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Showing most liked content on 05/18/2017 in all areas

  1. 28 likes

    Version 1.1


    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. 22 likes

    Version 0.07


    Brought to you by the creators of Colonial Charter. 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. This download is a .RAR file. 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. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  3. 7 likes

    Version 0.07


    Brought to you by the creators of Colonial Charter. 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. About: Why is this 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 this 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.
  4. 4 likes
    Thanks to everyone! I'm glad you like my little houses I've released the version 1.1 with the new large storage and some fixes
  5. 4 likes
    @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.
  6. 3 likes
    I posted this originally in another thread and will bring it here... Hi guys, So @Ketchup I am by no way any good at modelling and am still figuring it out but I might be able to help you with the swaying of the leaves. I managed to do it with my trees and was very excited to see them sway in game. It is down to your UV maps. If you look at the model of the fig tree example, it has 3 UV channels. 'UVChannel_01' is your texture mapping, 'UVChannel_02' is your AO, and 'UVChannel_03' is the swaying. I'll show you the spruce tree. So we have three UV channels for our tree. The first UV channel is for the texturing. In this tree, I've used two materials, one for bark and one for branches. I've scaled the tree trunk rather large to make the bark look detailed... in vanilla trees it is very stretched. The second is for the AO. I've used the 'Smart Project' unwrap to get this, then baked the OA. The third UV channel is for the swaying. There are two things to note. In this, I have used 'Reset' unwrap to make all of the branches a square, piled on top of each other, filling the whole UV map. My branches in this example are only 1 face each, I've not yet tried doing more but that is what I want to do next. If we zoom in on this one, that dot is my tree trunk. This makes it not sway in the wind! I added this channel last, so the only way I could do this was to scale the UV coordinates down until they were all on one spot. And that is pretty much it. As for the leaves dropping, I think this is the 'BillboardMaterial' that is referred to in the 'Models/MaterialInstance/FigTree.rsc' of the example file... MaterialInstance resource { Material _material = "Material\Billboard\BillboardMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\MaterialInstance\FigTreeTexture.rsc"; } ] } I used this for my maple and aspen and the leaves appear in spring, sway, always face camera, and disappear in winter. Again, I think this reads the 3rd UV channel, so you have to have the tree trunk at 0'0'0 otherwise it will also sway and disappear... maybe. I might go to 2 materials for the maple and apsen to make the leaves look better because I don't like how they look in game at the moment. Oh and the billboard material also makes them change colour in the autumn... it made mine change and I never did anything for it so it must be this. There is a camera, target, and armature in the scene of the fig tree example, I have no idea if this does anything, but I decided to keep all of those things in my files just in case. As for the Spruce, that uses the 'Models/Trees/MaterialInstance/PineTree01.rsc' from the Resource file in the mod kit. MaterialInstance resource { Material _material = "Material\Foliage\FoliageMaterial.rsc"; Texture _textures [ { String _name = "diffuse"; ImageBuffer _texture = "Models\Trees\MaterialInstance\PineTree01Texture.rsc"; } { String _name = "snow"; ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc"; } ] Constant _constants [ ] } I think the 'FoliageMaterial' makes them sway but not disappear and grow during the seasons. @Bartender I agree with @jesta, I don't think you need spheres. Try using a dome instead? You could probably cut out some faces and not loose any visual detail.
  7. 2 likes
    I've released the version 1.1 with the new large storage and some fixes I have a couple of F variants in production, but for the moment I prefer to give priority to Natural Diversity
  8. 2 likes
    @Kedryn that map is fantastic! It's very much the type of lake I have been searching for with my trawls through the random seed generator (particularly because it also has some islands). Even the river & stream placement is good Edit: I see I'm not the only one who finds the menu does not display the Terrain Size when using CC Very Large maps. @QueryEverything (reminds of a Rorschach test)... yes, yes it does I see... a butterfly... Maybe that's just me
  9. 2 likes
    Necora, these textures! I was zooming in to see how the flowers I'm practicing with (Tany's flax, spawned in multiple colors by RedKetchup's grass, with wind motion learned from your explanations in this thread) were turning out and I instead got distracted by your leaves. How do you do this? Find the most perfect screenshot ever of a leaf on the web? Draw them? They're fantastic!
  10. 2 likes
    I am indeed! loving every minute.....and as usual just can't settle on a style lol just keep having to try every which way mining town would be so good to go with the Wild West theme yay! I really should do some housework at some point or maybe even sleep!
  11. 2 likes
    Quick message at this point in that I've gotten the problems resolved. Now working on a short video explaining steps taken!
  12. 2 likes
    Thanks @QueryEverything! My friend @Bartender is a poet indeed! I love his Sneak Peeks! They make it look like what we do even more beautiful In Italy we say: take two pigeons with a bean
  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
    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!!
  15. 2 likes
    And the inland sea you have always dreamed of. Come visit our lake that is not a circle! Book your tickets today!
  16. 1 like
    Here's the oversimplified explanation: Kralyerg is given the most recent code for each mod by the modders who want to be included (can't just use the .pkm files). He assembles them into one large "mod", combines all of the tables and resolves any conflicts. In some cases, he makes sure certain types of production buildings use the same "recipes" to produce items. Then he creates a set of toolbars to include all of the items. In the next version of MegaMod, he'll especially need to look at consistency of how the new flags are being used. In the next version, he wants to create the same type of toolbar he has been making (by building type) and also include the community toolbar used by many modders that keeps their mods all together in one place. There's a lot of work to be done and no estimated timeframe yet.
  17. 1 like
    I hope so too, but probably the purpose is to catch them to eat them
  18. 1 like
    Haha, thank you ! I wouldn't concider myself much of a poet, especially not in english, but I do enjoy writing a lot. One day I'll be good enough to publish some things . I like that one, at least no animals are harmed that way !
  19. 1 like
    MegaMod .07 includes CC 1.71 so you don't need both; nor do you need the Compatibility Mod. However If you want to play with CC 1.75 then you need: Banished 1.0.7 Beta 1.0.7 Compatibility Mod CC 1.75 MM .07 MM .07 Deco You will need to start a new game. I'm not sure that Cold Realism is working well with these. If you have problems - that may be the cause.
  20. 1 like
    I feel like I'm a newsreader about to do a traffic report in a helicopter, love that screenshot And love the other ones too Great work @BuildHappy
  21. 1 like
    to make the wildwest town more complete, EB has some wood houses and the saddle maker as well. if you go back through the mod section there are some that were posted as individual mods you might find useful.
  22. 1 like
    @Bartender and @Ketchup I moved the leaves and branches UV co-ordinates on Channel_03 and it seems to make a very slight increase in swaying of the trees. Also, if you use the evergreen billboard material you have to do this otherwise your leaves will end up offset from the model for some reason. @Bartender I also tried using the evergreen billboard. It definitely makes the trees look more full, but also changes the angle of the faces. Not sure I like it. The tree on the left is with the foliage material and the tree on the right is with the evergreen billboard.