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Showing most liked content on 01/29/2018 in all areas

  1. 55 likes

    Version 1.76

    19,724 downloads

    Colonial Charter 1.76 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download for version 1.76: http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 2 likes
    @DesoPL Red Ketchup's Greenhouses are part of his Garden Walls Utility mod and now produce a variety of food rather that seedlings. In previous versions of MM, the seedlings were needed to "build" decorative trees and bushes, but that was changed back to Logs in MM8. Seedlings were awfully nice trade items so I miss the old one too. The new ones are more beautiful models with his transparent glass.
  3. 1 like
    Then this should be fine, too.
  4. 1 like
    me too, i always scan the map to find where it is, and build towards it if possible... (this is the first time i noticed more than one per map.) For the one right next to the starting point, I planned my block grid around it, built a monument next to it, and kinda made it my city center. it was great!
  5. 1 like
    Apologies, I didn't really know the ins and outs of it. I did some reading on the forums last night and can see there were big discussions between the moddlers about the best way to categorise everything. Sadly I feel like their choice to do it this way greatly diminishes gameplay for those of us who are not experts on all the mods..
  6. 1 like
    Yeah, I'm spending a lot of time in my menus trying to find what I want and less time actually building and playing.
  7. 1 like
    Yep, have to agree with kmo... I'm not really a fan of this way of categorization... I have to look "all over the place" to find stuff now....
  8. 1 like
    I was searching for Megamod 7 to play on my laptop and was thrilled to see this new version has just come out. I've already installed it and it seems to be working fine, however, hopefully without sounding ungrateful, I'm finding it tricky to know where to look to find things, and easy to overlook other possibilities when choosing which version of a building to use, due to the new way everything is categorised. I just wondered if there was a reason you chose to categorise the menus the way you did, using the names of the mods instead of the building 'type' like in previous versions?