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Showing most liked content on 04/19/2017 in all areas

  1. 5 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  2. 4 likes
    Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier. In this next version, you'll find... 1x ghost water steam particle. 1x ghost water foam particle. 4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed. 4x digging tools = 0m, -0.25m, -0.50m, and -0.75m. 3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement. 3x lower level water squares = -0.25m, -0.50m, and -0.75m. 3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement. All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work. Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river. These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this... MaritimesRiffleWIPv2.zip
  3. 3 likes
    I have started to play around with some more decorations. This time I've made a 'paintable' water square, to make a pond on land. There are currently 3 F-variants of a center piece, corner piece, and edge piece (which will be turned into individual buttons because it is annoying). I need to play around with the edges, they are rather harsh. But, the water does 'move' slightly (like the trees to in the wind) so this gives the pond a nice, but subtle, bit of movement to it. I plan to make some at a couple of sunken stages so you can ultimately build a stream through your town to the river. I'll also make some rapids and turbulence sections for this. And some diagonal pieces too. I will probably work on this while listening to the hockey tonight, then share it tomorrow. But for now, thanks to the decorations included in CC and a few of my own, we have a nice, custom DIY reflection pond
  4. 2 likes
    My little houses have found a place to grow up happy
  5. 1 like

    Version 1.0


    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  6. 1 like
    Thank you ! @QueryEverything Yes I will do a ghosted decoration pack with the next update .
  7. 1 like
    I'm not great at reading error logs, but it seems that it can't find the constants.srsl and lighting.srsl. I see that you placed the SeasonalMaterial.rsc and SeasonalMaterial.srsl in 'Material\SeasonalMaterial', did you also place the constants and lighting files in there? Those have to be placed in the main 'Material' folder, so perhaps that would solve the issue. Those water pieces look really interesting! I'm going to try them and then I'll report back .
  8. 1 like
    I just tried the latest version... very impressive @Necora! Just a small thing, but you probably have already thought, you could add a removal tool to the riffle toolbar for a quicker use of the digging tools
  9. 1 like
    Very nice bushes @Bartender This mod becomes more wonderful day by day!
  10. 1 like
    @Bartender I am very excited by the berry bush. If I may ask, when you have a successful berry bush, that you like, may you please release the bush as a 'ghosted' decoration, so I can plant in my sheep pens Sheep go crazy for berries Please? Also, whilst this is not my blackberry bush, it is similar, I will see if I can get a photo of it in a few days http://weeds.dpi.nsw.gov.au/WeedImages/Details/197?NoWeeds=13
  11. 1 like
    For the want of words at this hour ... holy cow batman! I love, love, love @Ketchup if you were to finish your Asian themed, theme, paired with this reflection pool, wowsers! (It is still cool & awesome ), we really could design gorgeous Asian themed reflection pools!!
  12. 1 like
    Don't leave in a huff... It's not so much that there is no interest, you do raise some valid points... but you may have underestimated the uncomfortable limitations our modders have to work with. The ModKit is a nasty "tool" - actually there is no tool... changing one bit in a mod means riding through thousands of lines of code, then recompile the whole thing... so the tiniest tweak turns into a major chore. Innovation within Banished means breaking out of the tight modkit, bending, nay - twisting the "rules" in order to "work around" limitations.. so yeah, sometimes at the cost of "balancing". It's rather natural that modding goes off in different directions - some want it harder, some want it more beautiful, some more efficient, some more streamlined, some want cowboys and indians, some want pyramids and sphinx... and so on - immersion takes all kinds, and modders are hard put to cater to all.
  13. 1 like
    @anni71Haha, I think that would get very confusing when using the two mods at the same time! I might look into it at some point though . Meanwhile, I am overjoyed with all the positive attention that this mod received after I released version 1.0. While the suggestions for improvements are rolling in (which I am very glad to receive too!), it is time to seriously start thinking about what the next update is going to bring. Ofcourse there will be optimizations, fixes and updates of what is already there, but the most exciting part would be the new content! Therefore, I present the first sneak peek for v1.1: the Berry Bush. Some of you may have wondered why the berry bush is the only plant resource that did not receive an upgrade yet in v1.0. The reason for this is that I was unsure of how to approach this in the most realistic way. Aside from visuals, there are two issues that bother me in the original berry bush. 1. Berries can be harvested year round, while the bushes should not have fruits in winter. 2. When villagers harvest the berries, they cut down the whole bush. Now the first problem could be resolved by making the berry bush die in cold weather, but this would not be realistic either, as berry bushes are perennials and live several years. The second problem is one that is hardcoded into the game; resources simply get destroyed the moment they get harvested. A few days ago I finally found the perfect solution to both problems, partly inspired by how DarkBibou handled the wild fruit trees in his Tree of Life mod. In summer, this new Berry Bush will drop berries on the ground, which can be harvested by the gatherer. In winter, The Bush will lose its leaves, and will not drop any berries. The bush itself can be harvested too, but will only give firewood.
  14. 1 like
    @SamuraiWindu I am not a modder, I am not a coder, I am a very happy gamer, and that's where my thoughts will come from, and the tone I hope to convey in the following. Simply put - no. Sorry, but I can't see any of the above working, or being at all healthy for the game, or the community. I for one don't want to play in a cookie-cutter world, nor, do I want to play in a world where it becomes 'by the numbers', with balancing etc. Many of us gamers play at different levels of intensity, some of like to build and explore, others like to starve and fight, fight, fight in the harsh hard elements, so, balance won't be suitable in this regard, or, at least a 'standardise balance', some of us pick and choose our buildings and game design because some are easier to access and build, some choose them because of their harder, less forgiving outputs. There is often a conversation when a mod is published by the original author as to the 'numbers', the balance, the work flow, and many voices speak and are heard, and then the mod gets published. Some players are happy, some are not, some of us will get over it and adapt. Not to mention, in some cases different mods with different criteria will work with different maps. Some maps won't have as much access to X resource, so not all buildings will be able to be built until a trader arrives, but, in other maps there will be an abundance of items. The whole point of MM (in my mind) is to bring together an amazing amount of mods by extremely talented modders, to work with each other, but not to be 'the same as each other'. Here's the thing, I also don't want to be forced into using 1 set of building tools, I want to explore other building options, tiles, bricks, lighting, candles etc. I don't want to load up my map and just always have to build the 'same ole same ole'. Sure, for some, it makes the game easier, you don't need to build 4 windmills before you find the one you need for the grain you have, but, then, where's the fun of exploration? I use 1 mod that alters all the tailors so that all the tailors will use the same items (feathers & reeds in my water worlds), but, I certainly don't want ALL the building mods to have that "same same" value to it. And as much as I love CC and certainly won't criticise it, why should all the modders work to the CC values, or the CC devs work to the other modders? A community should be diverse, and celebrated, and that's what MM does, and as players we either learn to adapt to the differences, or, simply, just don't use it.
  15. 1 like
    My Trade Chcicken 15x16 pasture with 1 worker produced 27 first year.