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Showing most liked content since 12/24/2018 in Posts

  1. 14 likes
    View File MegaMod 8.01 MegaMod 8.01 The download is a single 1.49 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE. A copy of the pdf is also included in the download. Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed the darker looking trees that people didn't like. Fixed the EB Village Storage Yard toolbar from crashing. Updated mods. Probably a few things I forgot to write down. Submitter Kralyerg Submitted 07/26/2018 Category MegaMod  
  2. 11 likes
    List of resources in Colonial Charter. If you're using CC 1.71: http://blackliquidsoftware.com/uploads/monthly_2017_01/Icons1.7.png.c8524bf6f957eaa3bee0e4a526e2598e.png
  3. 5 likes
    I use a "stockpile conveyor" that I saw Skye Storme use in his Golden Llama YouTube series. You build 1 1x30 log stockpile from the Forester next to the road into the town and put professions that use a lot of logs right there. The Forester can put logs into the stockpile at his end and the Joiner can take logs out at his end. At first it felt like a cheat, but I got over it.
  4. 3 likes
    Alrighty... These are the starting parameters that @TuffDwarf is using: - Seed: 400600150, Terrain Type: [CC] Verdant Plains (the other plains types appear to give the same map as well), Map Size: [CC] Very Large This is the result: - The centre of the yellow box shows the starting location.
  5. 2 likes
    Hi all, I have been playing Banished for years without any mods at all, but have finally decided I need something more! I play all sorts of games; strategy and city building mostly. I have heard good things about CC so have come here looking for it, and found this awesome community as well, bonus! I am in New Zealand.
  6. 2 likes
    CC: Journey on steam is now updated to 1.76. Some people have asked for that
  7. 2 likes
    I do not know where I was posted that. I announce the release of my mod translation of the mod Colonial Charters 1.7 in French available on the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1623773495 Many many thanks again to Ketchup of the forum for its invaluable help. I hope to see you soon for new mods. Jerome PS: Sorry for my bad english
  8. 2 likes
    Hello all! Lots of time spent on Banished vanilla, looking to move into the mod territory soon. I love city building games, civ5, age of mythology, and stardew valley. Looking forward to trying out the mega mod soon! -Feathers
  9. 2 likes
    thanks for the great answers. I was more curious than upset, and sorry if I sounded abrupt. I just can't seem to say things in a "nice" way, both online and in person. it is my biggest flaw, being honest and living without filters tends to produce an abrupt type of conversational skills. So, I did not want to offend. And the thatch/fodder chains are awesome. I hadn't considered the fodder as a peat option, but it works for both the cow paddies and the peat bogs. Thanks for that.
  10. 2 likes
    Thanks stiles and Ketchup. What a marvelous game I'm 73 now I reckon they could be nailing the lid down before I master it. You people are doing are doing a fantastic job.
  11. 2 likes
    Are any of your pastures partly on a slope? I've heard that can cause issues.
  12. 2 likes
    Merry Xmas Everyone or Winter Solstice. Have Fun and be Happy.
  13. 2 likes
    Hi, just tried out CC, it's great! Thank you!
  14. 1 like
    Thanks stiles but I think I can kill enough of them by freezing and or starving them.
  15. 1 like
    it woud take re-inventing the pasture. make the pasture a workplace, randomly gives say beef and dead cows or a 0 output some years. this random output would simulate losses due to theft.the assigned worker would die randomly from gunshot.
  16. 1 like
    I think only the frequency/chance of existing disasters can be modded.
  17. 1 like
  18. 1 like
    Sounds good, but I don't think disasters can be modded.
  19. 1 like
    not at all i can follow that. explanations like these hep us help others.
  20. 1 like
    make sure the animal shelter is placed on the most beautiful plain part. not placed on mountain tiles.
  21. 1 like
    have heard of that but never had it happen i do try not to run over 3 tiles up a hill.after that the bannies dont work it. was your pasture out on the map edge? that becomes no mans land and can add to the glitches. the bannies have minds of their own and are known to weird stuff. you never know what they might do next.
  22. 1 like
    Yes they were estherhb, They were cut into the side of a mountain and now that you mention it I did have something like this once before. I built a pasture on the side of a hill and when it was finished there was a gap in the corner, it didn't look like it lined up with where the covered part is and the animals got out and wandered about, some of them might have done a runner and I never noticed. Thanks very much estherhb I think you have cracked the case.
  23. 1 like
    most comps shut us out of that. usually at 100-150 most comps crash out.a few have done it with just vanilla and no mods. check out some thread pages at WOB. irrelevant has a long map.well over the 1000. 3500+ http://worldofbanished.com/index.php?topic=726.msg51299#msg51299
  24. 1 like
    my indians were, tomahawks wood and stone. my setup has iron ore not iron. i am still used to CC, where iron ore is used kits more. always conserved it and had plenty of stone.now i have less stone ,and with some mine mods i have iron easier.i still switch between iron ore and stone tools at starts depending which i am low on.the wooden tools are handy for forest areas to keep them supplied.most times a tool only breaks the handle so it is a easy fix. after i have mines set up, i send a BS near them to give them better tools. they use them faster.nice to have the flexability. those players who build lake and dock settlements probably like them too. map i am on now i have 3+ firewood options.firewood,thatch as is,thatch bundled, and reed bundles.and my processor is fed coal.my foresters can set their own traps and catch pelts and furs with no trappers. grateful for the many many modders for soo many options that work well together. the indians still have no turkeys and the tower workers are tired of fighting bandits. my forts report more and more boats on lakes too.the docs say they can cure most diseases and do safety training, but they do see more murders and deaths by poison arrows.
  25. 1 like
    This is a mod in Kralyerg's Kave of Krazy Kontraptions: Renewable Resources v2
  26. 1 like
  27. 1 like
    Happy new year all!
  28. 1 like
    Hello from Central Virginia
  29. 1 like
    my bet is the changes you made helped but didn't have an affect until you reloaded the game. the game didn't reset the pathways until the next day when it reloaded.
  30. 1 like
    well, heres definitive proof that it is a "fixable" issue. however, dont ask me how i cured it because i have absolutely no idea
  31. 1 like
    Deleting the .pkm files looks like it fixed the problem. Apparently just disabling the mods doesn't work. I unsubscribed from everything except for CC, and hopefully I won't develop any issues in my new game. So farm so good. Thank you!
  32. 1 like
    If the Unlimited mines and quarries mod is from before mid-2017, it might be using the old flags and be the one creating issues. I think Coal got sorted differently in Banished 1.0.7 and that wouldn't be handled right in a mod made for previous versions of Banished. It could be causing those crashes if the boats bring coal and it can't get shown right in the inventory. There might also be a mess between iron and iron ore not being flagged correctly. Side note: in CC you can upgrade your mines and quarries, and they become "unlimited" after the 2nd upgrade so you don't really need an Unlimited mod, except to save on a little bit of materials and construction work. By the time you reach the point where the first level of the mines/quarries is empty, you usually have more than enough materials and workforce for the upgrade though, and same when you reach the time you need to do the 2nd upgrade. Mines and Quarries in CC can also be deleted after you've completed the first upgrade. You loose that possibility if you overwrite the CC mines/quarries with the ones from another mod.
  33. 1 like
    This sounds like you are not using the most recent version of Banished, version 1.0.7 build 170910, or are trying to use mods that are no made or updated to work with that version. CC 1.76 is made to use with the newest version of Banished so it shouldn't be the problem. The crashes are caused because 1.0.7 uses different flags/categories for items than the old version. Therefore clicking on buildings with an inventory, such as the trading post or town hall, will cause the game to crash. If you use Steam, unsubscribe from all mods except CC 1.76. Delete the .pkm files from your Banished > WinData folder. Make sure you are using Banished version 1.0.7 build 170910; it is listed at the bottom of the 1st screen when you start the game. Create a new town using only Colonial Charter 1.76 (don't continue to try to use an old save which has problems!). NOTE: anytime you make changes to your mod list, you need to exit Banished completely before starting a new game to avoid crashes.
  34. 1 like
    And a Happy New Year!
  35. 1 like
    to be totally honest esther i dont think my mods have anything to do with it, i actually think its caused by landscaping, i tend to use the flatten terrain tool a lot which does seem to make it worse. i have ONCE found a way to cure it but i have no idea what i did exactly & its not something ive managed to replicate. once it starts then all my buildings seem to follow, fishing dock, trading post(s) bridge(s) etc.... if you look at the 1st pic then you can see the fisherman stood near the pillar above the bridge!! its not something thats MASSIVELY important, its doesnt stop the buildings from working i just find it a little irritating & since i did manage to cure it a few days ago i wondered if anyone knew how i'd done it. saf
  36. 1 like
    i saw that but very very long time ago. it was always happening to a bridge that is too near of a trading post ... like directly the tile after, or 2.
  37. 1 like
    Hi! From NY state, 55 year old female. I have no idea how to...well, pretty much anything on the computer, but I do like Banished. I've got a few mods that allow me to succeed a bit better, and a link on the discussion boards at Steam lead me here. I gotta find out what to do with the PKM files I got here for the stand alone animals. I'm sure I'll figure it out. :-) Kim
  38. 1 like
    I haven't played banished for years, and saw a playlist full of skye storm of CC a couple of years old, so I understand the game properly, and have started my own series, am on episode 3, have everything the banis need, except food of all seeds and animal types, but a stable, growing population, church, town hall, and hearts and stars are on 4.5 ATM, playing 1.76 and experimenting with all the new features, it's really fun, but I'm putting it online, to try to find someone that want to follow the series, come with advice and ideas, help me when I do something obviously wrong, and it would be really nice to have someone to chat with and put your idea into realization. A park? A lake filled with houses and jobs? A maze perhaps? Anything, and I know the game enough to not kill all the bans in the meanwhile. So come have a watch on my ultra large map, flatlands, hard, shipwrecked, with endless land to build on. I want to add every single production chain and manage to absorb 50 or 100 nomads at the time. https://www.youtube.com/watch?v=OTfbEfhKFbs&list=PL7Sny8BNjWxQ4NygKIoB4ifqwlzg-GxsF
  39. 1 like
    After saving, exiting, and loading, the hardwood forester started producing hardwood right away, and the iron shack, also started giving me straight iron, no more iron ore from it. Idk about the bricks and glass, as I have them shut off atm.
  40. 1 like
    So, I got the new vid card, and added 1gb of RAM , and MM8.01 loaded up with no problems at all. Thanks to everyone for their offered help with this. My computer guy, I love so much, charged me only fifty dollars for a gaming video card , installing new RAM, and cleaning files. If anyone wants to know who he is. I would happily send you his website.
  41. 1 like
    Thanks so much for responding. The Oil Press does seem to be using the Whale Blubber now. May have just been a mistake on my part. Also found the Jetty. Thanks all for all of your hard work on mods.
  42. 1 like
    thanks for this. I am playing on all the wild things. had to be an easy start, cuzz i don't care for adam and eve. so, I have discovered every type of animal in the wild, all the domesticated kinds, black and white cows, leghorns bisons, etc.... I was just searching for a way to capture them, and you answered my questions. thanks.