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Showing most liked content since 08/24/2017 in Posts

  1. 22 likes
    View File MegaMod 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: 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. 95 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. Submitter Kralyerg Submitted 11/26/2016 Category MegaMod  
  2. 17 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. 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. Why is there 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 the second 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. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  3. 16 likes
    Colonial Charter 1.75 is available for download. Rearrage Refined Production toolbar to better reflect the new resource flags and limits. Fix general markets that should not be storing Luxuries Allow Trading Posts to set autopurchase for new resource flags Add new subtoolbars for Market Stalls, Market Carts, Specialized Storage Barns No real big changes. Just some minor updates. Unless there's some big bugs that are found, this should be the last update to the 1.7x line.
  4. 15 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  5. 9 likes
    Banished Video Settings Quick Guide for Windows Please note that the document pasted in with a good attempt at the formatting, but missed! I will fix it later, please be patient. This short layman's guide provides a brief explanation of Banished's video settings. Some of these settings will have a large impact on how well Banished runs and some will help with "out of memory" crashes. I will approach each setting's explanation with these two particulars in mind. Our goal is to have Banished run as fast (and stable) as possible with little or no video degradation; a happy median. Even if your system seems to run fine with all the game's settings maxed out, I still recommend you review your choices as these can greatly impact other aspects of Banished, like modding and map size, for example. Before I get into the explanations, I have some general advise on keeping your game running as efficient as possible: 1. Make sure you are running the latest Banished retail version; see the first entry. 2. If you are experiencing crashes, report them to Shining Rock Software support (see the bottom of the linked page) after reading the FAQ to verify that your error is not already addressed. 3. Make sure your machine is in the best game-running shape that you can! This subject is much too broad to cover here, but there are many tweaking sites and free programs available to help. A few items to keep in mind are: · Make sure your hard drives are defragged on a regular bases. There are a lot of free defragging programs available (including the one packaged with Windows), but I use Puran because it allows the targeting of specific directories, boot time defrag, and more. · Keep the number of background tasks to a minimum. This is an expansive subject and I will not attempt to touch it here, but this is one of the main causes of poor performance on capable systems. Puran also offers free, a whole suit of utilities (some to help streamline the number of background tasks); please note, if you use the full suite, Puran Defrag does not need to be downloaded separately. Many people use CCleaner instead, which has been around a long time. 4. Beware of quick solutions, like editing your registry, unless you've fully researched the problem and solution and, you know what you are doing. 5. Remember, large maps can crash the game on any system, as stated on the official Shining Rock Software site: "...at some point very large maps will crash the game due to out of memory, or textures failing to be created." Banished Video Settings Graphic quality is subjective, there can be no doubt, but many of the standard graphic settings in today's games are unnecessary. For example, antialiasing was used on lower resolution screens to minimize pixelization (it softens pixel hard edges), but isn't necessarily needed on today's HiRes monitors. Turning off this setting alone can greatly improve performance, decrease resource demands, and help alleviate certain problems. Please be aware: · If you don't like the visual outcome of lowering a particular setting, feel free to change it back, but remember, there are consequences. Carefully weigh the visual gain against the benefits of performance, and in some cases, stability. · Hardware and or driver settings can (and usually do) affect your options and, in some cases, will override them. Hardware and or driver settings are beyond the scope of this guide. Renderer: The renderer option lets you set your DirectX version for the game to either DirectX 9.0c or DirectX 11. For the purpose of this guide, I'd recommend going with DirectX 9.0c. 9.0c requires fewer resources and is more stable, but it does not have all the features of version 11. With a game like Banished, the differences should be virtually unnoticeable. Adapter: The adapter option allows you to select which video card and or driver to use with Banished. Most computers will have only one video card, but may still offer two choices, one usually being generic. It's hard to point you to the correct option because this depends upon your hardware, but I can tell you what not to choose! Stay away from generic options, such as: Generic PnP Display, Standard VGA Graphics Adapter, etc. Generic choices typically utilize a built-in Windows VGA driver whereas most video card manufacturers will supply a much better choice. Two very popular gaming cards are ATI and Nvidia, but other valid option may be Intel, ASUS, and a few others. If your choices are still ambiguous, the best way to choose the proper adapter is to identify what you have, but even these steps can vary depending upon which Windows version you are running. You can try looking here, or Google "identify windows video card" and append your OS version (i.e. "identify windows video card windows 10"). Resolution: The resolution option has a very big impact on performance, but you should generally stick to your monitor's native resolution. If you choose anything but the native resolution, the pixels will not be one-to-one with the game's rendering, but approximate, which means your graphics will be blurry, especially text. Most newer, standard monitors are 1920x1080 (if you use an HDMI connection, it is 1920x1080). Generally, the native resolution will be the largest of your choices and at the top of the resolution list. If in doubt, Google your monitor's model number. As a last ditch effort, if your game's performance is still unsatisfactory, you can lower the resolution setting, but make sure this is the last thing you try. Quite frankly, if you have to resort to lowering this setting, it might be time to update your system! Refresh Rate: Refresh rate is the number of times the monitor is refreshed per second. In most cases, you'll stick to 60Hz, which is pretty standard nowadays. This setting generally does not affect performance (see VSync below), though some people claim they can see 60Hz refresh rates (if your monitor appears to strobe, you are one of these folks). If your eyes are this sensitive, you can increase the refresh rate if the option is available with your hardware. Personally, I could see strobing on the old CRT monitors at 60Hz, but never had this problem on modern LCD monitors. VSync: The Refresh Rate described above determines the number of times the monitor is refreshed per second, but in most cases, this does not correspond to the number of times Banished redraws its screen, which can vary significantly. When on, VSync assures that Banished does not redraw its screen while the monitor is in the middle of a refresh. If this happens, you may notice a "tearing" of your graphic screen (only part of the scene is redrawn resulting in a horizontal line somewhere on your screen, but only for a split second or, 1/60th of a second, to be precise). If VSync is on, your scenes should never "tear," but in most cases, you will never display more than 60 fps (frames per second). Unfortunately, turning VSync on can result in stuttering (skipping, dropping frames, etc.) if your system cannot keep up with the monitor's refresh rate. Without getting too technical, I suggest leaving VSync turned off (not selected) unless you notice a lot of "tearing." Fullscreen: I recommend running all games in full screen for a number of reasons, most importantly of which is performance. Most video cards are tweaked to run in full screen because they can write directly to the graphic system without going through a Windows' buffer. In window mode, all screen output is filtered through a Windows' buffer and will always result in a slowdown, though in some cases, the performance hit is negligible (on fast systems). Another reason is CPU resources, which are spread thinner when running programs windowed. Antialiasing: Pixels are aligned in a grid. With this technique, drawing a curve or diagonal line will result in jaggedness, or pixelization. Antialiasing is a method used to help diminish this jagged effect. But, as previously stated, today's HiRes monitors have very small pixels compared to their brethren of yesteryear, so antialiasing has become superfluous, in most cases. My recommendation is to set the option to None. If you are still unconvinced, change the setting and judge the difference for yourself. Just remember, with antialiasing on, at a minimum, the neighbors of over 2 million pixels (1920x1080) have to be examined, judged, then redrawn, ~30+ times per second. This, alone, is a huge resource drain, even with hardware optimization. Texture Filtering: You can think of texture filtering as antialiasing on steroids! I don't have the room to properly explain this here, so I will direct you to Wikipedia, if you want a better understanding. Just remember, texture filtering, in most cases, will have the largest impact on quality versus performance and, it also has the largest impact on the amount of video RAM used. In other words, if you are having bad performance and or crashes with Banished, you can lower this setting to help with both. Again, I cannot simply tell you which setting to choose, but I would start with the lowest (Bilinear) and work your way up (I use Bilinear on my laptop and am happy with the results). Keep in mind, texture filtering is not the only determining factor of graphic quality. Many times, a lower texture filtering setting can be compensated for by adjusting Banished's other settings. In other words, if the Bilinear setting doesn't look as good as you want, don't just choose a higher setting, try tweaking Banished's other settings first. Shadow Resolution: Shadows, in a game, can compensate for other graphic shortcomings, but at the expense of resources. Even so, from a purely visual point of view, I'd recommend keeping this setting as high as possible. If, after lowering other settings, you are still having performance problems, you can think of lowering shadow resolution or simply turning shadows off (see Shadow Quality below). Shadow Quality: Unlike Shadow Resolution, Shadow Quality can have a significant impact on graphic resources (performance and memory requirements). With this setting, I recommend you start with the lowest setting (excluding None) and work your way up, stopping on the lowest acceptable setting. I find Low does what I need. Reflections: Reflections can help compensate for graphic shortcomings, but can also significantly deplete available video resources. I consider reflections eye candy. But, if you can afford the overhead, I suggest you keep it set for Terrain, at a minimum. If you've lowered other setting and are still having trouble with performance and or crashing, you can simply turn reflections off. Quick Video Settings The following table is a summary of my recommended settings, depending on whether you are after performance or stability. If you are crashing, there is a good chance you are running out of resources, so my recommended settings are just a starting point (with trial and error, you should be able to minimize crashes, if low resources are indeed the cause). You will need to contact Shining Rock support once you narrow down the problem. See this guide's description for clarification of the recommendations below. Setting Performance Diagnosing Renderer DirectX 9.0c DirectX 9.0c Adapter Manufacturer Driver Manufacturer Driver Resolution Your Monitor's Native Resolution Your Monitor's Native Resolution Refresh Rate ~60Hz ~60Hz VSync Off Off Fullscreen On On Antialising None None Texture Filtering Lowest Acceptable Bilinear Shadow Resolution High Low Shadow Quality Low None Reflections Terrain None Quick Settings' Table If you find any problems (grammatical or technical) in this document, please let me know. I will let the guide simmer awhile before releasing it as a PDF, if a PDF is requested. This document is Copyright © 2017 by Troy A. Dalton and permission is given only to link to it from other sites, but not to reproduce it electronically. It may be printed for personal consumption. The only reason for the copyright notice is document control, so if you find this on any site other than Black Liquid's, please let someone know.
  6. 9 likes
    Have you ever wanted to use just a single aspect of Colonial Charter alongside your other mods, without the enormity of other options that comes with it? Soon, this may become a reality. If you head over to the Downloads area, there's a new section called "Colonial Charter Modular". This will house the different pieces of CC that are created as standalone mods. Anything in this area is already included in the full CC mod, so you should not try and use them both. Right now there's only a few things, but more will come.
  7. 9 likes
    As was said in another thread, I don't know when MegaMod will be updated for Banished 1.0.7. It may be a little while. But I did make a small compatibility patch mod. 1.0.7 Compatiblity for MegaMod 0.07 It should allow you to use MM and the new CC with 1.0.7. It's very very beta. It shouldn't crash anything, but things might not work as expected. Let me know when you find the bugs.
  8. 8 likes
    After a boring speech by the mayor and receiving their Citizen's Document along with a generous gift of fresh clothes and soap, they gather in a meadow for a spontaneous "Dance of Happiness" - Now the villagers are not sure if that was such a good idea -
  9. 6 likes
    So I been playing alot of mount and blade: Viking conquest lately, and I thought.. hey.. would it not be awesome if I could build my viking survivors in banished? viking style houses farms and decor items, simple Iron age stuff? The Viking conquest have alot of 3d models one could use as insperation, I am not a modder so I have no idea how much work it would be to just reskin houses and barns and stuff like this into a mod? obviously we have the Mega mod and I love it, but it can be very overwhelming, how about a small viking mod with like just a few farms, few animals, but more focus on hunt and fishing? last thing you build is a viking port at the rivier, once every year it comes back with treasure, gold or what not that can be used for trade.. I dont know, I just really like the viking look.
  10. 6 likes
    Sounds like a meeting at my work. Very much sounds like a work meeting. Ok now less so. Again, its back to being a work meeting.
  11. 5 likes
    On a completely different topic, just in case there is any confusion - Governor is not her name, it's her rank in this forum. Her name is estherhb. In regards to the hunting blinds, if they are causing a problem for you then the short-term solution is to ignore them and not build them. Unfortunately Shock and Kralyerg are both away from the site at the moment due to real life issues so they are not going to be able to answer your questions at the moment. Probably the best long-term solution for you would be if someone made a separate mod that alters the the hunting blind. That way you could instal it to affect your production but those of us, like me, who rarely see such high numbers, can choose not to instal it.
  12. 5 likes
    Gatherers eating poisonous mushrooms
  13. 5 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.
  14. 4 likes
    I don't always watch for deaths, once I get a stable population, but super wide comments in the event log catch my eye, and a couple of them so far have been hilarious. Shot attached here is for Alonzalo who was killed at work as a glassmaker. Then last night there was a message about someone who somehow got boxed up in a crate (HOW does that even happen?) but I did not get to him in time to take another screenshot, sorry. Anyone have other shots/stories of goofy ways banished folk die?
  15. 4 likes
    One of my builders - right after they started work - instantly died. They fell from a ladder… while building a bridge. xP
  16. 4 likes
  17. 4 likes
    If you are having large die-offs, it's because you are building too many houses at one time. That results in a bunch of kids being born at one time, then a spike in kids going to school, then a bunch of graduates needing houses again. Try building just 3 or so houses a year - or at least just a few each season. If you are accepting Nomads, leave them in the Boarding House as you add just a few houses at a time. When you see a bunch of old people are getting up there in age, stop building more houses since you know some will soon be available. All those old people are still productive workers. More kids isn't the only thing a town needs.
  18. 3 likes
    http://www.shiningrocksoftware.com/2017-09-13-1-0-7-released/ And sadly it is last patch.
  19. 3 likes
    The Dock Set is located under Themed Sets (Fleur de Lis symbol). There are two tabs; choose the 2nd one "Storage, Industry and Food". It's the 5th (?) item.
  20. 3 likes
    very good, now shock can build his house with more than 2 materials too
  21. 3 likes
    yes sure. i have to return my real life now, pumpkin are fully grown. wait, what's my real life? :-D
  22. 3 likes
    Test No.2: 55 hunting blinds working for a full year with nearby storage and housing. Results: Highest: 1800 duck meat Lowest: 0 duck meat + 14 feathers avg. 1115 duck meat
  23. 3 likes
    no self-respecting window treatment is complete without the equine touch...
  24. 3 likes
    From what I can gather from trying to edit this part of the UI... not likely. For DSSV I tried to make the Terrain Type drop-down prompt a text tip like the Starting Conditions do, but the code that makes this happen does not seem to be visible to us. ... unless we can set a sprite image... needs further investigation. But a possible option, that can be done is to display a small banner with all the pictures of the different Terrains/ground textures.
  25. 3 likes
    Hi @Jafar_the_Barmecide ! I wish I could say that I will make an update to The Mission... More of everything is nice and I understand you want to build in the same style. It will land on the to-do-list. I don't know where to begin. It's too large for me now.
  26. 3 likes
    Now this one I liked **spoiler** haha, it is a new one I found, so if you want to wait and see if it ever pops up for you, don't read it @BuildHappy that has been a topic of conversation of on World of Banished the 'nondescript' deaths. It's a Vanilla based bug. http://worldofbanished.com/index.php?topic=1669.msg32606#msg32606
  27. 3 likes
    Now that @Discrepancy has added some housing to his DS Jetty and Bridge mod, the options for overwater towns have increased quite a bit. I decided to do a large overwater settlement for the start area of my current game. In the following image, I have jetties and buildings from the dock themed set from CC along with jetties and buildings from Discrepany's Jetty and Bridge set (along with some buildings from @Ketchup). Edit: Forgot to mention that I also make use of @Necora's Maritimes set for some fishing buildings Edit again: Not the best picture to show off the village, I made this to illustrate a problem I was having with some trade posts on the CC Lake Waters maps.
  28. 3 likes
    As far as I'm aware, there's no way to add any kind of new statistics into the game. The "best" that you can get is the number of families and homes from the Townhall, and I'm pretty sure you can't isolate those 2 numbers, you must have that whole first tab of statistics as a whole. So it is possible to add that "general stats" to the immigration office" on top of the "allow nomads yes/no" page, but that's about it.
  29. 3 likes
    new one: Ward the Joiner fell on his hammer and saw. ouch!
  30. 3 likes
    a fire station is can act as a well ... yes it is possible. but the game doesnt allow a profession/worker assigned to it though, it would conflict a special "hard coded" feature which turn the citizens into "firemen" when a fire appears in game.
  31. 3 likes
    i've seen this a couple times, and i've always kind of enjoyed the idea of my little game folks getting 'banished from Banished.' the irony of a town founded by banished folks banishing in turn...
  32. 3 likes
    [name] was murdered! yikes...
  33. 3 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.
  34. 3 likes
  35. 3 likes
    We can build Wonders now?
  36. 3 likes
    Paul Bunyan's wash tub? Now just a large blue ox is needed
  37. 2 likes
    The Jade Quarry is alive and well in this screenshot from this new game start using just these mods/load order: 1.07 Compatibility CC 1.75 Journey MegaMod 0.07 MegaMod DecoPack 0.07 The Jade quarry remains available even when I add back in the many many mods I normally have loaded above these. (Apparently even the leghorn chickens like jade )
  38. 2 likes
    Prompted by this thread, I'd like to ask if anyone would be interested in making some more buildings that can be placed over water. While there are quite a few buildings that can be built over the water when you combine CC, Discrepancy's DS Jetty & Bridge set and Necora's Inshore Fisheries mods, there are still a few buildings that are stictly land based e.g. the hospital and townhall. Any attempt at a sustainable village with the minimum use of land is always going to need land for the hospital, town hall, boarding house, fruit & vegetable growing and the blacksmith (so the more advanced tools like steel tools can be made). There is a specific need for those buildings mentioned in the paragraph above but I'd also like to ask @Ketchup and @kid1293 if they might consider making over-water versions of their greenhouses so some fruit & vegetables can be grown without needing a cropfield or orchard (specifically the greenhouse from the Garden Walls: Utility set and the greenhouse from the Tequila Addon set)
  39. 2 likes
    That's my charcoal, and for the maritimes stuff it is an industrial fuel. Move CC above any maritimes sets and it will be usable in houses, and should still be usable in any maritimes production buildings that need it.
  40. 2 likes
    Hi all, I only discovered Banished about a month ago. I played several scenarios and got a little bored once my town was up and thriving... so I went looking for mods and found CC (New Frontiers I think it was). I've loved that! The game enhancements that you've added have made the game brilliant. I had issues with many of the crop graphics not appearing (just plain dirt) and in searching out a fix I realised that I'd downloaded an older mod. I wasn't ready to scrap the city I was building at the time because I still had so many things to do!!! Truthfully, I should keep on playing in that city because it's by far the largest population I've had, and I really like the seed, but I'm too keen to try out the new mod (plus, I can't keep up with the new houses that my over-breeding bannies need!). So I'm just about to install the new Journey mod. Thanks for all your hard work. I'm looking forward to browsing this forum and seeing what everyone else has been up to. Chelle.
  41. 2 likes
    Hi, I'm Fish. Looks like the CC mod has moved on a lot since I last played it. Looking forward to seeing what the new additions bring to the game.
  42. 2 likes
    I I have put six Hunting Blinds very close to each other. For 2 game years already, they are constantly producing 1000-1200 duck meat each per season. That, makes me roughly 7 thousand meat per season from small area. Small town of 80 people swimming in food. Another positive - birth rate jumped up from all the abundance of the quacking meat. Wow. Read the thread title..
  43. 2 likes
    Just a few questions: - Did this occur with more than 2 hunting blinds? - For multiple years in a row? - Maybe upgrade to CC 1.75? Test No.1: 14 hunting blinds right next to each other (storage & houses were nearby). The output per year was as follows: Highest: 1400 duck meat Lowest: 200 duck meat + 20 feathers avg: 797 duck meat + 12 feathers Comparison: When space is not a factor, bannies produce 850/year on an optimized farm.
  44. 2 likes
    @Jafar_the_Barmecide fantastic images And Nomad is known as @kid1293 here Also where he spends most of his modding time, over at World of Banished http://worldofbanished.com/index.php?action=profile;u=2582
  45. 2 likes
    A funny thing I had a long time ago. I don't know if it can still happen today. Fishermen were so close to catch sheeps ! That picture isn't of good quality. It was raining, there was water on my camera.
  46. 2 likes
    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
  47. 2 likes
    So sad. Wonder if he had been skimming products off some of the orders and got caught. (Somehow, it just seemed wrong to click on the "like" button.)
  48. 2 likes
    Another new one on me, suicide! Kind of took me by surprise...
  49. 2 likes
    See Shock Puppet's recent post HERE Right now everyone is busy implementing the new flags allowed by Banished 1.0.7 beta. The inventory windows need to be modified, new stockpiles created and all mods where flags change need to be updated as a start. Your request has been added to the to-do list so it won't be forgotten.
  50. 2 likes
    To raise livestock, you need a Pasture and a Herdsman. The minimum size for a pasture is 7 by 7 and the maximum size is 30 by 30. Following is a list of the livestock that are available, showing what each produces. Those marked with an asterisk (*) are from original Banished. The number of squares needed per animal is given along with the price of one animal at the trading post. This is the regular price - if you order a particular type of livestock from a trader, you will be charged a higher price! Variations on the pasture include the fenceless pasture and the slope conforming pasture. Beef Cows (brown): Purchase Price: 800 Space per Animal: 20; a 10 by 20 pasture will hold 10 Beef Cows Produces: Leather, Beef and Bonemeal when slaughtered (note that Beef Cows age faster than Fresian Cows so they produce more Beef; however they do not produce Milk.) Bison Purchase Price: 800 Space per Animal: 20; a 10 by 20 Pasture will hold 10 Bison Produces: Leather, Bison Meat and Bonemeal when slaughtered Chickens* (brown): Purchase Price: 400 Space per Animal: 6; a 7 by 9 Pasture will hold 10 Chickens. Produces: Eggs; when slaughtered, produces Feathers and Chicken meat. Chickens produce more eggs than Leghorns, but less meat. Deer Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Deer Produces: Leather, Venison and Bonemeal when slaughtered Friesian Cows* (black and white) Purchase Price: 800 Space per Animal: 20; a 10 by 20 Pasture will hold 10 Friesians Produces: Milk; when slaughtered, produces Leather, Beef and Bonemeal. Note that Beef Cows, who don't give Milk, age faster so they produce more Beef. Horses Purchase Price: 800 Space per Animal: 20; a 10 x 20 pasture will hold 10 Horses Produces: Leather, Cheval and Bonemeal when slaughtered (note that the Horses for Trade mod available at Kralyerg's Kave of Krazy Kontraptions, will allow you to use Horses for trade instead of food) Leghorns (white): Purchase Price 400 Space per Animal: 6; a 7 by 9 Pasture will hold 10 Leghorns Produces: Eggs; when slaughtered, produces Feathers and Chicken meat. Because they age faster than Chickens, they produce more meat; however they produce fewer eggs. Llamas Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Llamas Produces: Wool; when slaughtered produces Charki (llama meat) and Bonemeal. Pigs Purchase Price: 550 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Pigs Produces: Leather, Pork and Bonemeal when slaughtered. Sheep* Purchase Price: 600 Space per Animal: 16; a 10 by 16 Pasture will hold 10 Sheep Produces: Wool; when slaughtered produces Mutton and Bonemeal Each of these have a Butcher that will turn their meat into and Meat Cuts, Tallow for your Chandlery, and Sausage (Bacon if Pigs). The Smokehouse (introduced in CC:CotGL) will turn pork into bacon, other meats into jerky, as well as make smoked cheeses and smoked fish. The Saltery produces a variety of salted meats and the Soup Tinnery uses meats to produce Soup. Leather is used at the Tailor or the Clothier, and feathers are used by the bedding maker. View full article