screens to minimize pixelization (it softens pixel hard edges), but isn't necessarily needed on today's HiRes monitors. Turning off this setting alone can greatly improve performance, decrease resource demands, and help alleviate certain problems. Please be aware: · If you don't like the visual outcome of lowering a particular setting, feel free to change it back, but remember, there are consequences. Carefully weigh the visual gain against the benefits of performance, and in some cases, stability. · Hardware and or driver settings can (and usually do) affect your options and, in some cases, will override them. Hardware and or driver settings are beyond the scope of this guide. Renderer: The renderer option lets you set your DirectX version for the game to either DirectX 9.0c or DirectX 11. For the purpose of this guide, I'd recommend going with DirectX 9.0c. 9.0c requires fewer resources and is more stable, but it does not have all the features of version 11. With a game like Banished, the differences should be virtually unnoticeable. Adapter: The adapter option allows you to select which video card and or driver to use with Banished. Most computers will have only one video card, but may still offer two choices, one usually being generic. It's hard to point you to the correct option because this depends upon your hardware, but I can tell you what not to choose! Stay away from generic options, such as: Generic PnP Display, Standard VGA Graphics Adapter, etc. Generic choices typically utilize a built-in Windows VGA driver whereas most video card manufacturers will supply a much better choice. Two very popular gaming cards are ATI and Nvidia, but other valid option may be Intel, ASUS, and a few others. If your choices are still ambiguous, the best way to choose the proper adapter is to identify what you have, but even these steps can vary depending upon which Windows version you are running. You can try looking here, or Google "identify windows video card" and append your OS version (i.e. "identify windows video card windows 10"). Resolution: The resolution option has a very big impact on performance, but you should generally stick to your monitor's native resolution. If you choose anything but the native resolution, the pixels will not be one-to-one with the game's rendering, but approximate, which means your graphics will be blurry, especially text. Most newer, standard monitors are 1920x1080 (if you use an HDMI connection, it is 1920x1080). Generally, the native resolution will be the largest of your choices and at the top of the resolution list. If in doubt, Google your monitor's model number. As a last ditch effort, if your game's performance is still unsatisfactory, you can lower the resolution setting, but make sure this is the last thing you try. Quite frankly, if you have to resort to lowering this setting, it might be time to update your system! Refresh Rate: Refresh rate is the number of times the monitor is refreshed per second. In most cases, you'll stick to 60Hz, which is pretty standard nowadays. This setting generally does not affect performance (see VSync below), though some people claim they can see 60Hz refresh rates (if your monitor appears to strobe, you are one of these folks). If your eyes are this sensitive, you can increase the refresh rate if the option is available with your hardware. Personally, I could see strobing on the old CRT monitors at 60Hz, but never had this problem on modern LCD monitors. VSync: The Refresh Rate described above determines the number of times the monitor is refreshed per second, but in most cases, this does not correspond to the number of times Banished redraws its screen, which can vary significantly. When on, VSync assures that Banished does not redraw its screen while the monitor is in the middle of a refresh. If this happens, you may notice a "tearing" of your graphic screen (only part of the scene is redrawn resulting in a horizontal line somewhere on your screen, but only for a split second or, 1/60th of a second, to be precise). If VSync is on, your scenes should never "tear," but in most cases, you will never display more than 60 fps (frames per second). Unfortunately, turning VSync on can result in stuttering (skipping, dropping frames, etc.) if your system cannot keep up with the monitor's refresh rate. Without getting too technical, I suggest leaving VSync turned off (not selected) unless you notice a lot of "tearing." Fullscreen: I recommend running all games in full screen for a number of reasons, most importantly of which is performance. Most video cards are tweaked to run in full screen because they can write directly to the graphic system without going through a Windows' buffer. In window mode, all screen output is filtered through a Windows' buffer and will always result in a slowdown, though in some cases, the performance hit is negligible (on fast systems). Another reason is CPU resources, which are spread thinner when running programs windowed. Antialiasing: Pixels are aligned in a grid. With this technique, drawing a curve or diagonal line will result in jaggedness, or pixelization. Antialiasing is a method used to help diminish this jagged effect. But, as previously stated, today's HiRes monitors have very small pixels compared to their brethren of yesteryear, so antialiasing has become superfluous, in most cases. My recommendation is to set the option to None. If you are still unconvinced, change the setting and judge the difference for yourself. Just remember, with antialiasing on, at a minimum, the neighbors of over 2 million pixels (1920x1080) have to be examined, judged, then redrawn, ~30+ times per second. This, alone, is a huge resource drain, even with hardware optimization. Texture Filtering: You can think of texture filtering as antialiasing on steroids! I don't have the room to properly explain this here, so I will direct you to Wikipedia, if you want a better understanding. Just remember, texture filtering, in most cases, will have the largest impact on quality versus performance and, it also has the largest impact on the amount of video RAM used. In other words, if you are having bad performance and or crashes with Banished, you can lower this setting to help with both. Again, I cannot simply tell you which setting to choose, but I would start with the lowest (Bilinear) and work your way up (I use Bilinear on my laptop and am happy with the results). Keep in mind, texture filtering is not the only determining factor of graphic quality. Many times, a lower texture filtering setting can be compensated for by adjusting Banished's other settings. In other words, if the Bilinear setting doesn't look as good as you want, don't just choose a higher setting, try tweaking Banished's other settings first. Shadow Resolution: Shadows, in a game, can compensate for other graphic shortcomings, but at the expense of resources. Even so, from a purely visual point of view, I'd recommend keeping this setting as high as possible. If, after lowering other settings, you are still having performance problems, you can think of lowering shadow resolution or simply turning shadows off (see Shadow Quality below). Shadow Quality: Unlike Shadow Resolution, Shadow Quality can have a significant impact on graphic resources (performance and memory requirements). With this setting, I recommend you start with the lowest setting (excluding None) and work your way up, stopping on the lowest acceptable setting. I find Low does what I need. Reflections: Reflections can help compensate for graphic shortcomings, but can also significantly deplete available video resources. I consider reflections eye candy. But, if you can afford the overhead, I suggest you keep it set for Terrain, at a minimum. If you've lowered other setting and are still having trouble with performance and or crashing, you can simply turn reflections off. Quick Video Settings The following table is a summary of my recommended settings, depending on whether you are after performance or stability. If you are crashing, there is a good chance you are running out of resources, so my recommended settings are just a starting point (with trial and error, you should be able to minimize crashes, if low resources are indeed the cause). You will need to contact Shining Rock support once you narrow down the problem. See this guide's description for clarification of the recommendations below. Setting Performance Diagnosing Renderer DirectX 9.0c DirectX 9.0c Adapter Manufacturer Driver Manufacturer Driver Resolution Your Monitor's Native Resolution Your Monitor's Native Resolution Refresh Rate ~60Hz ~60Hz VSync Off Off Fullscreen On On Antialising None None Texture Filtering Lowest Acceptable Bilinear Shadow Resolution High Low Shadow Quality Low None Reflections Terrain None Quick Settings' Table If you find any problems (grammatical or technical) in this document, please let me know. I will let the guide simmer awhile before releasing it as a PDF, if a PDF is requested. This document is Copyright © 2017 by Troy A. Dalton and permission is given only to link to it from other sites, but not to reproduce it electronically. It may be printed for personal consumption. The only reason for the copyright notice is document control, so if you find this on any site other than Black Liquid's, please let someone know.
  20. 7 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
  21. 7 likes
    A little site edit today here, you can go to a users member profile by clicking their name and if they have contributed any files to the community downloads section there is now a Files tab on their profile that will display them all in chronological order. Downloads remains the central repository, this is just a little quality of life edit i thought might be useful.
  22. 7 likes
    http://worldofbanished.com/index.php?topic=1723.0 NMT3.0Series: Canal Set 1.0.7 is now available. This is the version 3.0 of the famous Redketchup's Medieval Town : Canal System. NMT3.0Series: Canal System is gettting improvements it is now using the Bartender's Liquid Water Technology ™ All the canal pieces will have living water which will flow in a direction (left or right). Each pieces has been doubled to meet all flow directions. 2 different sets : Classic NMT bricks "CL" and Old bricks (CC style) "OB". Each set have 3 different sizes of canal : 4x 6x and 8x Each size have a set of same pieces : Straight 3 tiles, Filler 1 tile, Corner, 3-Way, 4-Way, End, Gate, Dock, Fishing Dock, Trading Post and Watermill. Each footprint have been optimized to show you which direction the living water will flow. I strongly suggest you to pause your game before starting to design your Canal System for an optimal enjoyment. Each pieces now have an enhanced color icon to tell you which direction the water will flow. Warning: Not compatible with 1.0.6. If you want to enhance your old canal system from NMT 2.04 : you need to delete all your canal pieces from your save first and add this one on top of your NMT2.04 Enjoy !!
  23. 7 likes
    Hi, I'm Kedryn. I lived in Kansas until a week ago when my landlord evicted me 3 hours after my best friend and roommate of 23 years died (please, no condolences, they just make me more sad); now I live in Nebraska with my Mom. I don't normally overshare like this but I'm still angry and bewildered. I bought the game when it first came out and played it for many hours; I started playing again about a week before Chris died and now I'm trying to create the 'perfect little village' that he would have loved to live in. I like to tinker with other people mods for personal use (although this personal tinkering once led to me creating a bunch of 32bit tiles for a rogue-like game. It's a little harder to tinker with these mods because a lot of the things are inaccessible but I did manage to modify the bloom time for (Red)Ketchup's wonderful Garden Walls Utility:
  24. 7 likes
    I've got lots of catching up to do
  25. 7 likes

    Version 100


    The Maritimes Collection - Maritimes Trees Addon Introducing the Maritimes Trees Replacement Addon. This pack replaces the vanilla trees with new trees from the Maritimes Collection. Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants. How it works. This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants. It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair. This mod does not change the spawning of other natural resources, nor does it add any new resources. Compatibility. As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work. It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod. This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this). Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  26. 7 likes
    Zoom hack is trippy...
  27. 7 likes
    The independent state of Timbledo - no trade post, no "traditional" foresters... Homestead Woodcamp Market Shaman Stronghold Farm Winter Data Production Population Seed: 767 639 289, Lake Waters, med, Marine, Northern Pines med Mods used: ColonialCharterJ.pkm DSBridgeCrossing.pkm DSCelticHouse.pkm DSCrestBlacksmith.pkm DSSmallVillageHomes.pkm DSSmallVillageServices.pkm DSStoneHovels.pkm DSStorage.pkm elfStorageCarts4v104b.pkm ForestDeep.pkm ForestOutpost.pkm HouseSmall.pkm iSeeFire.pkm RKFirewoodStorage.pkm RKGardenWallsUtility.pkm TinySmallBarns.pkm TrainingCampDeco.pkm TrainingCampMain.pkm TrainingCampStorage.pkm WorkPlace.pkm ----- My Journals & Movies -----
  28. 6 likes
    While I'm in the process of learning how to make mods for Banished, I've embarked on a project to increase the diversity in the game's natural environment. As a biologist, I feel that this is a department in which the game is lacking. Most natural resources have only one mesh, even if in reality they would come in a wide variety of shapes and sizes. For now, I would like to showcase the first part of this adventure, which I have dubbed Fungiversity. It incorporates 3 new types of mushrooms, and a replacement for the original fungus. All 4 types come in a one, two and three shroom variant, adding up to a total of 12 meshes. As they are simply variants, they all give the same 'mushroom' raw material when harvested. My goal for this project is to add the same kind of diversity to other natural resources, and ultimately perhaps even to other parts of the game such as the villagers or animals (though for the moment I am absolutely clueless on how to do animations). Any feedback or suggestions would be much appreciated!
  29. 6 likes
    I see that Luke has released Banished Beta version 3. You can read all about it HERE. This version fixes a few bugs and seems to do two things: 1) allow modders to require more than 3 resources for construction of buildings and 2) updates the Debug menu, adding the new flags. I can hardly wait for the non-beta to be released so mods can be uploaded onto the Steam Workshop again. For those of us on Steam, I think it's a bit easier to subscribe to mods than to download them.
  30. 6 likes
    since now more than 3 resources for construction of buildings can be required:
  31. 6 likes
    Came across a YouTube of this game that's in development. Can but hope that it will turn out as good as the video suggest it will be: Ancient Cities Video on YouTube
  32. 6 likes
    It has been well over a week since our last update, so Sneak Peek #6 is long overdue! The crowd: “You’re late!” Me: “A coding wizard is never late, nor is he early, he arrives precisely when he means to.” Due to real life activities I am personally a bit short on time at the moment, but for the past two weeks @despo20 and I have been working hard on several parts of the mod. We will present these to you, and we have an announcement to make, so bear with us! The completion of the basic Grasses & Reeds Production Chain The last new building of our production chain, the fish trap, has been completed. It can be constructed on small streams, and requires wood and reed to be built. It is meant as a cheap fishing option that doesn’t require thatch. It also has a durability tied to the amount of fish caught, after which the trap breaks and needs to be rebuilt. As @despo20 has designed so many wonderful new buildings for this chain, we felt that my old model for the Thatcher didn’t quite fit in anymore. Therefore, it has received a completely new design, in the same style as the Reaper’s Shed that we’ve shown before. This updated version will utilize grass bales or reed bundles to produce thatch. And with that, our basic chain is completed! We already have quite a few plans for expansion, but this is what we’ll be releasing first. Here’s a complete flowchart of the chain: Rebellious Crops Based on an excellent suggestion by @QueryEverything, we have decided to revive an outdated mod made by OwlChemist, who is unfortunately no longer active as a modder for Banished. His ‘Pesky Produce’ mod made crops and orchard trees have a slight chance of seeding outside of their fields. This is highly realistic behaviour (plants tend not to care about artificial boundaries), and therefore fits perfectly with our goal of Natural Diversity. The crops growing outside of the fields can be harvested with a new ‘clear foods’ and the regular ‘clear trees’ toolbar buttons. Version 1.1 release With our basic production chain finished, we have decided to start moving towards the release of NatDiv version 1.1! Everything we’ve shown so far will be included in the new version, along with some other tiny things we didn’t show yet. A full list of all the new and updated features will follow. The coming week(s) we will focus on polishing and testing, after which we will release an open Beta to let you have a taste and for us to gather your highly valuable feedback!
  33. 6 likes
    all the credits goes to @Bartender
  34. 6 likes
    Sorry, I'm out - I cannot help any further, morally or technically. Please get a licensed copy.
  35. 6 likes
    Cool... Hahaha... speaking of German names - just got one named "Zemplevilledge"... which is like a German might pronounce "Sample Village" * I'm allowed that jibe - I AM German...
  36. 6 likes
    Here's a little sneak peek at what I've been working on so far concerning the Herbiversity: So far I've got dandelions (flowering and seedbearing), Mint (non-flowering) and a fern. Main additions still on my list are more Lamiaceae (Thyme, Oregano, lavender) and Asteraceae (Chamomile, Echinacea), but I'm also open to suggestions. I will probably make a whole bunch of different medicinal plants and then see which combination works best. I feel that it's important that there is no confusion as to what meshes might give what resource, which could become a problem if I also do a Rootiversity and don't make a clear distinction between the meshes for both. I'm thinking I might go for flowering plants only for the herbs.
  37. 6 likes
    Lately there have been so many new developments and mods, I'm forever behind making a proper journal... so here are just some shots from my travels Plus a trip to the North (full story here, many pics) ----- My Journals & Movies -----
  38. 6 likes

    Version 2


    Makes all buildings that produce unhappiness have a red radius circling it. Nothing is actually changed in the radius area or unhappiness behavior. This only creates a circle that you can see. It was always there, just invisible. It's mostly the Mines/Quarries and industrial buildings that have an unhappiness affect. Place above CC or NMT to use.
  39. 5 likes
    The models are amazing. So much attention to detail.
  40. 5 likes
    Yeah, that would be grand * thought of leaving this as a small rocky inspiration to Bartender...
  41. 5 likes
    It's tuesday already, so we're starting to run a bit behind schedule.. here's Sneak Peek #5! This past week has been a week of a variety of things, and yet of nothing in particular. It was a week of bushes, boats, bridges, brainstorms about biofuels, and branches. There were other things, such as rocks, reeds and raw materials, but their names did not fit well into the last sentence. Other than arranging the words according to their first letter, we are afraid that there is not much of a theme to discover in this week’s sneak peek. In absence of such a common denominator, we will resort to simply showing you whatever is close enough to completion to be shared. The reed farm My honourable colleague @despo20 has spent most of this week working on the next part of the reeds and grasses chain; the as of yet unnamed reed farm. Due to limitations in the game code regarding the spawning of resources on the river banks, we spent a long time testing various possibilities for this building. In the end, we decided that the most realistic and historically accurate approach was to go for a boat on the small river, with a bridge connecting the two shores. The building functions similarly to a forester, planting and harvesting reeds in an influence area along the river banks. The associated profession will be a reaper, similarly to the reaper’s shed that gathers grasses. The gathered reeds can be processed by the thatcher or be used for the construction of fish traps. They will also be compatible with the reeds introduced in CC. Alternative Rocks A few weeks ago I have shown some images of rocks in the rivers. This week, we have worked to create suitable meshes and textures for these water rocks. In the process, we have decided to kill two birds with one stone (or two flies in one slap as we say in Dutch), and start an overhaul of the rocks on land as well. The state of diversity in the original rocks is rather appaling; there are only three meshes and they all have a bland, low-quality grey texture. To improve this, we have done several things; I have created (and am still creating) many different meshes, currently a total of 8, to allow for more diversity. Meanwhile, Despo has created several new rock textures with increasing amounts of moss/algal growth on them, for some colour variation. Lastly, a trick in the coding allows us to spawn each mesh at several different sizes, multiplying the number of variants we can create. The result of this is that with just these 8 meshes, we have managed to create 12 unique variants for the water rocks (flat meshes with heavy algal growth textures only), and 36 unique variants for the land rocks (all meshes, with low and medium moss growth textures), a selection of which is shown in the second screenshot. That concludes this week’s preview! We’ve been working on many other things in the past weeks, including the things we mentioned at the start of this post but didn’t show. We are not quite ready to share those, but they will be shown in subsequent sneak peeks!
  42. 5 likes
    I've heard plenty a tale in the short time that I have been here. They spoke of His legendary deeds, and of His omniscience in the fine art of modding. At first I was an unbeliever, thought the stories were just myths from a time long gone. For I had not yet seen His true form. Now, I have found my faith. The Lord ShockPuppet be praised! I'm glad to hear that you have made a full recovery ShockPuppet , and spending time with a pet sounds like the best possible way to rehabilitate.
  43. 5 likes
    Just for figuring out the water though .. Those wonderful canal walls and buildings are what made this mod great already! I'm happy that I could enable you to make it even better .
  44. 5 likes
    Hi Everyone I have used the site for a couple of months now and never introduced myself. Im Malc from the Midlands here in England. Love Banished, and similar ilk. Like it better than the likes of Cities Skylines as you can build the exact building you want, rather than just zoning. If I could take one thing from Cities and put it into Banished, it would be curving paths or at least angled paths. Would make the game more realistic than hrizontal/vertical paths.
  45. 5 likes
    Thanks @Paeng! I couldn't find them... I probably have to stop drinking while playing
  46. 5 likes
    Hello everybody, I am a player from Western Australia and I have been watching various people play on YouTube, (Biffa, Vaypah, Nightghost and Noble Rambler to be specific) and I have learned a lot from them and they have inspired me. I have only been playing for about three months but I only played vanilla for a week before I felt I had exhausted the possible options. I like to play on the Red Desert maps with Mediterranean climate because that corresponds to where I live (needless to say I would LOVE to see kangaroos instead of deer roaming across the landscape). I am always looking for ideas and strategies as Banished is my new obsession. It is hard to keep a game session limited to a couple of hours and before I know it the sun has come up and I realise I have been playing for six or seven hours. I now have a timer to tell me to stop for life/sanity/health reasons. Anyway that's me, I'm here to sniff around for new and interesting mods and developments, and thanks for making the game so rich Cheers
  47. 5 likes
    As roughly a week has passed since my last update, here's v1.1 sneak peek #2! I'll try to do these once a week, to give some insight into the development proces and to gather some feedback while I'm working. Currently I'm doing some exploration into several new directions, just to see where the ideas take me. I will use the results of this exploration to decide what the scope of the next update is going to be, after which I can work out those ideas in more detail. Where last week was a week of berry bushes, this week my main focus was on another plant that is high on my wishlist: Reeds. As you can see in the pictures, these reeds will grow on the waters edge naturally. I don't intend to have them grow along all the riverbanks; there will be some with reeds and some without. I'm still fiddling a bit with the spawning behaviour, but I'm already pretty happy with how natural it looks. As for all my resources, I intend to make several different species, for a nicely varied environment. Thatch changes? I'm currently in a heated debate with myself about how to deal with the resource for reeds. One of their main uses in the real world ofcourse is for thatching as well, but I feel that both grasses and reeds giving the 'thatch' resource directly would make it even more difficult to attain a healthy balance. One idea I have is to create a production chain for the thatch: Instead of directly receiving thatch from harvesting grasses or reeds, you would receive 'grass bundles' or 'reed bundles'. These would then need to be processed by a new building into 'thatch', that can be used for construction. A nice advantage of this change would be that these 'grass bundles' and 'reed bundles' could also serve as a basic resource for other new production chains (for example paper or wild cereals from grasses, or fishing equipment from reeds). A disadvantage could be that it becomes harder at the start of the game to obtain thatch and start building. Updates to old models The last thing I've been working on this week is to do experiment with some improvements on the models of v1.0. @Necora and @Ketchup kindly suggested and explained to me the concept of multi-materials, which enables a whole new range of possibilities to make their behaviour even more natural. This means for example that on top of losing their flowers in winter, my herbs will also be able to have swaying leaves, and to get snowed under in winter. I'm not sure yet how exactly I am going to make use of this new technique, as I am still trying to figure out some new tricks with the Material files, but I'm pretty confident that I will manage to improve the old models conciderably for v1.1.
  48. 5 likes
    I'll just pretend that it's two likes ! Here's the very very last sneek peak (or sneak peek if you will), introducting the thatcher's shed: I'm not overly proud of it, but it will do for the time being. As you can see I kept the style as close to vanilla as possible, as I was afraid of creating a visual dissonance if I were to experiment with new textures. I might update this one day, but for now I feel like returning to natural things. With this building, I have completed all meshes that are going to be in v1.0! I am currently testing the spawnrates (balancing them is turning out to be difficult), after which I will release this into the wild!
  49. 5 likes
    Thanks for clarifying @Ketchup! While it's a shame that we can't have edibles and herbs be grown by a forester type of building, it makes sense concidering the fact that we have gatherers and herbalists for those. @stiles Basically, the 'gathering items' normally get spawned by the trees. This is why they only grow in forests, they simply don't spawn in places where there are no trees. A big downside of this is indeed that they are barely visible, which is one of the main reasons why I wanted more open fields. What I did is to have the grasses spread through the map similarly to the trees, creating patches of forest and patches of grasses. Then I set the herbs, roots, and onions and the like to be spawned by the grass instead of by the forest (the forest still spawns mushrooms, herbs and blueberries, otherwise the forests would be empty). You can see this in the screenshot below: all the flowering plants you see have been naturally spawned by the grass. You raise a good point that having the thatch only as a construction material is a bit meager. I am thinking about other ways to use it, for example as food for animals, or perhaps to make paper. Any suggestions are welcome!
  50. 5 likes
    There's a great many other things that have priority over modding in general I'm afraid , though I have been spending a conciderable amount of my free time on this. Concidering Natural Diversity, I have made big progress on something that has been on my mind for quite a while: One issue I had with vanilla Banished is that it has only one habitat type: forest. Many of my new herb meshes are actually meadow plants, that need lots of sunlight and would not be found in a forest at all. What's more is that some of the resources, namely roots and onions, tend to grow in meadows rather than in forests as well. In conclusion, I wanted to add meadows to the natural world of Banished. Today, in some kind of freak accident of messing around with the code (I still don't quite know how and why it works, but it does), I have managed to do exactly that. I'm still fiddling with the spawnrates, but the idea is that the world will have patches of meadows, forest and intermediate zones. meadows will then spawn herbs (meadow meshes), onions and roots, while the forest will spawn herbs (forest meshes), mushrooms and blueberries. Other than an increase in diversity of the landscape, this also gives some opportunities for interesting game mechanics. For gathering huts, which resources they can gather depends on wether there is forest or meadow in their influence zone. For herbalists, which areas are best for them to gather herbs in will depend on the season, as annual herbs grow only in meadows (in summer the meadows will give higher yield, in winter the forest will give more). Lastly, the grasses that populate the meadows give me the chance to solve another tiny thing that annoyed me in vanilla Banished: many of the basic buildings have thatched roofs, but thatch as a resource does not exist. When harvested, these new grasses will give the 'thatch' material, which is used for construction of all buildings with thatched roofs.