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Showing most liked content on 05/03/2017 in all areas

  1. 15 likes

    Version v2

    669 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.
  2. 4 likes
    Hi Everyone I have used the site for a couple of months now and never introduced myself. Im Malc from the Midlands here in England. Love Banished, and similar ilk. Like it better than the likes of Cities Skylines as you can build the exact building you want, rather than just zoning. If I could take one thing from Cities and put it into Banished, it would be curving paths or at least angled paths. Would make the game more realistic than hrizontal/vertical paths.
  3. 4 likes
    started to work to upgrade some chains from NMT .... to fix those problems with clay/bricks/pottery... it will be called : NMT 3.0 Series : Clay Chain. inside there will be fixes for Clay Pit, Kiln, Pottery Shop. Pottery Shop Upgrade, Clay, Bricks, Rooftiles, Pottery, Workers. will work if placed above NMT2.04 or 100% functionnal as standAlone. it will come in a day or 2.
  4. 4 likes
    It is Check this page for a few things - http://banishedpeople.freeforums.org/about-fatal-error-in-runtime-x64-and-more-t109.html or the whole section - http://banishedpeople.freeforums.org/help-needed-f16.html
  5. 3 likes
    Merrily, merrily, life is but a dream
  6. 2 likes
    Professions Here’s a list of the Professions used in Colonial Charter. Professions from original Banished are indicated in blue; these professions may also be used in Colonial Charter’s professional buildings as shown. Profession Description Locations Adventurer A brave adventurer who looks for artifacts in dangerous temple ruins. Golden Llama Monument, Ceremonial Grounds Ale Wench Tends to customers at the public Inn and Garden, Taverns and Coffee House. Tavern, Small Tavern, The Local, Inn & Garden, Coffee House, Pub Kitchen Apothecary Creates medical concoctions for unhealthy people to take to a Herbalist building for consumption Apothecary, Herb Grower, Herb Mender Baker Operates the ovens that bake breads and pastries. Bakeries Beekeeper Tends to beehives. Apiary Blacksmith Produces new tools and other items made from iron and steel. Blacksmith and upgrades, City Blacksmith, Small Iron Smelter, Forge, Foundry, Metalsmith Bootlegger Can be found hanging around back alleys, procuring items for a price. Bootlegger, Smuggler’s Dock Botanist Plants seeds and grows seedlings and vegetables. Greenhouse Brewer Brews ale and mead. Brewery, Quay Brewery, Ricewine Still Builder Builds buildings, roads and bridges. Temporarily assigned to locations needing their skills. Butcher Cuts up meat into different products, including meat cuts, tallow and sausage. All butcher stalls Carver Carves statues from Wood, Stone and other materials. Statue Carver Chandler Makes candles in the old fashioned way. Chandlery Charter Deputy A trader who assists with the exchange of goods and resources at the Chartered Trader building Chartered Company Cleric Tends to the religious needs of the community; bring happiness to citizens Churches, chapels, Seafarer’s Shrine, Courthouse, Watershrine Curer Cures tobacco for consumption as pipe tobacco at an Inn and Garden or Tavern. Curing Barn Dairyworker Processes milk into dairy products such as cheese, butter and cream. Old Dairy, Dairy Parlour, Milking Barn Distiller Makes stronger alcoholic spirits at the Distillery building and bottles them for consumption. Distillery Dock Worker Performs a range of simple work at various dock buildings. Dock Workshop, Dock Chicken Breeder, Reed Farm, Rice Planter, Driftwood Scavenger Dredger Harvests Mussels, Oysters, Crayfish and Seaweed Tidal Pool, Water Scavenger Farmer Plants seeds, tends to crops, and harvests fruits, vegetables and nuts. Crop fields, plantations and orchards Fire Bundler Makes fuel from a range of organic products which are then useful for heating homes or converting into furnace fuel at a Fuel Refinery. Bundling Shed Fisherman Catches fish for food. Fishing Dock, Quay Fishery, Dock Fishery Forester Plants saplings and cuts down mature trees to produce Logs. Forestry lodges Fuel Refiner Takes house fuels such as firewood or charcoal and converts them to Furnace Fuel for industrial use. Fuel Refinery, Small Fuel Refinery Garrison Performs military duties in defensive and supply positions Block House, Work Camp Gatherer Searches for roots, berries and other foods growing in the forest. Gatherer’s Hut, Wild Shepherd, Stone Gatherer, Iron Gatherer Gemcutter Cuts and polishes Rough Gemstones. Gemcutters Glassmaker Uses furnaces and meta equipment to melt sand into glass. Glassworks Grove Tender Tends to white mulberry trees. White Mulberry Grove Herbalist Collects herbs and cures minor ailments. Herbalist, Herb Mender Herdsman Tends to livestock. Pastures Hunter Hunts wild game for food. Hunting Cabin, Duck Blind Joiner Makes furniture out of wood which is needed to construct some advanced buildings. Joiner Kilnsman Creates a stack historically known as a Clamp, which burns Charcoal or fires Bricks. Stacks Burner, Brickworks Laborer Performs easy work such as clearing areas and moving produced goods to storage. Not assigned to a building Melter Converts Gold and Silver Ore into Gold Guilder or Silver Pfennig, currencies used to purchase goods or for trade. Melting House Miller Operates the mill and crushes grains into flour. Large Windmill, Small Windmill, City Windmill, Watermill Miner Digs iron ore from out of the ground Mine, Iron Ore and Coal Mine, Precious Mine, Placer Mine, Tin Ore Mine Shaft, Copper Ore Mine Shaft Monk Contemplates existence and produces your choice of Ale, Blueberries or Herbs. Abbey Official Collects taxes in the form of Silver Pfennig for use in your town. Governor’s Office Packer Packages various goods for distribution to the construction sites of advanced buildings. Building Supplier, Homewares Supplier Physician Heals sickness and can help increase health of citizens Hospital, City Hospital Potter Creates Pottery, an item needed for the construction of some advanced buildings. Potter Preservist Makes preserved foods out of a variety of meats, fruit or vegetables. Preservist Presser Presses by-products into vegetable oil or seed oil Oil Press Quartermaster Responsible for the procurement of military goods and resources. Quartermaster Roper Makes rope from plant fibers. Ropery Sailor Embarks on dangerous voyages upon the high seas procuring the bounty the ocean has to offer. Wharf & Ship Salt Boiler Boils down seawater that has been pumped into a saltworks, turning it into salt. Saltworks Shipwright Builds Hull Components needed primarily for the construction of advanced ship and trade ship buildings. Ship Yard Shoreman Gathers sand or clay, or hunts for frogs or turtles at the shore. Shore House Silk Farmer Cultivates silkworms for cloth and food. Silk Hut Soldier Performs military duties in front line and forward positions. Forward Post, Musket Range Stableman Takes care of various animals and crates them to be sold as domesticated animals. Stable Stonecutter Quarries stone from the ground. Quarry, Small Quarry, Stone & Salt Mine Sugar Boiler Boils down sugar cane, maple sap or sugar beets into crystalized sugar. Sugar House Tailor Creates warm clothes to ward off the effects of winter. Tailor, Seamstress, Tailoring Company, Seamstress Guild, Uniform Maker Tanner Processes raw animal skins into tanned leather and other textiles. Tannery Teacher Educates young citizens so they can create more resources from the same work. All schools Tinnery Worker Folds tin sheets into tin cans and fills them with food. Tin cans are welded shut to preserve freshness. Fruit Tinnery, Protein Tinnery, Soup Tinnery, Vegetable Tinnery Trader Collects and distributes goods. all trading docks Vendor Collects and distributes goods. All markets, Water Tower, City Water Tower, Windmill Pump Vendor (Stall) Manages an individual market stall, much like a regular market vendor. All market stalls and market carts, Dock Wood Finder Vintner Presses and barrels wine. Winery Weaver Makes fabric products from plant fibers. Weaver, Fiber Watermill Woodcutter Chops Logs into Firewood or Lumber. Wood Cutter, Chopper, Saw Pit, Lumberyard, Sawmill, Waterwheel Sawmill Worker Can assume a large variety of jobs. View full article
  7. 2 likes
    what estherhb was trying to point out is the age at which the bannies will marry does vary. i use a propertime mod for aging changes. there are several different mods with different versions.they also affect the bannies school age,marriage age,death ages. many things that can affect the population growth rate.mine generally go to school about 10 so they won't marry and have children til they are 16. there is another factor as well. sometimes they will move out from their parents at a younger age but not pair up til an older age.the game does do some of that randomly too. your way works for you. mine is slightly different but very similar. i divide the number of adults by 2 instead of families.it works. early in game i do click houses and micro-manage more.before i start a school and if i am using smaller houses,i will move girls out earlier and sometimes split families. the females will still have more babies,just not live with the husnband and all the kids.if you play adam&eve this helps get your population started.
  8. 2 likes
    That's my favorite one so far too. I've only got a little forest community with two people and a child right now but I plan on growing up to the 'coast'.
  9. 2 likes
    As far as I'm aware, there's no way to add any kind of new statistics into the game. The "best" that you can get is the number of families and homes from the Townhall, and I'm pretty sure you can't isolate those 2 numbers, you must have that whole first tab of statistics as a whole. So it is possible to add that "general stats" to the immigration office" on top of the "allow nomads yes/no" page, but that's about it.
  10. 2 likes
    The size calculator at BanishedInfo.com is a good resource for best size when you use vanilla Banished (go here). However, you should adjust the sizes depending on the climate you use. When I'm using a Very Mild climate, I make my crop fields 8 x 18 (or 12 x 12), a bit larger than the 11 x 11 recommended. I make my dense orchards 9 x 19 but I've made them bigger and those are fine too. If you use a harsh climate, you probably need to use smaller fields.
  11. 1 like
    There is a separate forester for each of the types of orchard trees: Apple, Apricot, Cherry, Chestnut, Coffee, Fig, Grape, Maple, Mulberry, Olive, Orange, Peach, Pear, Pecan, Plum, Quince, Walnut, White Mulberry. Defines an area where this Forester will cut down trees and plant new seedlings for the type of tree chosen. When the trees mature, they will “drop” their fruit where your Gatherers can find and collect them. Footprint Profession Workers - Default Workers – Max 5 x 6 Forester 4 4 Construction Requirements: Work Required Radius 32 Logs 12 Stone 45 30 ITEMS PRODUCED Logs (fruit is picked up by Gatherers) View full article