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

  1. 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
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  3. something cool and unintended, 2 creek bridges beside each other
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  5. 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.
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  6. 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.
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  7. 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.
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  8. 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...). 😎
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  10. 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)
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  11. @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.
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  12. @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.
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  13. 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' ?
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  14. 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.
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  15. Exactly what I had in mind, got to keep those "Bastonais" away from my cities in New France!
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  16. Ghost cannon eh? Alright, but it will have to be specific to this wall type
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  17. I dont know if I could do a full game at x2. I think I would go crazy!! Challenge accepted!!!
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  18. 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.
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  20. 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!
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  21. 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"...
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  22. 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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  24. 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!
    2 likes
  25. Please do many more then!! These are great!!
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  26. 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.
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  27. @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.
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  28. 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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  31. Ive decided to include a placeable stream bridge. Should go nicely in rural country settings.
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  33. 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/)
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  34. I plan on sticking to 1x, at least until I know the game much better. 1x leaves me time to experiment. I have nothing against the higher speeds, but feel I'll be cheating myself of learning interactions if I go that high, right now.
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  35. So i started a third town in 4 days. Smh i cant get past 100 years
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  36. Thanks for all your advice. I've increased the number of small markets and vendors between my agroculture area and my main town. It seems to have helped. The magazine storage was relocated to an area where all vendors could easily get to it. I may try a resource depot next. Once resources are added, how do you tell it to release them somewhere else?
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  37. 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
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  38. Guilty as charged But I got fed up with waiting after a few more years and had them removed and replaced with trees that I did have seeds for. I'm still chuckling at the memory!
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  39. ... 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.
    1 like
  40. Sorghum is a type of grass, grown in a Crop Field for its grain. The grain is edible and can be used to make other products: It is used by the Watermill or Windmill to make Flour. Although Flour isn't edible, it is used by the Bakery to make several delicious items such as Bread and Sugar Cookies. The Bundling Shed can use Sorghum to make Fire Bundles. The Soup Tinnery can use Sorghum + Tin to make a delicious Tinned Soup. · Classification: Edible, Grain · Trade Value: 1 · Weight: 1 · Cost of Seeds: 4000 View full article
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  41. Apricot Trees are grown in Orchards. Seeds may be purchased from a trader. Buildings that use apricots: Bakery: Fruitcake = Apricots + Flour Fruit Tinnery: Tinned Fruit = Apricots + Tin Classification: Edible, Fruit Trade Value: 1 Weight 1 Cost of Apricot Tree Seeds: 3000 View full article
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  42. For decorative Flowers, choose Decorative Items > Flowers There are several types of flowers and small flora that can be used to decorate your town (listed below). Each requires 1 Log to build (except Reeds which requires 1 Reed). Flowers are also available as Ghost Decorations (choose Decorative Items > Ghost Decorations > Flowers). Pink Green Leaf Birds Nest Fern Dry Fern Red Oxeye Flower Pink Leafy Bellflower Red Llama Flower Lavender Hybrid Lilly Pad Toadstools White Asiatic Reed Tulip - use the ""F"" key to select the color you want to use View full article
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  43. Butter is a solid dairy product made by churning cream or milk to separate the butter fat. The Dairy makes Butter using Milk from Friesian Cows. The Bakery makes Bread using Butter + Flour. Classification: Edible, Protein Trade Value: 2 Weight: 1 View full article
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  44. Well, if you're careful, you can use the Terraform to lower the water parts back down. (Not Flatten Terrain, but Terraform) If you lower normal terrain, you just get a big black hole in the ground because there's not water under there. But if you had water originally, and you raise it, you can lower it back down and the water should still be there.
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  45. Pipe Tobacco is made from Tobacco Leaf at the Curing Barn. Pipe Tobacco is stored and consumed at a Tavern, Inn and Garden, or Coffee House. Classification: Luxury Trade Value: 6 Weight: 1 View full article
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  46. Cloth is made from Cotton by the Weaver or the Fiber Watermill. It's primarily used in making clothing but has several other uses: The Tailor, Clothier and Seamstress can use Cloth to make Full Coats. The Clothier can make Frock Coats using Cloth + Leather. The Clothier can also make Cloth Down Coats using Cloth + Feathers. The Apothecary can make Healing Poultice using Honey + Bonemeal + Cloth. The Bedding Maker can make Bedding using Cloth + Feathers or Cotton. The Uniform Maker in the Fort Set can use Cloth + Cured Leather to make Full Livery. Classification: Dry Goods Trade Value: 8 Weight: 3 View full article
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  47. (Previously called Back Alley) The Bootleggers' is a place to meet shady characters to get some goods that are difficult to acquire. Provide coins of the realm and it will produce various alcohol and other items. To build: 20 logs, 1 Building Supply, work 20 Size: 2 by 2 Profession: Number: 2 Work time: 400 View full article
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  48. The Dry Storage is where only Dry Goods are stored. Dry Goods includes a variety of raw materials and finished goods such as Cotton, Wool, Flax, Hemp, Bedding, Statues, Glassware, Feathers, Crates, Cannons, Salt, Silverware, Rope, Military Supplies, Tobacco Leaf, Reeds, etc. Stores: Dry Goods Size: 6 by 5 Construction Requirements: 10 Logs, 16 Stone and 25 Lumber; plus 90 Work Storage Capacity (weight): 12,000 View full article
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  49. An Abbey is a place where monks gather to pray and study. In their spare time, they will produce your choice of Ale, Blueberries or Herbs. Citizens living near the Abbey, say they are happier! There are two variations of this building; use the ""F"" key to select the one you want to use. Size: 7 by 7 Construction Requirements: 10 Logs, 24 Stone and 30 Lumber plus 60 Work. Profession: Monk Maximum Number of Workers: 2 Happiness Radius: 20 View full article
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  50. This is the original Banished Trading Post. Various merchants will stop here so you can buy items your community needs in exchange for products and resources produced by your community. In addition to this trading post, there are several other specialized trading posts, refered to as suppliers, that can be built. You need to build this type of Trading Post if you want to attract Nomads to your colony. A Town Hall or Colonial Hall is also required. All trading posts need to be built on water. If you build yours on a lake, make sure the lake connects to the main river (or to a smaller river that eventually connects to the main river). Size: 12 by 11 Construction Requirements: 140 Logs, 60 Stone and 140 Work Storage Capacity: 60,000 Profession: Trader Maximum Workers: 6 View full article
    1 like