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Showing most liked content on 12/12/2016 in all areas

  1. 6 likes
    These are from some testing. Thanks to @Discrepancy for helping out with these @elemental The tall wooden fence is a great set, thanks for suggesting it
  2. 4 likes
  3. 3 likes
    something cool and unintended, 2 creek bridges beside each other
  4. 3 likes
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  6. 3 likes
    Yes, taking your time is a good idea... For that, playing at x10 is not a good idea... I have thousands of hours, and I never play at x10, not even x5. Opposed to what others may say, I recommend to play the vanilla achievements - not to get the achievements, but they are a good way to learn the ins and outs of Banished - like an extended tutorial. Once you have "won" the Mountain Men, you probably know all about food shortages, assigning jobs and controlling population growth.
  7. 3 likes
    All these other people must think we're crazy, talking about a radio station. But commercial radio was mind-numbingly boring and the Jays had swearing DJs and songs with rude words in them and songs and bands that you've never heard of before - and no ads! What else could young people want! I also remember Uncle Dougie (who started out on Double J, surprise surprise) and his various characters. Some of his old stuff is on youtube.
  8. 3 likes
    Yeah Double J was not a station that I had any connection to because they only broadcast in Sydney and I was on the other side of the country. I was living in Sydney in the mid-80s and by that time they had changed to 2JJJ and were morphing into Triple J, however they weren't any better than the other stations in my opinion and I didn't listen to them much (my personal fav Sydney station at the time was Triple M with the likes of Doug Mulray & Johnno Coleman as DJs). By the time Triple J had began broadcasting nationwide I was living in Kalgoorlie and when you have two radio stations, one local and one the government owned national broadcaster, Triple J was something pretty damned new & amazing for most folks in a country town. Triple J wasn't anything new to me because I had lived in a a few other places by then (Melbourne, Canberra, Perth, Sydney) but for those people who'd only lived in Kalgoorlie or thereabouts it was a big deal.
  9. 3 likes
    Hey there! I don't guess I'm "new" but I certainly haven't been around much. I would check in from time to time to see what the latest update is and to make sure I have the latest (and greatest) mod. I wish I was a modder and/or game designer because I have TONS of ideas, but no skill to do them. I love CC and Banished and world building in general. I'm a 30 year old female living in the Kansas City area in the US. I'm married to a gamer (who's responsible for turning me into a nerd! 🤓). When I'm not chilling with my husband and kiddo, I'm a fantasy writer (hence the ideas...). 😎
  10. 3 likes
  11. 3 likes
    Thank you I appreciate it. I'll check out the mussel files this week as I get a chance. @Discrepancy that is cool, I think they will go well together esp. as I am going for more ocean fish (I pretend that the river is connected to the ocean just around the corner!). I have to say though, this modeling is addictive.... (I know - the smoke is in the wrong place on one of them... it is late)
  12. 3 likes
    @cainacol12 Do you visit WOB? Kid and Discrepancy made a Christmas mod which includes some Christmas door wreaths. Kid and I are working on some non-Christmas wreaths and other door decorations at the moment. My job for this week is to finish some textures and send them to him. They'll probably be out before Christmas. One thing about them though is that they are quite small, and unless you use zoom hack you don't see a lot of detail. I do like your doormat idea. We might be able to include some doormats at a later date, but it won't be straight away.
  13. 3 likes
    @Discrepancy Sort of like these. I can't remember what they are called. I know they are very popular for holidays but where I live in ct, people have them all year round. All different styles and colors to match themes, holidays, and seasons.
  14. 3 likes
    very nice idea. I have a couple of Welcome Signs in my mod: DS Fences & Decorations v1.2 also there are some Direction signs, but I like the idea of some door mats or similar... one day I will do this. What do you mean by 'front door pieces' ?
  15. 2 likes
    Could I interest any of you wonderful modders out there to make a whole bunch of welcome mats, signs and front door pieces. I've been really wanting some for my newest town. They just seem like they would be the perfect touch to some of my weathier houses. I know they mostlikey dont fit the time but hey who cares.
  16. 2 likes
    Exactly what I had in mind, got to keep those "Bastonais" away from my cities in New France!
  17. 2 likes
    Ghost cannon eh? Alright, but it will have to be specific to this wall type
  18. 2 likes
    I dont know if I could do a full game at x2. I think I would go crazy!! Challenge accepted!!!
  19. 2 likes
    I played at 1x and plan on sticking to that. I threw it up 10x only to see what was going to happen with the stockpile! I didn't even save it at that point because to me, 10x made me miss too much. But, now I know what to fix.
  20. 2 likes
    Welcome to the Life of Banished
  21. 2 likes
    OK, I figured it out! It was simply my lack of experience and woefully wanting management skills. I threw the time scale up to 10x and waited. 2 years later, they got around to it, though they piled resources all around the village, first! I still need to get to know the game better. Nuance is everything, I'm guessing.... I need to take it slower, I think, and not create a backlog of projects for my people!
  22. 2 likes
    Not really a known problem... did you wait for it to be completely demolished, or did you try to re-build it while demolishing was still going on? If so, you might have just "confused the system"...
  23. 2 likes
    As Cainacol said - you waste the time already spent on education... plus the kids who leave school will never return, so be uneducated for the rest of their life... it's really a "last resort" measure, I'd always see first if there are other professions that you can reassign temporarily, e.g. fishermen or gatherers, or even a blacksmith or a tailor or such (who can do other stuff for quite some time before tools or clothes are really depleted)...
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  25. 2 likes
    And this is exactly the way most people have typically dealt with these sorts of things, this is the basic idea of tolerance - as in "I don't personally like it, but I do not believe in interfering with those people who do like it". What @rejectedegg talks about is basically how we as adults should be dealing with these situations, for example one of my friends reads his wife's supernatural romance novels and enjoys them, I don't enjoy supernatural romance stories but I don't believe that I have any right to dictate what he reads and enjoys. In regards to these sorts of mod, it's typically been a vocal but small group who have railed against them and unfortunately, to keep the peace those people who made/supported the mods have either stopped talking about it or stopped making them and that means that those of us who don't have a problem with them end up missing out on new content - and that is what annoys me the most!
  26. 2 likes
    Please do many more then!! These are great!!
  27. 2 likes
    Actually, it does help. Currently, I only have 1 student (I built it very early)! I don't know why I didn't consider closing it as I've closed other buildings, depending upon the season and their stock. Thanks. I'll do it as soon as I start up the game again.
  28. 2 likes
    @Trasd told you to play with caution lol For the school problem you could wait until they all graduate but if your really in a pinch you can close the school (i.e turning off the work button) and all of the children will imediantly become laborers. plus side: you get your workers up quickly and you can fix it if you have been to quick to build a school before your ready (I'm guilty of this a lot of the time) Down side: all those children will not be educated when they go back to the work force so you end up wasting the time you spent starting their education and still having the problem of uneducated workers. Things to consider: I only do this when absolutely needed. If you have more than one school they will first move to the other school if it has avalible spaces. If there are not enough spaces they will fill the empty spots and then go to be laborers. A strategy I like to use ,now that its avalible to me, is to build the mini school (holds 5 students ) for early game. This get filled very quickly and then any other children will go directly to laborers. This gives you a pretty good balance of educated and uneducated laborers going into the mix. You end up getting the workers you need to maintain early growth while still having some students being educated and lessening the education gap. hope all this info helps.
  29. 2 likes
    Double J was well before my time. But I did hop on board after they'd gone to the other capitals but before they went regional. For that we can thank Keating. He loved the J's.
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  32. 2 likes
    Ive decided to include a placeable stream bridge. Should go nicely in rural country settings.
  33. 2 likes
  34. 2 likes
    The only current railroad mod is the Choo Choo mod by RedKetchup. Downloads here: http://worldofbanished.com/index.php?action=downloads;sa=view;down=113 (login required) Choo Choo is also included in MegaMod (http://blackliquidsoftware.com/index.php?/files/category/8-megamod/)
  35. 1 like
    I am a newbie to Banished, but I enjoy a challenge and played my first ever games with the megamod installed on Adam And Eve mode which I love. I have been doing reasonably well but my trading post has developed a bug which I'm unable to resolve. The problem is, a family of trading horses have set up home there, they refuse to leave and goto the pasture I created for them and have now been there a few years. I've even purchased other animals since and they leave but the horses are still there. You even see baby horses appear there. It gets to the point the post is unusable as I get a notice saying there is no space left to trade. Occasionally you'll see a villager take one or 2 of these horses away, but then more are born. Is this a known bug or what have I done wrong?
  36. 1 like
    The game won't crash if things overlap In order for a person to walk on the 3d object, you need to make a "floor" There's example code of this in the fishing hut template. Basically, in 3d, you make a surface for them to walk on. This can be just a flat plane. It needs to be the same height as the dock, with its pivot at "0 z" It doesn't need to be part of "points" or anything, just gets called from the rsc files. I can't upload an example yet as I'm on my phone sorry
  37. 1 like
    Radishes are a food crop. Seeds may be purchased from a trader. Buildings that use radishes: The Preservist can make Pickled Vegetables using Radishes + Glassware + Spirits The Vegetable Tinnery can use Radishes + Tin to make Tinned Vegetables Classification: Edible, Vegetable Trade Value: 1 Weight: 1 Price of Seeds: 3000 View full article
  38. 1 like
    Chickpeas are a food crop. Seeds are purchased from a trader. The Soup Tinnery can use Chickpeas + Tin to make Tinned Soup. Classification: Edible, Vegetable Trade Value: 1 Weight: 1 Price for Seeds: 2500 View full article
  39. 1 like
    The Large Residence is one of the larger residences. It houses one family of six and is slightly warmer than a Stone House. There are several levels of upgrades that may be made to this house: Large Residence > Manor > Mansion > Estate. Family Size: 6 Building Size: 8 by 7 (size allows for future upgrades) Construction Requirements: 50 Lumber, 2 Building Supplies, and 1 Fancy Homeware, plus 100 work. Fuel Rating: 110 Storage: 1200 View full article
  40. 1 like
    An Apiary is a place where bees are kept. The Apiary was first produced as an example mod by Shining Rock (the maker of Banished). We have modified it to fit the ever-expanding needs of our colonial denizens. Each time the Apiary reaches the end of a work cycle, it will randomly produce either Honey or Beeswax, with Honey occurring about 2/3 of the time. Production: Honey is used by the Brewery to make Mead The Apothecary makes healing poultice from Honey + Bonemeal + Cloth Beeswax is one of the items that can be used by the Chandlery to make candles. Size: 8 by 8 Construction Requirements: 60 Logs, 24 Stone, Work 60. Profession: Beekeeper Number: up to 2 Work time: 80 View full article
  41. 1 like
    Here's the entire sprites image folder if you would like to make charts of any kind: Link to Google Drive Download
  42. 1 like
    Oh yeah I can understand that! I was thoroughly pissed off once when I built a nice little back alley between some houses, decorated with benches and fruit trees... the houses got built, the benches got built, the lane got built... the fruit trees... didn't. I had selected something like pear trees when the only orchards I had were apples and walnuts. And that part doesn't annoy me as much as the fact that I actually waited a few game years for them to be finished before I realized the mistake I had made.
  43. 1 like
    Build states are done. They took me a long time. Theres 9 buildings in total, because 2 of them are add-on tower houses (which should be fun to use anywhere, especially beside the new city walls)
  44. 1 like
    True. I've always been happy with cc having a mixed feel of medieval and colonial. vanilla has it too imo
  45. 1 like
    ... if I may chime in. The reason why Log + Stone have own separate count is because they are single resource flags. Whereas there is many products in the resource flag 'Materials' in CC. The pulling up of UI parameter elements is very difficult, I have played around with this quite a lot, and I'm sure other modders have also. I have tried to make new UI boxes that would display resource specific inventory, like all Foods, or all Materials, the box shows up, columns and rows are there, but no products or numbers. I've also tried attaching the code to buildings like the townhall, but then it crashes. One day I still plan to go back to it though, just to make certain. But it does look as though the code needed to pull up specific quantities is not available to modders. I have been working a bit on Banished UI though, and the next release will be different options to build a townhall with either normal inventory / larger inventory / single column inventory You'd be surprised how much easier it is to find things on a single column, so once I finish adjusting the full townhall UI box (all the other tabs) for the single column inventory, I will put up some screenshots, and soon after a download.
  46. 1 like
    Well, it's true that different trees can spawn different things. At this exact moment, they all spawn the same thing, but it could be differentiated, with different starting conditions giving you different trees, and hence, different wild growing resources.
  47. 1 like
    Cream is made by the Dairy from Milk given by Friesian Cows. The Dairy also makes Butter and Cheese at the same time; it does not have a picklist. Classification: Edible, Protein Trade Value: 2 Weight: 1 View full article
  48. 1 like
    A Clothier is an upgrade of the Tailor, producing tier 2 clothing by combining two input goods. These are both warmer and more valuable in trade. Products: Survival Coat made from Feathers + Reeds Leather Coat made from Leather Wool Coat made from Wool Full Coat made from Cloth Dress Coat made from Linen Pea Coat made from Leather + Wool Full Livery made from Silk + Linen Frock Coat made from Leather + Cloth Full Suit made from Wool + Linen Requirements to upgrade from Tailor: 40 stone, 30 lumber, 2 building supplies, 80 work Profession: Tailor View full article
  49. 1 like
    The Winery can make Wine out of Grapes, Strawberries, Watermelons, Plums, Blackberries or Raspberries. The different Wines are the same product, only the input crop changes. To build: 16 stone, 40 lumber, 60 work Profession: Vintner Maximum Workers: 2 View full article
  50. 1 like
    You're welcome. I have to admit that 999 is my favourite of the two because the starting location is an island so you have to be a little careful with town expansion but hey, it's an island and I just love the idea of it haha Then there's the little island in the main lake where you can have a small community as well. I use this island for the Japanese building mods because you can fit all of them on there and still have room for a small market and a small decorative orchard (I usually use plum trees)... now if we could only get decorative cherry blossom trees! In case you haven't got the Japanese mods and are interested in them: - Japanese Facilities - https://steamcommunity.com/sharedfiles/filedetails/?id=404011319&searchtext= Japanese Houses - http://steamcommunity.com/sharedfiles/filedetails/?id=337106753 or you can get them from http://banishedinfo.com/mods/view/612-Japanese-Houses