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

  1. 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.
  2. 2 likes
    @Bartender good point, I copied it to the other discussion
  3. 2 likes
    There's nothing we can do about the Debug tool itself to fix it. It's magic abilities are hidden from us. Since the Materials (in Banished 1.0.6) or the Minerals (in Banished 1.0.7) kind of steals the Coal flag, what you described is exactly what will happen. The debug tool isn't really adding a specific item to your inventory, but a category. Since in vanilla, Coal was the only resource in that category, it worked like you would expect. But when you add multiple things to a category that used to be single, little weird things happen.
  4. 2 likes
    omg, its the banished version of Kowloon walled city, circa 1950s reference:
  5. 1 like

    Version 1.75

    3,468 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!)
  6. 1 like
    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)
  7. 1 like
    It would certainly be ideal (for me) to be able to have a main toolbar with everything sorted by function, and a secondary toolbar with everything sorted by set (with by modder being close enough). Most times I just want to build a house, and would like to have all the houses available to compare. But sometimes I want to have a neighborhood that matches, and it would be great if I could find just the NMT set, or just the Docks set, ect. And, being selfish, I want both options (also I would like them now please *wink*). But who knows if the game would allow for something like that (and how expensive it would be, even if it does)? Pipe dreams aside, the only thing I am sure of is that whichever option you end up going with a number of people will probably be unhappy. Also that I'll be confused for a few hours until I get used to the new menu, and it will take me a good week to find everything again. *smile* Both menu set ups have their benefits, so I don't really mind if it has to be one or the other.
  8. 1 like
    Thanks for that. I had to go through every single folder and find anything banished related....now working! Updated to Beta using megamod & deco pack & 2 others and that's it...so far no probs except for those known ones known to the kind modders
  9. 1 like
    @jesta Thanks for the advice, though I am already using transparency for the textures ;). Modelling those fern leaves would have been a hell of a work otherwise. @Necora That seems cool! Though maybe we should continue that discussion in the thread that Ketchup made about it? I think a lot of people might want to know about this, but they wouldn't go and search for it here. I do have some questions and comments to add, but I'll keep those for the other thread ;).
  10. 1 like
    What always gets me is how roads end with a square tip. It would be nice is we could have a placer piece that is rounded at the end. They would cost whatever the normal road square costs, but take 2xs more work (cause you know prefection is an art).
  11. 1 like
    Oh my Goodness! It can't have enough Plants in the Banished Universe. They are sooo beautiful and very needed. Where I can download this .pkm?
  12. 1 like
    These look beautiful. Flowering herbs or non-flowering... either way is good.
  13. 1 like
    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. 1 like
    Hi There! Any news regarding Shock? He is gone a long time now, hope everything is ok.
  15. 1 like
    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*
  16. 1 like
    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.
  17. 1 like
    Well, it turned out that they were there, but that the counter was just glitching somehow. And yes, this was a new game with this set of mods. I always start a new game after I install a new mod, just to be on the safe side
  18. 1 like
    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.
  19. 1 like
    hmmmmm very good question ! thats maybe the case ?? what else as dummy it is lacking ? have some build_00x ?
  20. 1 like
    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?
  21. 1 like
    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.
  22. 1 like
    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.
  23. 1 like
    Hope you get better!
  24. 1 like
    After playing with this system (introduced at WoB) for a while now, I got to say it agrees with me very much... personally I find it easier to look for this house or that barn when the toolbar is sorted according to the modders, as RedK suggests. * Just my thoughts, even if I'm "out-of-competition" (no vote) for MM...
  25. 1 like
    Thanks for the update, Kralyerg, I had been keeping my fingers crossed for him.
  26. 1 like
    Hi @boomball sorry to read about this, I hate fires Did you have local wells setup? And do you have a screenshot of the remains? It may help give an indication to what happened, as what @estherhb wrote. Good luck on your next build
  27. 1 like
    Sounds awesome!! My only wish is that this new game not force players to provide meat to the population. So many games out there require that meat be provided as part of a "balanced, varied" diet, which takes a lot of the fun away from vegans/peaceful oriented players out there. This is one thing I absolutely love love love about banished that I could feed my population on just crops. Anyway, I know this might be wishful thinking, but just thought I'd throw it out there.
  28. 1 like
    Hope you're allright.
  29. 1 like
    Get better soon Shock!!
  30. 1 like
    Oh my... hoping it's just a "minor" thing - get well soon!
  31. 1 like
    Hope to ear from you soon and that everything goes out smoothly. Get well mate.
  32. 1 like
    that sux. sorry to hear that. me hates operations. take 2 blondes and 2 apples and call us tomorrow
  33. 1 like
    Best wishes @ShockPuppet for a trouble free op and a speedy recovery.
  34. 1 like
    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
  35. 1 like
    Hello everyone. I'm from Italy. I bought Banished last week and I can't stop playing it. Soon I'll install CC.
  36. 1 like
    Kralyerg will fix this in the next update. Thanks for letting us know.
  37. 1 like
    jon did u check what version u are using? you may need to upgrade to use newer mods.read the #'s at the bottom when u 1st load the game up.
  38. 1 like
    Im just in love with that seed;) http://imgur.com/a/k0Scu
  39. 1 like
  40. 1 like
    RAR files are compressed files created by the WinRAR archiver. These files need to be extracted, same like e.g. "Zip files". * An "Archiver" is a program that takes many separate files and archives them into one file. RAR files compress better, resulting in smaller files to download. How to extract RAR files (e.g. with WinZIP) 1) Save the .RAR file to the desktop. If the compressed file was downloaded from a website, it may be saved in the Downloads folder in your Documents or user directory. 2) Launch WinZip and open the compressed file by clicking 'File > Open'. * If your system has the compressed file extension (RAR) associated with WinZip, just double-click on the file. 3) Select all the files and folders inside the compressed file. 4) Click '1-click Unzip' and choose 'Unzip' in the WinZip toolbar under the 'Unzip' tab. 5) Choose the destination folder for your extracted files and click 'Unzip' button. 6) Find your extracted files in the destination folder. A good alternative to WinZIP is the open source freeware "7-Zip".
  41. 1 like
    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
  42. 1 like
    I just ordered myself a pro art tablet specifically to draw for games. This should really help with hand drawn components and visuals.
  43. 1 like
    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.
  44. 1 like
    *happiness That is all
  45. 1 like
    Hope only that multiplayer CO-OP will be not P2P like in Mass Effect 3 or Andromeda. Peer 2 Peer i mean, because that's really sucks.
  46. 1 like
    That is definitely not planned or wanted... it's a case of confused pathing, probably due to an unfortunate location of your trade port - often seen in an extra tight river-bend or such...
  47. 1 like
    Wow, before it was demolished, that's really awesome (from historical perspective)
  48. 1 like
    OMG thank you @ShockPuppet for the history lesson! And I leaned something new about an airport that hubby didn't, so that alone tops my day off nicely That image sent me on a merry dance, and covered a few of my fave topics, movies & books @harisyour map is truly inspiring, great work
  49. 1 like
    @rejectedegg have you had a play with Discrepancy's DSSmallVillage at all? He has a version 2 Beta that has some starting conditions and one of them is a lake. It works with the normal map sizes but needs to be placed above mods like Colonial Charter. I haven't used it but it sounds like it will make the more realistic looking lakes that we want. Link http://ds-mods.net/downloads/ Look under the DS Small Village title. Be warned however that because this is a Beta it has a few bugs, the most important being that traders can't pass under the bridges provided in this mod.
  50. 1 like
    No I don't mind at all, it's a good idea It's going to be easier for people to find the maps they want if we keep similar starting conditions in the same thread.