Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


Popular Content

Showing most liked content on 02/03/2017 in all areas

  1. 3 likes
    Can't talk, loading game ...
  2. 2 likes
    There's some great mods that are being added. To name a very few: I See Fire by Red Ketchup, Styth Tower by Discrepancy, Wild Bees by Tany Preditor, Plimoth Plantation by kid1293 and a group effort: Narrow Row Houses - concept and models by AzemOcram, texturing by Red Ketchup and Necora and code by Kralyerg. The flowering crops (camellias, roses, etc.) by the Idle Team are in there too.
  3. 2 likes
    Haha so this is as more about my perception of what's happening than what is actually happening! Interesting how the mind works... or doesn't work in my case
  4. 2 likes
    And to add to what @estherhb said, there are other factors that will affect the yield from fields/pastures such as how far away the worker lives from their workplace and if you have any mods installed that allow labourers to collect harvested resources and deliver them to a barn (rather than have the farm worker do it). Some mods make certain sizes works better than other sizes but personal preference, how much land you want to use and so on are also big factors. For example I tend to make my crop fields 8x15 (1 worker) and my dense orchards 5x15 (1 worker). This comes down to visual appeal as much as crop yield because I can place dense orchards next to the crops and break up the acres of fields with some trees. The actual crop yield is suitable for what I need but the ability to place orchards and fields together without any odd sized shapes is a big positive for what I want. I also play with Disasters on and having crop/orchard/crop appears* to have helped to slow the spread of crop blight from one crop to the next or one orchard to the next. Here's a direct link to the Size Calculator http://banishedinfo.com/t/Size_calculator/crops * I have the impression that crop blight will spread from one crop to another or one orchard to another but not from say crop to orchard. So yeah, I think it's helping slow crop blight but I haven't tried testing it because I have no idea how to induce crop blight so that I can measure its rate of spread
  5. 1 like

    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.
  6. 1 like
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  7. 1 like
    NECORA,you could use the ghost CC animals for the trapper,theres a fox,bears,wolves,etc.wonder if you can do a random set and have them multiply all over the map like tree, they won't run away from hunters or trappers.
  8. 1 like
    So I'm not going to lie to you, this was completely intentional. I have made trees lately using a newly learnt technique, starting to actually use some of the tools in blender, rather than just arranging cubes and planes into a building. To see the result, and to test textures etc., I blew them up in game so they were massive. Well, I also recently had my first go at making an animal model and then cloning a texture onto it. I decided to again blow it up nice and big to get a good look at it in game, and thought you all might get a kick out of the resulting screenshot!
  9. 1 like
    cool,busy people. to me less worker jobs is better than overly specific. takes up less space on the labor window.most of the managing takes place at the building more than the labor wndow.unless it's like a market or butcher,etc that already has a tag in the labor window grouping jobs under few categories works better.
  10. 1 like
    large lettering can not see how many employees to operate the building
  11. 1 like
    We know, elemental already said that in this thread, and I already fixed it.
  12. 1 like
    *happiness That is all
  13. 1 like
    Hey @stiles do you know if any other file sharing sites work for you? I'm thinking that if the Black Liquid crew has no objections, I could upload it to a file sharing service so you could try downloading it from there. However I'm thinking that if you can't access google drive then it might be a problem with other file sharing sites as well?
  14. 1 like
    Hi Necora. You cannot set 2 different numbers for how many it creates , it is written in the rawmaterialfile.rsc (another crappy concept of the developper, written at wrong place) the only thing you can control in naturalmaterial is the spawn rate, you need to lower the spawn rate so at the end of the year you get the annual amount you were aiming for. no choice usually a wild food spawns 16 to 22 and a crop food spawns 20 to 28 and an orchard food is 50 to 65 so orchard will give 3 time more apple than usually in the wood so you need to give the spawn chance 0.4 multiplied by 0.33 = 0.132 your flax should be good with 0.32, if the RNG cause alot of trouble , play with the numbers. for sure you cannot add 2 different create numbers for the same food.
  15. 1 like
  16. 1 like
    @QueryEverything thanks! Yeah the pine hunter is a regular hunter with a new model to fit the set. It can be used anywhere on the map, as the normal hunter can. The trapper currently works the same way too, although that will eventually be limited to pine and maple forests only, when I add the fur and game.
  17. 1 like
    Stupid question @Necoracan I confirm that the "Pine Hunter", that will work in any area, and will build with normal materials, it's just the texture matches the Pine set? Or, it requires the pine wood? I am in the process of setting up the camps at the moment, and wasn't sure if there was more than 1 hunter needed in any area that overlaps? Also, I can confirm that the footprints on the Tailor has been fixed on this version I can now place it on a road. I'll post some screenshots when I have more to add. BTW - Love the models, and the colours, they are very high quality, great work!!!
  18. 1 like
    When you figure that out, let me know. I know the float _spawnChance is important. Chance of Spawn. So a lower number will mean it gets spawned less. But I don't really know what the noise variables mean. Noise is doing something to make it kind of a random distribution across the map, but I have no idea what does what. The height variables make it so they will or will not spawn at higher or lower elevations. That's how we get reeds to only spawn near the river, because the height is set lower for the riverbanks. _positionTolerance is how far from the center of the square is the thing allowed to be. This is probably to give it a more natural look so everything doesn't end up in exact rows, but randomly slightly off center. It would have been really nice if Luke had made better notes for some of this.
  19. 1 like
    @QueryEverything well I tried to list everything I could think of, but probably forgot it all so just see what happens! @stiles Port Royal is quite a dark texture anyhow, but it shouldn't be too bad as there is no AO on those buildings. If you could post a screen shot of it against another building in the set I can compare. I will put a new AO on those buildings at some point, which will add shadows, so when I do that I might brighten up that texture anyway otherwise it will be too dark. And good catch about the mill, forgot to add the water squares to it. PR cutter is just lumber, it was originally going to be firewood as well but because I wanted to make it slow, that would be pretty pointless for firewood. Unfortunately, you can only control the speed of production for the whole building, not individual resources.
  20. 1 like
    @Necora thank you, downloading now Any known issues we should keep in mind (footprints, etc, have they been updated), or anything you know is definitely buggy so we should be looking at? Or, go in with some blind testings, and just see what happens naturally? Either way .... new map, here I come
  21. 1 like
    More Information about the Test... I posted the last message in a bit of a hurry, so here is some more information for anyone who tests this. >> I plan to keep the beta test up for a week for feedback, longer if necessary. >> Any major issues, I will update the beta ASAP. Other things will be added to the list and included in the final release. >> Pine Trapper - Currently this building functions as a hunter lodge, as I have not got around to incorporating fur etc. That will come with the new release. >> Pine Cabins - I am planning to add upgrades to these to increase family size and warmth etc. >> Capacity and production - Please compare against other mods and let me know if there is anything too far out of line. >> Take screenshots... and lots of them! >> I can't think of anything else right now!
  22. 1 like
    BETA TEST ANNOUNCEMENT! In the links at the end of this message you will find Maritimes 105 - Beta. This next update adds a range of buildings aimed at increasing early production, especially forestry, and has been named the Pine Set. Beta Testers - I want you to please report back to me on all aspects of the mod, any mistakes/bugs/improvements/suggestions but focusing on the following details:- >>> Production Numbers. >>> Production Chains - Can you complete them? How long does it take? >>> Crop numbers for Flax and Hemp. >>> Compatibility with other mods. This is a beta test - it will not be save game compatible with previous maritimes versions. I also cannot account for any issues with other save games or mods, so don't use it on a save game that you are particularly attached to! Enjoy! DropBox Download --->> https://www.dropbox.com/s/p3o6dfhjxp3gd5g/Maritimes.pkm?dl=0 Google Drive Download --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kTFJqMFQ1MHZGblk
  23. 1 like
    Thanks! 😀 High praise from such a brilliant modder! I've been steadily building a collection of things like banners, pennants, and other decor items that I'll probably end up using in the mod as placeable objects. Just a happy byproduct of modelling, as I'm sure you'd know. 😉
  24. 1 like
    You make a decent point. I suppose I'm banking on the fact that the buildings aren't direct copies of the source material, just heavily inspired by them. And though it's possible to place the components of, say, a few walls, a wall arch, and a blockhouse to replicate an AoE2 barracks, it is equally possible to make any other combination of modules. Whilst I use some ideas from the game, I've done lots of research into the designs and construction materials and methodology of these time periods, and things go from there. I've taken no models, sprites, or textures from the game, and on top of everything I'm doing this for the fun of it and I'll never make profit from it. 😊
  25. 1 like
    These are the earlier tech ones, a halftimber and plastered brick on the left, a thatch and shingle cladded one in the middle, and a log & timber one on the right. Next up: middle east
  26. 1 like
    My latest town was named Inchc**k. Not sure it would go over very well with male Banifans. Made me laugh though.
  27. 1 like
    Amazing... I figured out the problem. Banished was on my OS partition of a hard drive. That partition did not have enough room for the file. I uninstalled the game put it onto my main hard drive partition and steam starting downloading it immediately. Thanks to everyone for their input and advice!
  28. 1 like
    I asked a question in the suggestions forum to see what the general take on road tiles is. Dev note... I'm finally happy with these trees!
  29. 1 like
    Hello. I love banished but haven't played for quite a while. I am really looking forward to playing the mod. I am 49 years old from the Chicago area.
  30. 1 like
    This was the first time I've ever built something that resembles an actual garden. Well, the second time if you count my herbalist's garden, but that one was very different to this one. I love the new washing fountain from CC1.7. Also shown here are Discrepancy's agapanthuses. I'm very much looking forward to more plants from him, along with an update to DSSV.
  31. 1 like
    WALLS! I've made four types: PALISADE A Sandstone variant A Masonry wall And a Timber-framed cobblestone wall