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.

Leaderboard


Popular Content

Showing most liked content on 07/07/2017 in all areas

  1. 14 likes

    Version 105

    539 downloads

    Updated to Version 105 - September 28th 2017 The Maritimes Collection - The Pine Set V105 Preamble I started making this set because I had a need for certain forestry resources, so wanted to make the forest centers to get them. I also wanted to add a bit more maritimes diversity to what can be gained from the forest. Rather quickly, this snowballed into a large set as with the more buildings and chains I added, I figured I had may as well do other things too so that it is more complete. This set took a lot of time an effort, far too much perhaps. There are chains and buildings that I really like, and others which on hindsight could do with being improved. It also diverted away from other Maritimes sets, in that there was no real inspiration from Maritimes areas to make most of this set. I have learnt a lot, the limits of the mod kit, my limits as a modder, and have developed some interesting techniques and mechanisms, some that work, some that don't so much. With that being said, this is the last update I will be making to the Pine Set, apart from any necessary bug fixes or balancing changes. I will continue supporting it in terms of making sure it is still compatible with other sets, but any improvements to chains will come as seperate stand alones, back in more of the Maritimes theme I've been trying to create. Introducing the biggest (so far) installment of the Maritimes collection, the Pine Set. Small prodution buildings including blacksmiths, tailors, looms, spinners, and lumber cutters. All small, all slow, all with 2 F-variants, one colour and one wood. New forestry production chains including a turpentine still and a pine pitch kiln. New storage options including some small food cellars, barns, and material storage. New forestry lots. 3 1x1 forester towers, one vanilla, one with a new maple tree set consisting of maple trees, aspens, apples, and oaks, and one with a new pine tree set, including fir, spruce, and white pine. New gatherer and forager resources... see the read me in the first reply to this topic below for more details. New fur trapper and skinner... see the read me in the first reply to this topic below for more details. New foods (to vanilla game) including Game (meat), eggs, cranberries, maple syrup, and more. New alcohol (to vanilla game) including cider and maple whiskey. New materials (to the vanilla game) including feathers, lumber, hemp, flax, pine boughs, pine resin, turpentine, pitch, charcoal, and more! New fabrics (to the vanilla game) including linen, canvas, yarn, and twine. New civic buildings including church, school, town hall (all with F-variants) and a hospital. New housing including an up-gradable cabin in wood and colour versions, and an up-gradable lodge. More housing will be added in the future. And probably a load of other things I forgot about! When I remember, I'll add 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 new toolbar, you will see the Maple Leaf 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 (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility Issues I have tried to make this set fully compatible with all other mods. There are, however, a couple of points that I just could not solve. They are listed below... Charcoal and Colonial Charter Part 1 = This is an interesting one. Due to CC charcoal being linked to the brick making facilities, the high:low produce values are astronomical, from a comparitively tiny amount of logs. Therefore, if you use the Pine Set above CC, the output of charcoal from CC buildings will most likely be very low. It, on the other hand, you use CC above the Pine Set, the output of charcoal from Pine Set buildings will be very high. You have been warned Charcoal and Colonial Charter Part 2 = Another difference is that in CC, charcoal is a fuel, where as in the Maritimes, charcoal is an industrial fuel as I don't want it used in houses. So if you want charcoal to be burned in your houses, put CC above the Pine Set. Otherwise, it doesn't matter. New Flora = In order to use both New Flora and the Pine Set, you need to use the Flax Patch and New Pine Flora patch. Put these two, and New Flora, above the Pine Set in your load order. Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. This set does not need the Maritimes Tree mod as it is included. All other mods - Compatible! I don't know of any instances where this will not work. Acknowledgements None 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 @Ketchup 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!
  2. 6 likes

    Version 104

    261 downloads

    The Maritimes Collection - Dock Set. Updated! Version 104 (May 9th 2017). A small dock set to connect your Maritimes buildings. Dock pieces including... 1x1 pieces with covered, roped, and plain F-variants, 1x2 pieces with covered and roped F-variants, 1x3 pieces with covered and roped F-variants, 1x1 corner pieces with roped, plain, and T-section F-variants, 1x1 complete medium level with corners, T-sections, straight sections with roped and covered F-variants, 1x1 set of stairs to medium level, 1x1 set of stairs to water level, A decorative ghost lobster pot with a few F-variants. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. 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 new toolbar, you will see the Maple Leaf 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 independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ). If you do run them together, it is advised to place the most recent release on top! Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. Place the most recently released mod on top. All other mods - Compatible! I don't know of any instances where this will not work. Acknowledgements None 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 @Ketchup 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!
  3. 4 likes
    hahahaha Exactly @Ketchup! In a convenient wooden box
  4. 3 likes
    this might not be the worst thing, as @Diospectre recently gave me food for thought: "Avoid building hospital too close to the residential or crowded area (e.g. markets) if possible. So once a citizen gets sick, it won't spread out a lot while he is being healed in the hospital." i have always put a full size hospital in the middle of my most dense neighborhoods, because of the happiness radius. now, all i see is the first few sick people running into the hospital, potentially infecting everyone they pass, which is a lot of folks, 'cuz it's in a high-pop. area. i will think twice about hospital placement next time. post is here:
  5. 3 likes
    Oh, what I would give for larger window and Drag & Drop ability on the mod ordering.
  6. 2 likes
    yes, i learned this the hard way. i quit my game to go to work, came back, and could never build on those places where the road was unfinished (semi-transparent) and deleted. now i am careful to do as much road as i need before "un-pausing" or saving, and i'm enjoying my "intersections only" method, it helps get folks done with roads faster at the beginning, so they go do their "real" jobs. and seriously, where's the screenshots of this six island paradise?
  7. 2 likes
    Seems like a huge plan ahead. Sadly I had no thought of making "wide-open areas with fast roads" (as you said) at the first place, now I'm stuck with around 1.200 citizens in two big islands (each island is focused on farming and mining area and another one is the residential area). And now it's too late to rebuild the road. I still have 4 other big islands and may have to do some planning. I mostly pause the game before starting to build something. I love to build mining area surrounded by forest and some gatherer and forester hut, then followed by little residential area after the forest. I had to avoid the happiness penalty made by the mines. And... I also forgot to leave the gaps between buildings, now everything is hard to decorate which is sad. But hey, I still have 4 more islands to develop, this time with a plan. Just reminders: - Avoid building hospital too close to the residential or crowded area (e.g. markets) if possible. So once a citizen gets sick, it won't spread out a lot while he is being healed in the hospital. - And avoid saving the game while there is an unfinished road (the road that is semi-transparent). Saving the game while there is unfinished road may cause a glitch, making the road unremovable. - Citizen travelling distance capability may vary, especially during winter which is shorten the distance.
  8. 1 like
    i always put the hospital in a very isolated place far on the map out of range of idle attraction.
  9. 1 like
    I used to build hospital around the crowd for the sake of accessibility, but if backfired me instead. I lost half of my citizens. Now I left my hospital alone and laid some decorations (fountain, benches, signs, flower beds, etc - mods required -) around it, so it wouldn't look so lonely. And well, accepting nomads will also raise up the possibility of getting an outbreak, sadly. Disabling sickness from debug menu, having a full health bar, and having a massive amount of herbs will not totally stop the possibility of getting it. Those doctors are your real heroes.... and those farmers...
  10. 1 like
    Does anyone else think that the precious mine and placer mine generate ore incredibly slowly?
  11. 1 like
    Yes @KikeRivers25, the turning red is normal, it just means that is shares resources files with another file, normally done by the same authors, or by group of authors. You're good to go on this. Place above or below (there are no instructions, so you may need to test it out). There are other mods that use Hemp now for rope and clothing, so you may find that you are getting different hemp if you run those mods (If you are running CC only, then this isn't a problem) you will need to put this higher than those other ones so this hemp is the highest in the game. ( )
  12. 1 like
    Great tips Sounds like some great early game starter ideas here
  13. 1 like
    did you wake up the monster???
  14. 1 like
    Hiya @sky777 A couple of questions, yes may sound silly, but sometimes they can help What Banished are you running? What MM / CC are you running? If running MM, are you running the compatibility mod? Are you running in 'pick up' mods? Mods that are designed for the farmers or the laborers to pickup the produce instead of the other? Something like this: https://banishedinfo.com/mods/view/293-Pick-Me-Up Do you have enough storage available for the right crop? Some crops may be a grain, corn will be put in grain, or general food; etc If you don't have the Pick me Up mod, it may be worth having a go with it. To install: Exit game Navigate to your Banished/WinData folder drop the .pkm file in run Banished go to the Mods menu Enable the Pick Me Up mod (I make sure it's near the top of my mods) Press OK (wait for game to reload) EXIT the game entirely (important) run Banished Start a new game. If you are going to use an existing map: As above until "Start a new game." run Banished Open existing map go to Mods menu (in the map, do no exit map) Enable the mod in the map Press OK (wait for the game to reload) Go to the save menu, save a new location (do not overwrite the old save) Play the map, check the farmers, make sure it's working. - If it's not working, test on a new map to see if it is; if it is, then it may be that it doesn't work in saved maps, you may need to do a full reload (as above) but in the saved map, so - load the map, enable the mod, save the map, exit Banished, load the game, load the map Please let us know how you go