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.


Popular Content

Showing most liked content on 05/14/2017 in all areas

  1. 11 likes
    Lovely Scenery Campsite at Night
  2. 9 likes
    A new week has started, which means that it is time to look back on the last in Sneak Peek #4! As the fourth week of development on Natural Diversity v1.1 has passed by, the main body of the update is slowly starting to take shape. So far you have seen the new berry bushes (to finish the gathering resources overhaul), and a beautification of the natural waters with reeds and rocks. This past week, we have worked hard on laying the foundation for a production chain for grasses and reeds. I say we, and that is not me referring to myself in majestic plural. It implies that the development of this mod is no longer in my hands alone. Some time ago the wonderfully talented Mr. @despo20 has kindly offered to aid me by designing the buildings required for this production chain, and I have accepted his offer gratefully. His architectural skills are far beyond my capabilities, and are already proving to be of great value for the quality of this mod. Though the rough division is that I will remain responsible for improvements to the natural environment and that Despo will take responsibility for the buildings, decisions on either are taken in mutual agreement. What you see of this mod may thus from now on be considered a team effort . The grasses and reeds production chain While developing the production chain, our main goal was to lay a foundation that would provide enough use for the introduced resources on one hand, and enough space for future expansion on the other. Currently the chain has two levels, shown vertically. The first level consists of the two production buildings, the Reaper’s Shed for harvesting grasses, and a Reed Farm to harvest reeds. Harvesting grasses produces ‘grass bales’, a raw material that can be processed by buildings of the second level. Harvesting reeds produces ‘reed bundles’, which can be either processed or used as a construction material directly. These will also be compatible with the reeds introduced in CC. The second level includes two processing buildings and another production building. The first processing building is the Thresher, where wild cereals and other edible plant parts are separated from the grass bales. It will produce ‘Wild Cereals’ and ‘Wild Salad’, both foods. The second building in this level is the familiar Thatcher, which produces ‘Thatch’ from grass bales or reeds. This thatch can then be used as a construction material for buildings with thatched roofs. The third and final building of the basic chain is the fish trap. It will require reeds to be built, and will be placeable on small rivers. As the name suggests, it produces fish. This offers a way to gather food with a building that does not require thatch, while also introducing a use for the small rivers on the map. That's it for this week! As always any feedback and suggestions are more than welcome ! To conclude, we would like to share some screenshots of the first two buildings; the Reaper’s Shed and the Thresher. Both buildings were made by the amazing @despo20!
  3. 8 likes

    Version 1.0.1


    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  4. 5 likes
    Nuevo Arbol remains one of my favorite starts. So many trees! This is an overview of my city, year 40, with about 600 people. Still TONS of trees make the farms and orchards and neighborhoods lovely. Such a happy country life.... Added more photos from my newest town (also nuevo arbol) year 25, about 350 people. Houses by despo20 (D20 Medieval Houses 1.0) and kid1293 (Tree House V3.1) and tiny traders also by kid1293 (included in megamod 0.07). Added a 'winter wonderland' shot - looks beautiful! edit: May 18, 2017 Oh the Arbol, I love it... I play it over and over. And my towns turn out lovely. happy healthy and green. The screenshots just keep coming! This time I put Kralyerg's cover on my domesticated animals and my tiny workers. It also looks great.
  5. 5 likes
    I got bored of coding for updates and made a building. It will be a boat shop for the Sherbrooke Village set and will build various boat/fishing related things.
  6. 3 likes
    I can't stop adding overviews to this list of nuevo arbol cities. I get up to year 30-40 with new cities, usually have 400-600 people, everyone is happy and fed, all the jobs are filled, and there's plenty of folks as laborers to help out with any extra tasks. So I pull way back to see as much of the city as my screen allows, to see how everything turned out, and take a screenshot. Makes me so happy...
  7. 3 likes
    Hi everyone Yep, Vrayna ! Vive la France Française ou français ? (pure curiosité) Mon anglais n'est pas trop moche ?
  8. 3 likes
    Great stuff... and great team-up * though some may find a team of Thresher and Reaper and Maggi Thatcher rather... umm... frightening? J/K
  9. 3 likes
    Amazing? Not even my partner ever called me that way. And she loves me a lot! And it's unveiled because my medieval houses mod has stopped (for the moment )
  10. 2 likes
    I really like that one @Kedryn Needless to say it very much reminds me of a Rorschach test hahahaha Thanks for sharing, I'm going to load that one up!!
  11. 2 likes
    Thanks everyone ! Yes, we will adapt the yields to create a healthy balance for the new chain. We have been thinking about a way to make this compatible with Red's fodder, but we haven't reached a conclusion yet. When I was doing research for the thatcher building, I once made the mistake of doing a google image search for 'Thatcher'. Didn't quite get the result I expected . The fuel seems to be a much appreciated option, so we'll definitely look into that . We'll also dive a bit deeper into all the possibilities of 'hooking on' to existing chains in other mods. We do have many ideas ourselves though, so we might also decide to do everything our own way . I haven't worked on the bushes recently, but my original intentention was to add more variants indeed. They will come in time I guess . Just like the original version, v1.1 will be completely stand alone . It won't require any other mods to use it. I'm not sure if it would be completely compatible with the North, we'll test that.
  12. 2 likes
    Thank you @Paeng!
  13. 1 like
    Ditto on that they would look great as pictures and a vast improvement on what they try selling these days as art
  14. 1 like
    You are an artist. No other word for it. I'm always in awe of your work, as you know from what must sometimes seem like too-fulsome praise. But you keep me playing Banished in hopes of one day being able to make a town half as beautiful as the worst of yours. Thank you for sharing your towns. I look for your work every day and return to older ones time and again. In fact, I think you could make a decent living framing and selling copies of the bits you show us. Sign me up right now for your Cemetery in Moonlight and the above Campsite at Night.
  15. 1 like
    How far we can! But first of all this mod speaks of natural diversity, so an eye of respect will always be aimed at enriching and improving the natural appearance of the game. All the suggestions are well accepted! This is just the basic chain! When it's complete and perfectly functional, we will go to the next step: expand the chain! Refining of fuel and processing of wild cereals will certainly be one of the first things The reaper is scary! Don't make him angry! As always thank you all for your compliments!