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Showing most liked content on 05/15/2017 in all areas

  1. 32 likes

    Version 1.1

    574 downloads

    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; - New Large Accessory Storage; - 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. In the same way the Accessory Storage Large can be integrated with the 3 story house. 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 ).
  2. 9 likes

    Version V101

    222 downloads

    Version 101 updated 15th May 2017 Maritimes Sherbrooke Village Version 101 Inspired by Sherbrooke Historic Village, Nova Scotia. Introducing the Sherbrooke Village collection! This set includes... Sherbrooke Church - a large church with room for 120 devout souls and a radius of 30 tiles. Sherbrooke Shoool - a school with capacity for 30 students. Sherbrooke Market - a large market building. Capacity 18,500 units, accepts all storage flags, and has a radius of 30 tiles. 3 Variants, red, white, and black. Sherbrooke Medium House - a 'medium' sized house with 4 variants, blue, red, yellow, and a white with green trim that fits next to the tailor. Medium houses have an occupancy of a family of 5, fuel of 80 per resource, and 1,200 units storage. Sherbrooke Small House - a smaller house, with 4 variants, blue, purple, aqua, and red. Small houses have an occupancy of a family of 4, fuel of 70 per resource, and storage of 900 units. Sherbrooke Blacksmith. A red blacksmith building. Produces the following range of tools; Bough tool - a cheep, rough tool made from pine pitch*. Cheaper to build but does not last as long as the vanilla iron tool. Iron tool - vanilla. Pitched tool - a sturdy tool made from wood, iron, and pine pitch*. Same stats as vanilla steel tool. Twined tool - a sturdy tool made from wood, iron, and twine*. Same stats as vanilla steel tool. Steel tool - vanilla. Fishing Tackle+ - a crafted item made from wood, iron, and pine pitch*. Sherbrooke Tailor. A tailor that produces the following range of clothing; Leather coat - vanilla. Wool coat - vanilla. Pelt clothing* - clothing made from animal pelts*^. Same stats as vanilla leather coat. Canvas clothing* - clothing made from canvas*. Same stats as vanilla leather coat. Linen clothing* - clothing made from linen*. Same stats as vanilla leather coat. Down coat - coats made from leather and feathers*. Same stats as vanilla winter coat. Winter coat - vanilla. Fur coat - coats made from fur*. Same warmth as vanilla winter coat, but much more valuable. Sherbrooke Water Mill. A mill building to be built on streams, quickly produces lumber or firewood. Includes the following puzzle pieces; Lower bridge pieces - 1x1, 1x3, 1x1 corner. Ground level bridge pieces - 1x1. Upper bridge pieces - 1x1, 1x3, 1x1 T, 3x3 trade boat passable. Stairs between all levels. A dam for smaller streams. Sherbrooke Boat Shop. A large water front boat shop that builds boats and fishing supplies for the NS Inshore set. Expensive to build. * Resources are cross overs from the Pine Set and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. ^ Resources are cross overs from the Crystal Cliffs Farm and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. + Fishing tackle is a cross overs from the NS Inshore Fishery where it is used in building fishing boats. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Compatibility Fully compatible with all mods. AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download for V101
  3. 7 likes
    http://worldofbanished.com/index.php?topic=1723.0 NMT3.0Series: Canal Set 1.0.7 is now available. This is the version 3.0 of the famous Redketchup's Medieval Town : Canal System. NMT3.0Series: Canal System is gettting improvements it is now using the Bartender's Liquid Water Technology ™ All the canal pieces will have living water which will flow in a direction (left or right). Each pieces has been doubled to meet all flow directions. 2 different sets : Classic NMT bricks "CL" and Old bricks (CC style) "OB". Each set have 3 different sizes of canal : 4x 6x and 8x Each size have a set of same pieces : Straight 3 tiles, Filler 1 tile, Corner, 3-Way, 4-Way, End, Gate, Dock, Fishing Dock, Trading Post and Watermill. Each footprint have been optimized to show you which direction the living water will flow. I strongly suggest you to pause your game before starting to design your Canal System for an optimal enjoyment. Each pieces now have an enhanced color icon to tell you which direction the water will flow. Warning: Not compatible with 1.0.6. If you want to enhance your old canal system from NMT 2.04 : you need to delete all your canal pieces from your save first and add this one on top of your NMT2.04 Enjoy !!
  4. 7 likes

    Version 102

    264 downloads

    Updated to Version 102 - 8th May 2017. The Maritimes Collection - Crystal Cliffs Farm version 102 Inspired by an 1800s farm down the road from where I live called Crystal Cliffs, Antigonish County, Nova Scotia. The name comes from the gypsum that makes up the cliffs, which erodes out and covers the beach in 'crystals'. Introducing Crystal Cliffs Farms. The main pieces of this set is a large, 11000 capacity general storage barn. It comes in 3 F-variants, red, white, and gray. The barn overhangs, so that it can be placed above either of the following two buildings that will make the stone foundation. Crystal Milk Pen. A large milk pen, capable of employing up to 3 farmers. Needs domesticated animals to build and corn to feed the cows. Produces milk at a decent rate. Acts as a stand alone building or as the foundation for the Crystal Barn. Crystal Stable. A large stable, capable of employing up to 3 farmers. Produces domesticated animals from various grains (corn, barley, wheat, oats). Acts as a stand alone building or as the foundation for the Crystal Barn. Small Animal Hutch. A small back yard (1x1) animal hutch. A drop down menu allows you to select from either Eggs (chickens) or Pelts (rabbits). Needs domesticated animals to build and corn to feed the animals. Comes in 3 F-variants, yellow, red, and brown. Small Animal Pen. A small back yard (2x2) animal pen. A drop down menu allows you to select from either Milk (goats) or wool (sheep). Needs domesticated animals to build and corn to feed the animals. Comes in 2 F-variants, blue and brown. A decorative goat! Ghosted, 2 F-variants, straight and diagonal. 3 sets of Decorative Fences. Ghosted, red, brown, and white. Each colour has its own sub-menu and includes a 1x1, 1x2, 1x3 straight pieces, a diagonal piece, a style, a small gate, a 1x1 farm gate, and a 1x2 farm gate. New materials (to the vanilla game) including feathers, lumber** and domesticated animal. New foods (to the vanilla game) including milk, goat's milk, eggs, barley**, and oats**. Resources marked ** are trade only unless used with another mod that introduces ways to produce them. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space, within which future releases from all modders can have their own menu. Within this toolbar, you will see the Maple Leave icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note - All Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others. It may be safe to run the most recently released set above the rest. Compatibility. Maritimes.pkm - Incompatible! Do not use with the full Maritimes mod. Only modular versions. Colonial Charter - Compatible with the newest edition of CC! Modular Maritimes Sets - Compatible! You will get red warnings, ignore them. All other mods are compatible that I know of! AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download Link for V102 Coming Shortly
  5. 4 likes
    Cobbler/Shoemaker makes various shoes to warm people.
  6. 4 likes
    I have always been a Cash, not an Elvis. I was raised on Boy Named Sue, et al. And turnabout is fair play, but Dean? not lyrical at all...
  7. 4 likes
    I'm a disabled navy vet with a traumatic brain injury I love to play building games it helps and I live in malibu ca and I think you guys make the best add-ons for this game
  8. 4 likes
    haha ok, when i get back on my computer i'll add information here with screenshots to this conversation
  9. 4 likes
    I'm on a major David Bowie and Queen kick... with the occasional Pentatonix, Kurt Hugo Schneider, or Peter Hollens (Find him on youtube... awesome acapella stuff before he got signed, now it's still mostly acapella) As for watching, I just finished the 65 episode Banished/MegaMod collaboration by Nightghost49, Vaypah Gaming, and NobleRambler.
  10. 3 likes
    As far as watching goes - Youtube- Vaypah Gaming, Noble Rambler and Nightghost, was watching Biffa but he's moved on to cities skylines, I am still too obsessed with Banished, it's hard to find someone whose voice you can put up with but I have no complaints about the above 4. Also various D&D streams, I like to get a D&D game in once a month if I can. Television- I'm all about American Gods at the moment. I have read the book 3 times but by some sort of mind anomaly I can't for the life of me remember what happens, only that it's worth reading again. The tv show is looking to do every justice to the book so far. As to listening, I work in a live music venue and buy my music from the merchandise desk of the bands I like so most of it is local- these guys are so local, they are my friends and the clip is filmed at my work and home town- if youre interested, it's a nice dreamy melody.
  11. 3 likes
    Hiya Everyone. I have finally made it back
  12. 3 likes
    A way to get Banished to load much faster? I can get Banished (with CC/MM) to launch in 8 minutes 30 seconds, or in just 50 seconds on my PC. Slow way: Click to start Banished and don't do anything more. Just wait for the screen to go black while the game loads. Eventually the Shining Rock logo appears followed by the start screen with the music. Elapsed time is about 8:30 (510 seconds). Speedy way: Click to start Banished. Alt-Tab back to the desktop (Banished minimized to toolbar). Wait to hear the game's startup music. Alt-Tab back to the game. Elapsed time 0:50 seconds. A 90% faster load time. This is very repeatable. Exit the game completely and restart over and over with the same results. Anyone else get similar results? Or offer an explanation as to why results the results are so vastly different. I'm running via Steam on an average 64-bit Windows 10 desktop. I assume your times will differ but I'm curious if the overall effect is the same. I did find that from a cold start (from computer off) the slow way takes about the same time and the speedy way extended to 2:30. But still, that's a a 70% gain. I guess this is what comes of trying to figure out why Gatherers stopped collecting wild oats, flax and rose hips with MM 0.07 and Banished 1.0.7 beta.
  13. 2 likes
    Thanks, Paeng. I knew it was used by WoB, but I wasn't sure it wasn't used in CC too. It's a better answer than I got from Herrbear. He said a "worker" is someone who has a job that is "off the books" or paid "under the table", such as someone who helps out the Smuggler, mans the gallows, or is found standing on darkened street corners - jobs not discussed in the polite society of Banished.
  14. 2 likes
    It's become sort of a multi-purpose jobber, used mainly by WoB modders (RK, Disc, Embx)... He does all the jobs where it's not really useful to create a new profession - e.g. carry water and similar things... Mainly to avoid menu bloat
  15. 2 likes
    No. Can't make new disasters with the modkit or create any type of conflict. Luke would need to modify the game and to quote Ghostbusters "that's about as likely as a bus full of nuns going to Hooters.
  16. 2 likes
    Because I am a full-on fanboy for the S.T.A.L.K.E.R. series of sci-fi/survival/horror games
  17. 1 like
    The "modkit" is a set of tools (a comprehensively vague term) that allow people to create add-ons or change various features of a game. Modders do not have direct access to all of the features/code in the game - there's stuff that can't be modified or eliminated. So, in Banished, there can't be groups of various races nor can there be a dragon disaster (I've asked about this before). It's difficult to make new animals (one reason why there isn't more variety of animals roaming the forests). Can't make the sails on a windmill turn, change the appearance of the merchant boats or create combat (I would love small groups of barbarians or thieves too). No Zombies either
  18. 1 like
    Yes, thank you ShockPuppet! It would be of great help
  19. 1 like
    i am very curious
  20. 1 like
    I completely agree with this. In the end we're all trying to shape the game in our own way, and we shouldn't be scared of doing so if we're shaping it into something else than another modder did. I agree that cross-over versions and mod collections are perhaps the best way to overcome these differences, as the original mod can stay 'pure' in that way. For the moment I personally don't really feel like there would be much to gain from redoing Red's work, so if anything it would be something like an add-on or a cross-over version indeed . The idea of an old growth forest is definitely an interesting one, it adds realism and even more diversity to the environment. I have thought about it before, since OwlChemist is no longer actively modding we can't expect him to update his mods to work with everything that's coming out now, but there's some good ideas and it would be a shame to lose them. For the moment I didn't try my luck on trees yet, but it's something I definitely want to do at some point. Making things spawn lower is done simply by changing the range with the minHeight and maxHeight, but there's a catch.. It only works for resources that are spawned through the StartConditions.rsc, and only for their initial spawning behaviour. The problem is that for reseeding or for secondary spawning (through another resource) the game seems to completely ignore the min and maxheight settings; it just places them between 0.0 and 1.0 by default. This is really a big flaw in the coding if you ask me. For the reeds, we had to turn off reseeding and make them everliving. We also had lots of problems finding a way to make a reed farm in a realistic way, though we did find something in the end. Another issue that you have to take into account is that all tiles below 0.0 are marked as 'water' or 'deepwater'. If you set the minheight too low, the resource may be spawned in places that are unreachable for the bannies. For the reeds, I set minHeight to -0.7 and maxHeight to -0.1, which seems to be fine.
  21. 1 like
    It could alsp be that they are walking right on the slope (from water to land)... maybe it helps if you draw a road right next to it.