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.

Leaderboard


Popular Content

Showing most liked content on 03/08/2017 in all areas

  1. 25 likes
    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
  2. 15 likes
    I used the white house from red ketchup in this city, so the name for the map was easy. only thing wich is imported on this map is tequila....the billboard did the job I used the upgraded version of the boarding house and coverings to make something that had to look like a train station in a city
  3. 15 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).
  4. 11 likes
    I can understand why a modder would like all of their mods kept together. However, for those of us who aren't familiar with many of the 100+ mods included in MegaMod, keeping them separate would make it harder to find what I'm looking for. When I want to build a school, bakery, blacksmith, etc., I want to see all of those types of buildings in one group. I don't want to have to scan through multiple mods to find the different options. That's one of the major advantages to using MegaMod. (I don't want to go back to using the vanilla toolbar either; for me, who hasn't played vanilla Banished in an awfully long time, the Colonial Charter toolbar is the default toolbar.)
  5. 5 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!
  6. 5 likes
    Perhaps the little pop-up blurb that describes what each building is (the one in the menu, before you build it) should give the modder's name.
  7. 5 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 -----
  8. 4 likes
    A rugged frontier town... Fishing, hunting, deep forest logging, some gold- and silver panning, a salt mine - and not much more... Winter Overview Seed: 166 526 837, med, marine, northern pines, hard ----- My Journals & Movies -----
  9. 4 likes
    but keep in mind, even if i voted for the community toolbar (great feature) and the modder toolbars... and explained my opinion... because it has been asked in this topic... and i think my opinion worth anyone else's opinion ^^ i will still always accept what will BlackLiquid will decide whatever they decide i always always supported them since Day 1 and i will always support them
  10. 4 likes
    I know it's been a while that this was posted, but I finally figured out the problem for this. It will be fixed in the next update.
  11. 3 likes
    thats mostly the problem ^^ half of the things inside megamod is not CC things, but me, kid, ds, nec, ts.... and nobody knows us by making the toolbars by moddler, it give the opportunity to people to know that CC is not the only team / mod that exist on the planet but there is plenty very talented people who worked as hard as CC crew ^^ did you know @Johntodd and others that right from the begining of colonial charter , first edition, i gave them all the work i did, and they included almost everything i did (except my 2-story 3-story houses i gave them too) inside CC which represented a good 20% maybe more in the first release ? of course today it represent less % in CC (and more % in MM), but it gave them a very nice thumbs up to make them starting with tons of content and nobody knows there are some talents ^^
  12. 3 likes
    Welcome, Please post in the introduction section first. We are a community afterall. As a community there are no restrictions on downloads for members, we believe in freedom. To download files simply log in and browse the downloads section. The wiki is community run, and we appreciate edits and additions by anyone. We would love to see the towns you have built. Feel free to make suggestions of any kind. We always try our best to accommodate. Mods are in active development, I'd recommend hitting the "Follow" button on files or around the forum to get the latest updates. I'm keeping an eye out on a number of games that have modding potential, not just banished. Some of us are actively involved in game development. Any details will be posted to announcements. The forums are here for everyone to use as they like, but please keep it civil. Thanks for stopping by.
  13. 2 likes
    it would be nice to which buildings were burning that aren't being put out by citizens. @Kralyerg or @Ketchup could this be from not adding a use_ point to a model?
  14. 2 likes
    I can't seem to get this working. I put the .pkm file into the windata file, then I launch the game and enable it in the list but when I start up a village I don't have any of the new buildings. I also notice that in my mod list I only have the icon and version number, the name and description do not appear.
  15. 2 likes
    Heres some textures used in Colonial Charter.
  16. 2 likes
    Most Textures used in CC can be found at: www.textures.com Look here for some nice PNG transparent textures, great for plants and the like: http://pngandtubes.deviantart.com/gallery/
  17. 2 likes
    Here's the snow texture used in Banished in case anyone needs it like i did:
  18. 1 like
    Hey ! it happends lately to have saw the blueberry transfered to crop (from your CC mod) and i noticed that it looks like the same mesh as the vanilla blueberry which you probably just called it through blueberryMesh.rsc.... and what i noticed is that blueberry swings alot with the wind (like the leaves of trees) so my question is : what is the trick to make them swing like that ? what i need to do to have my crops swing like that with the wind ? i dont see anything special in the code of the blueberry out of the line : float _maxDepthDraw = 60.0; which seems not be related.
  19. 1 like
    @Johntodd I think we got confused here, we're both reporting two separate bugs. Nothing I posted is directed at fixing your issue, but towards the Black Liquid Team.
  20. 1 like
    To make it less abstract... two different seeds, hemp and hemp plant. Hemp seeds produce "hemp 1", Hemp plant seeds produce "hemp 2". Hemp 1 works with the ropery, hemp 2 does not. Here is a pic of the two different hemps in the inventory menu. Notice, similar icon, but different item id. If they had the same item id, there would only be a single stack of hemp in my inventory, rather than two. Screenshot15.bmp
  21. 1 like
    That sounds good. Grouped by function with the modder's name, and maybe the set name, in the pop-up, can be a good solution. Plus colour coding, obviously
  22. 1 like
    @QueryEverything hmm this was an issue when I made changes to the toolbar but I fixed it before releasing everything, which all have the same files. As Crystal Cliffs is on top then it looks like a missing sprite in that mod. I checked the Crystal Cliffs in my mod kit and everything is in place. First, they are there, it is just a missing sprite. If you click that little square where the icon is, you should still get the menu of the docks. To fix it, move the dock set to the top. If you get a chance, re-download the crystal cliffs set and see if it changes.
  23. 1 like
    @Reino from what I understand, Cold Realism was made many, many months ago (just checked, 19 months), and I don't think was ever updated to be fully compatible with the current build of Banished. I know many mods that were made back when Banished was in 1.05 (or 1.04) didn't work as intended for 1.06, let alone 1.07. I would suggest that trying to run a mod that old with mods that are this new, there are going to be conflicts, and hard conflicts. Sorry. I used a start changing mod until I realised it was inhibiting my game play because it wasn't up to date.
  24. 1 like
    I love those mushrooms. Here's hoping for some herbs that look like herbs, too.
  25. 1 like
    another nice series is the one from Nightghost49. He's a very nice guy and very, very entertaining (imo of course).
  26. 1 like