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 02/23/2017 in all areas

  1. 33 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.
  2. 17 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  3. 8 likes
    We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
  4. 6 likes
    I want to take this time to THANK YOU! This is meant for every member of BL also <3 You all! If it wasn't for all of you, I wouldn't still be playing Banished. You all have given the game something to get excited over. I personally think Luke should just hand the game files over to you or share them with you , at the very least, so you can expand it further. And he could still partake in it so he gets a cut of the profits. Like a joint deal between BL and him. I say this because... I personally don't think Banished would have made it as far as it has if it wasn't for BL. Sure there are some other good modders out there that aren't or weren't part of the BL team. (Some of them have now become part of the BL team) But for me, BL is what brought life to this game. I am Disabled and live on a little over $700 (USD) a month. I intend to Donate but have been waiting to do so, because when I do Donate I want it to be a $50 - $100 (USD) type of Donation. Why that much? Because I feel you all deserve it for all the great things you have put into your Mods/Banished Expansions.
  5. 5 likes
    Hello everyone. I'm from Italy. I bought Banished last week and I can't stop playing it. Soon I'll install CC.
  6. 4 likes
    I use a "stockpile conveyor" that I saw Skye Storme use in his Golden Llama YouTube series. You build 1 1x30 log stockpile from the Forester next to the road into the town and put professions that use a lot of logs right there. The Forester can put logs into the stockpile at his end and the Joiner can take logs out at his end. At first it felt like a cheat, but I got over it.
  7. 4 likes
    Oh, my goodness, mods make it so completely different! More to do; more to make, huge variety of buildings, careers, crops, animals, etc. Folks say 'vanilla' when they refer to the base game without mods or custom content. And it really is like that: vanilla's vanilla, even french vanilla and vanilla bean are not much different (base game valleys vs. mountains). But mods - especially Colonial Charter by Black Liquid! - are like every flavor you've ever tried and many more you haven't, including exotic ones like Goat cheese marionberry habanero ice cream... Have fun! CBLily
  8. 4 likes
    Hey everyone, I am Jesse from Windsor, Ontario. I have been using the CC mod for a while now and love how much it adds to the game. Brockenspectre informed me I should be on here in case I have any bugs to report.
  9. 4 likes
    Of course not All of us are here for one reason - to enhance our Banished Experience...
  10. 3 likes
    They're like cats - you leave food out and you can't keep them away!
  11. 3 likes
    I made the mistake of putting in the lighthouse, the nomad well AND the Mini Town Hall and I got nomads knocking on the door every late Spring and even got them at separate places at the same time. Nothing like getting 89 nomads one place and 75 another. It was a madhouse! I shut my eyes when I turn them down so I don't have to see the disappointment on their faces.
  12. 3 likes
    Best wishes @ShockPuppet for a trouble free op and a speedy recovery.
  13. 3 likes
    Hope all goes well and will keep you in my prayers for a speedy recovery.
  14. 3 likes
    Well, technically I could fix it myself. But it is a bug from the Mexican fantasy mod itself. Not sure if there's going to be another release of MegaMod for 1.0.6. I'm working right now to update CC for 1.0.7, and many of the other modders are doing the same, as well as using the new modders toolbar that necora did. So a 1.0.7 version of MegaMod will need a big overhaul to work correctly again.
  15. 3 likes
    I think the actual variable name is called "fuelperresource" or something like that. I think of it as "how much warmth do you get per unit of fuel burned" . So the higher the number, the better.
  16. 3 likes
    Yes the fishmonger is in Discrepancy's beta for DSSV V2. The fishmonger building was actually my idea. It takes generic fish from a normal fishing dock and sorts them into 10 or 12 different types of fish. Some of these fish have a value of 1, others have a value of 2 or 3. The output is random (much like a fisherman's catch is random). Eventually there will be some food production buildings that use salmon, trout, and other fish to create foods. The aim is to add a little more realism to the Banished world. It's still a work in progress but you can play with the beta. You can download it from World of Banished. At the moment the fishmonger is rather underpowered and doesn't process very many fish per year, although I think Discrepancy mentioned that he has already fixed that for the next release. The model looks great.
  17. 2 likes
    Because I am a full-on fanboy for the S.T.A.L.K.E.R. series of sci-fi/survival/horror games
  18. 2 likes
    Let's see - at lunch I watched an episode of Thomas the Train. This afternoon I watched a video from Autodesk University (AU) called "Worrying too Much About Materials? Start with a Clean Slate." I understood all of Thomas; AU? not so much.
  19. 2 likes
    Hope all is well shock!!
  20. 2 likes
    that sux. sorry to hear that. me hates operations. take 2 blondes and 2 apples and call us tomorrow
  21. 2 likes
    Sorry you're ill! Hope you're well and back soon.
  22. 2 likes
  23. 2 likes
    I've started watching Frontier on Netflix. In terms of time and place it's very CC, but from what I've seen so far that's where the similarity ends. I wouldn't say the trailer gives a particularly accurate portrayal of the show. Just looks like a bunch of random scenes with lots of tension/violence. (so yeah... the trailer is a violent, for those who might find that sort of thing unpleasant)
  24. 2 likes
  25. 2 likes
    I love it all-thank you for your creativity and hard work. Can't wait to get my hands on them-think I'll hold off on starting a new town until these are finished.
  26. 2 likes
    It looks like on your hunting windows, there are not enough spaces for all the different items your hunters are picking up. So they may actually be getting mutton, but since they already picked up 4 other items that season it doesn't show up. Regarding the Gatherers, one thing I noticed in MM, is there are some new gatherer buildings that are really cute, but only pick up roots, mushrooms and something else (I think these are the vanilla forest foods). I forget what they are called but there are 3 with different radius. They don't pickup CC items as I found out when trying to use them in my Cherry Tree Forest. They did not pick up the cherries. Don't know if that is what you were using but it might have been the problem.
  27. 2 likes
    Necora had the idea of providing different fishing workplaces that would produce different food resources. A shore fisher would provide food types typically found along a shoreline like clams, mussels and the like while an offshore fisher would produce deep water fish, whales and the like.
  28. 2 likes
    http://www.banishedventures.com/flyfishing hope i dont get banned fopr that link. u will find it under the removal tool bar,where u remove logs,stone,etc
  29. 1 like
    RED;s NMT salt house and smokey process "fish" but without recoding won't any specific fish. a fish cleaning station was a way to solve that issue by designing only 1 building . take different fishes and use the station to re-tag them back to fish so the processors already in game can use the new items. save modders a ton of work. i think there are players who use the processing to add quality and quantity to their food items. i do think a backwoods lake and then modular additions to have bass,catfish,sunfish,etc would be good. maybe add some different shore fishers for salmon as well. could be a nice set.
  30. 1 like
    For me it's not always about economic advantage, in some cases I'm just looking for the most efficient layout I can do. How many markets do I really have to put down to keep things moving around well. What's the best ways to use all the various stockpiles. I chop wood in the forest but on the other side of the map I have my sawmill to cut lumber. Because a forester works best when there is minimal building in it's circle. Which would suggest a road, their housing, gatherer and housing, herbalist and housing, hunter and housing.. then storage and stockpile and you're really getting inefficient, so maybe moving the housing out would be best and make them walk back and forth, that would allow the houses to be closer to the market too, or should one put the market in the middle of the trees with everything else? There's got to be a more optimal way. A better mechanic in the game would be to let us choose the size of our circles, of course the bigger the circle the more people you need to work the whole thing. But at least then you can make a HUGE circle and just put everything the workers need in it without losing a ton of efficiency. I'm using this as an example, but I encounter this type of thing a lot. like with farms/orchards/pastures and industrial areas where you make your various later stage of the game items. I know you can optimize the size of those based on what you're laying down, but where do you put the houses? Marketplace, barns and stockpiles to optimize things, and what's a great road layout to take advantage of the game mechanics? I know.... I go deep. lol
  31. 1 like
    Geeking out to a series of lectures on Historical Theology by Ryan Reeves at Gordon Cornwell Seminary. Spectacular.
  32. 1 like
    You don't need a processing step, you can directly get "catfish" for example by using the same method that RedKetchup used for his Training Camp mod where the watchtowers produce various items. A more relevant example is that Tom Sawyer has the same sort of technique for his trout fishing mod. I believe you could use the same coding to create any fish you wanted.
  33. 1 like
    From what I had understood about modding Banished, the buildings have a set of models reflecting the several steps of construction, the error seams to be on the step just before the building is finished, that's why you see a huge building in the map and then it disapears because construction is finished. It looks like a scale parameter is incorrect. But it happens all the time a 3rd floor is build, no matter the color.
  34. 1 like
    I don't think your ideas are made redundant by Discrepancy's Small Village mod. It only varies the end product, it doesn't vary the type of fisher so I think that having a few different fishing types is still a good idea.
  35. 1 like
    And I can confirm that those new fish types are also available through the traders as well. I had perch available to buy in my new town (that I started on Thursday) from the fourth or fifth trader.