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Showing most liked content on 03/17/2017 in all areas

  1. 42 likes

    Version 1.75

    8,921 downloads

    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download for version 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 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
  3. 16 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. 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. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  4. 15 likes

    Version v2

    1,308 downloads

    Requires Banished 1.0.7 Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day. This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7. (I say should, because this is extremely untested. ) It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them. It does not change the little limit spinners on each of the buildings, and this little mod never will. There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out. Load this above CC and MM. And load CC above MM. Like so: 1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested. Thanks estherhb for doing the boring parts while I was at work so I could get this done faster. And if you complain that it turns everything red, I may just slap you.
  5. 15 likes
    CC 1.74 is now available for download. Little Changelog: Fix Edibles Market storage bug Fix Precious Mine limit bug Added Market Carts for Construction, Minerals, Raw Materials, Industrial Fuel Added Market Stalls for Crafted, Forged, Fabrics, Misc, Precious Added Storage Cellars for all new Limits Added Materials Warehouse for Construction, Minerals, Raw Materials, Industrial Fuel Added Small Barn specialized storage for Crafted, Forged, Fabrics, Misc, Precious Fix Stable to use Misc Limit Fix Wild Shepherd to use Misc Limit Allow Clear Tree to remove Hardwood Trees Just so everything is clear, because there's bound to be questions: There should be a Storage Cellar for every limit. Luxuries, Clothing, Construction, Crafted, Fabrics, Food, Forged, Fuel, Health, Industrial Fuel, Minerals, Misc, Precious, Textiles, Raw Materials, Tools. There should be some kind of market for all the limits. Generally, if it normally goes in a stockpile, it should now have a Market Cart. If it normally goes in a barn, it should have a Market Stall. There should be a specialized storage for the new flags. Crafted, Fabrics, Forged, Misc, Precious. These all use the Small Barn model. Eventually, these will probably be changed, but I thought it was best to have *something* rather than wait to make new models for each one. There should be special warehouses for the flags: Construction, Industrial Fuel, Minerals, Raw Materials, in addition to the Iron, Fuel, Stone, Wood ones that are already there. These new flag warehouses use copies of the models of the existing ones. The bigger warehouse, which was called the "Materials Warehouse" is now called the "General Warehouse" and is flagged for all 8 of these flags (everything that normally gets stockpiles)
  6. 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).
  7. 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.)
  8. 8 likes
    Hello everyone ! Jon T. here from the northwest of UK I've had this game since it came out back in Feb. 2014, so I'm not sure why it's taken me around 3 years to find you guys, anyway I'm pleased that I finally have. I love this game and still play it quite a lot, it's very addictive and once I start I can be at it for many hours at a time, I've not added any mods to it before so I'm really looking forward to seeing what kind of difference can be made to the game. It's going to take me awhile to catch up with most of you guys but anyhow, I'm here now. Oh yea, and thanks to all you very clever people that have made so many interesting additions to Banished, I've had a quick check through some of the stuff that's going on here and it's amazing.
  9. 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.
  10. 8 likes
    And lastly a row of rose bushes at the village market. Most of my plants come in several colour variants so you can do things like this without it looking monotonous. There are a couple of clumps of mixed flowers in there too. They were a gamble. Before I saw them in game I though they might turn out horrible, but they aren't too bad at all.
  11. 7 likes
    That's funny, I was just thinking the same thing. I'm not sure how the game will register a doubly linked toolbar, if it will understand or if will somehow double the building, and double the filesize. But it's an option worth exploring.
  12. 7 likes
    now that new cc 1.7 finaly arrived i stop playing this city..and because it havent been any land left for development.....last update for this city.....final population 24068
  13. 6 likes
    Greetings ladies and gents, My name is Sabine, I'm almost 38 years old and I'm from The Netherlands. I love playing Banished and more specific CC/Megamod. If there's anything you'd like to know, just ask
  14. 6 likes
    omg, its the banished version of Kowloon walled city, circa 1950s reference:
  15. 5 likes
    Thanks for the super sleuthing @Necora I think the real problem lies with the fact that many of the CC filenames don't match with the strings. So when Discrepancy made his hemp, he gave it the logical name, but it doesn't match the CC unlogical name, so you end up with 2. I hope to fix all these weird filenames in the next major release of CC. (Not in the 1.7x bug fixes, but the next major increment)
  16. 5 likes
    Hello everyone. I'm Alessandro from Italy. I've tried Banished the first time a year ago and it was beautiful! I've tried CC six months ago and it was wonderful! Now that I've discovered the MegaMod I can't stop playing! Thanks to all modders!!!
  17. 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.
  18. 4 likes
    Im just in love with that seed;) http://imgur.com/a/k0Scu
  19. 4 likes
    That depends on what you want to get out of the game. Personally I always have disasters off because I'm more focused on building and designing my city, with the actual survival of my people being more of a shaping force than a desire for challenge. That being said, I wouldn't mind factors that limit or change what resources you have access to. Maybe have something like a geology setting when you make a map that determines what kind and what quantities of minerals are generated for the map. Forget steel, if the only metal you have in the region is copper, you better start either importing iron, or get used to copper housewares and importing tin.
  20. 4 likes
    regarding this issue, there was already a post about it and a reply from the Team. Just to let you know.
  21. 4 likes
    Hi. New to the site. Love Banished! 'Merica!
  22. 4 likes
    He's doing okay.
  23. 4 likes
    I don't think I've posted here before so let me take this opportunity to say Hello from the other side. I must have called a thousand times.
  24. 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
  25. 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.
  26. 4 likes
    Oh my, I went there once, sometime in the 80's... only on the fringes though, staying in sight of daylight... what a spooky place
  27. 3 likes
    I posted this originally in another thread and will bring it here... Hi guys, So @Ketchup I am by no way any good at modelling and am still figuring it out but I might be able to help you with the swaying of the leaves. I managed to do it with my trees and was very excited to see them sway in game. It is down to your UV maps. If you look at the model of the fig tree example, it has 3 UV channels. 'UVChannel_01' is your texture mapping, 'UVChannel_02' is your AO, and 'UVChannel_03' is the swaying. I'll show you the spruce tree. So we have three UV channels for our tree. The first UV channel is for the texturing. In this tree, I've used two materials, one for bark and one for branches. I've scaled the tree trunk rather large to make the bark look detailed... in vanilla trees it is very stretched. The second is for the AO. I've used the 'Smart Project' unwrap to get this, then baked the OA. The third UV channel is for the swaying. There are two things to note. In this, I have used 'Reset' unwrap to make all of the branches a square, piled on top of each other, filling the whole UV map. My branches in this example are only 1 face each, I've not yet tried doing more but that is what I want to do next. If we zoom in on this one, that dot is my tree trunk. This makes it not sway in the wind! I added this channel last, so the only way I could do this was to scale the UV coordinates down until they were all on one spot. And that is pretty much it. As for the leaves dropping, I think this is the 'BillboardMaterial' that is referred to in the 'Models/MaterialInstance/FigTree.rsc' of the example file... MaterialInstance resource { Material _material = "Material\Billboard\BillboardMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\MaterialInstance\FigTreeTexture.rsc"; } ] } I used this for my maple and aspen and the leaves appear in spring, sway, always face camera, and disappear in winter. Again, I think this reads the 3rd UV channel, so you have to have the tree trunk at 0'0'0 otherwise it will also sway and disappear... maybe. I might go to 2 materials for the maple and apsen to make the leaves look better because I don't like how they look in game at the moment. Oh and the billboard material also makes them change colour in the autumn... it made mine change and I never did anything for it so it must be this. There is a camera, target, and armature in the scene of the fig tree example, I have no idea if this does anything, but I decided to keep all of those things in my files just in case. As for the Spruce, that uses the 'Models/Trees/MaterialInstance/PineTree01.rsc' from the Resource file in the mod kit. MaterialInstance resource { Material _material = "Material\Foliage\FoliageMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\Trees\MaterialInstance\PineTree01Texture.rsc"; } { String _name = "snow"; ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc"; } ] Constant _constants [ ] } I think the 'FoliageMaterial' makes them sway but not disappear and grow during the seasons. @Bartender I agree with @jesta, I don't think you need spheres. Try using a dome instead? You could probably cut out some faces and not loose any visual detail.
  28. 3 likes
    Snort ... funniest post i've seen all day +1 for good sense of humour & don't feel stupid, we've all done things like that.
  29. 3 likes
    oh boy... I don't even remember, I'll load it up right now and check.... if that is the case I feel really stupid >.< EDIT: yep.... it was checked.... I feel so stupid..... *hangs her head in shame*
  30. 3 likes
    Hi @Endmateria I downloaded the Mega Mod string tables and did a search for 'Hemp' in all files. Turns out that there are two hemps, one is from CC which will work in your CC buildings to make rope, sacks, and fire bundles (some good heat there), the other is from DS Small Village and is used to make Canvas. I would guess that the hemp seed with the green square around it is CC, the other one is DSSV Edit - @Discrepancy I figure I'd tag you in here so you are aware of the conflict.
  31. 3 likes
    Exactly what I meant. Someone prefer a toolbar ordered by modder, someone by function, but the goal should be to give the same order, the same structure, for all mods and buildings.
  32. 3 likes
    Best wishes @ShockPuppet for a trouble free op and a speedy recovery.
  33. 3 likes
    Hope all goes well and will keep you in my prayers for a speedy recovery.
  34. 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.
  35. 3 likes
    Firstly, let me say, I'm genuinely keen to see how this unfolds I have possibly a time consuming request ... That the clothes become dynamic? Gatherer - red & purple, yellow staining around cuffs & front, and, if possible, a pinafore or apron (apron for men), because they get stained etc when harvesting all the berries Miners (all) - leather apron, large gloves, dirtied with coal & stone stain, iron flecks etc Farmers - similar to gatherers, etc; women with hats or hankerchief head coverings etc Doctors - white coats Teachers & Officials - the base setup (as your pic). That sort of thing, so when their profession changes, that triggers a texture change to their outfit. You could create a production line based around for each item, or just have the clothes as a 'texture change', design rather than function.
  36. 3 likes
    *happiness That is all
  37. 3 likes
    While trying out some new mods I figured I'd try some other map seeds. Of course being greedy I went for the biggest map size I could get but this is the result: - Terrain Type - [CC] Lake Waters Terrain Size - [CC] Very Large Map Seed - 959 The bottom of the Yellow Box shows the starting location of the map.
  38. 2 likes
    I like the idea that WatersMoon110 put forward. One issue that I see may happen with MM is the amount of time necessary to keep it updated. One of the earlier posts spoke to that also. I really like having groups by maker and by function would be my choice if possible. But like Ketchup, I will support what ever Blackliquid brings to the table.
  39. 2 likes
    @Bartender good point, I copied it to the other discussion
  40. 2 likes
    Hi guys, So @Ketchup I am by no way any good at modelling and am still figuring it out but I might be able to help you with the swaying of the leaves. I managed to do it with my trees and was very excited to see them sway in game. It is down to your UV maps. If you look at the model of the fig tree example, it has 3 UV channels. 'UVChannel_01' is your texture mapping, 'UVChannel_02' is your AO, and 'UVChannel_03' is the swaying. I'll show you the spruce tree. So we have three UV channels for our tree. The first UV channel is for the texturing. In this tree, I've used two materials, one for bark and one for branches. I've scaled the tree trunk rather large to make the bark look detailed... in vanilla trees it is very stretched. The second is for the AO. I've used the 'Smart Project' unwrap to get this, then baked the OA. The third UV channel is for the swaying. There are two things to note. In this, I have used 'Reset' unwrap to make all of the branches a square, piled on top of each other, filling the whole UV map. My branches in this example are only 1 face each, I've not yet tried doing more but that is what I want to do next. If we zoom in on this one, that dot is my tree trunk. This makes it not sway in the wind! I added this channel last, so the only way I could do this was to scale the UV coordinates down until they were all on one spot. And that is pretty much it. As for the leaves dropping, I think this is the 'BillboardMaterial' that is referred to in the 'Models/MaterialInstance/FigTree.rsc' of the example file... MaterialInstance resource { Material _material = "Material\Billboard\BillboardMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\MaterialInstance\FigTreeTexture.rsc"; } ] } I used this for my maple and aspen and the leaves appear in spring, sway, always face camera, and disappear in winter. Again, I think this reads the 3rd UV channel, so you have to have the tree trunk at 0'0'0 otherwise it will also sway and disappear... maybe. I might go to 2 materials for the maple and apsen to make the leaves look better because I don't like how they look in game at the moment. Oh and the billboard material also makes them change colour in the autumn... it made mine change and I never did anything for it so it must be this. There is a camera, target, and armature in the scene of the fig tree example, I have no idea if this does anything, but I decided to keep all of those things in my files just in case. As for the Spruce, that uses the 'Models/Trees/MaterialInstance/PineTree01.rsc' from the Resource file in the mod kit. MaterialInstance resource { Material _material = "Material\Foliage\FoliageMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\Trees\MaterialInstance\PineTree01Texture.rsc"; } { String _name = "snow"; ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc"; } ] Constant _constants [ ] } I think the 'FoliageMaterial' makes them sway but not disappear and grow during the seasons. @Bartender I agree with @jesta, I don't think you need spheres. Try using a dome instead? You could probably cut out some faces and not loose any visual detail.
  41. 2 likes
    These look beautiful. Flowering herbs or non-flowering... either way is good.
  42. 2 likes
    When I loaded the game up, I opened up the Debug menu, and the "Disable effects of hunger" was already checked. Did you do that? If they don't get hungry, then they never eat, so the food never goes down.
  43. 2 likes
    This is coming from someone who hasn't actually been playing the game a great deal lately, but I like the idea of the Mega Mod toolbar having "All similar types of buildings together, regardless of originating mods (all housing together, all markets together, etc)" .
  44. 2 likes
    @kid1293 has updated Mexican Fantasy for 1.07, will test in the next few days, see if the bug happens again.
  45. 2 likes
    that sux. sorry to hear that. me hates operations. take 2 blondes and 2 apples and call us tomorrow
  46. 2 likes
  47. 2 likes
    That would all be very nice. I've thought a bit about stuff that I'd love to see in Banished 2 and clothing that changes with profession was definitely on my list. But I'll take it one step further. Different models for different professions. I'd love to see the miners and blacksmiths get bigger (stronger) if they stay in the job for a length of time. I'd love to see cooks get fat and I'd love to see old people who actually look old. At the very least I hope their hair might turn grey or white with age. I know that would probably eat into performance, but it would be such a huge improvement over Banished. Perhaps as an optional extra? Please do give this some consideration. Apart from visual differences I'd also like to see them get better at their job the longer they stay at it. So a blacksmith with no experience would be able to make basic tools but after a few years he or she might be able to make better tools and other more complicated stuff. A teacher might be able to teach faster with more experience and a farmer might be able to get a slightly bigger harvest. A trader who has been in the job for longer might be able to get a better price for goods bought and sold.
  48. 2 likes
    So, what is the new game going to be? I can't remember what was said about it on the old forums.
  49. 2 likes
    999 definitely intrigues me But I seem to have problems with Large Maps. I keep getting Fatal Access errors and can't figure out why. I even get them early in the start of a game
  50. 2 likes
    I absolutely love this map If only I could actually play on Very Large maps