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Showing most liked content since 04/23/2018 in Posts

  1. 26 likes
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  2. 18 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.
  3. 13 likes
    NEW GAME SETTINGS TERRAIN TYPES Valleys original Banished Mountains original Banished Flat Plains CC Lake Waters CC Marsh CC 1.6 Swamp Valleys CC Bleak Mountains CC Verdant Plains CC Sand Lakes CC Desert CC Red Desert CC Swamp Lakes CC 1.7 Water World CC 1.6 Jungle Rivers CC 1.7 Cold Valleys CC 1.7 Note: If choosing a sand or desert terrain, you may also want to choose the Antilles (Palms only) start as well as a no snow / low rain climate. CLIMATE TEMPERATURE Fahrenheit Celsius High Low Tolerance* Variance* High Low Very Mild CC 80 20 1 10 27 -7 Mild Original Banished 80 20 2 20 27 -7 Fair Original Banished 80 20 5 40 27 -7 Harsh Original Banished 80 20 15 50 27 -7 Very Harsh CC 60 -5 15 25 16 -21 Mediterranean (No Snow) CC 90 40 5 20 32 4 Marine CC 83 27 5 5 28 -3 Tropical (No Snow) CC 100 60 5 20 38 16 Warm Arid (No Snow – Low Rain) CC 110 50 5 20 43 10 Harsh Arid (Very Hot & Cold) CC 110 20 10 20 43 -7 Note: some crops don’t grow well in extreme climates. * These parameters are included in the game code; however, the exact purpose is unknown. J TERRAIN SIZE Small Original Banished Medium Original Banished Large Original Banished Very Large CC STARTING CONDITIONS STANDARD STARTING CONDITIONS - All of these starts use only the trees found in original Banished. Easy (original Banished): Start with six families. A large amount of clothing, food, tools, firewood, and building materials are provided. Homes and storage areas have already been built. Seeds for crops and orchards are available (usually 2 of each) as well as a herd of livestock. Medium (original Banished): Begins with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Medium+ (CC): Begins the same as a Medium game, except a herd of livestock is included. It starts with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Hard (original Banished): Begins with four families. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. Adam & Eve (CC): Like a Hard start, but with only one couple. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. SPECIAL STARTING CONDITIONS Missionary (CC): Start with three families – two of them are uneducated. The fenced compound includes a Parish House and two homes. Some basic supplies are provided in a small storage cart and a stockpile (firewood, clothing, tools and building materials). Some seeds for crops and orchards are available (usually 1 of each) and a small herd of livestock. New Frontier (CC 1.5): Start with three families living in a small frontier outpost next to a friendly Native American village. Two log cabins have been built in the fort. A small storage cart and a stockpile contain an initial supply of firewood, building materials, coats, tools and food. A herd of livestock has been provided. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village (CC 1.5): Start next to a Native American village with a Ceremonial Ground. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village – Hard: Start with three families. A small storage cart contains an initial supply of firewood, coats, tools and food Native Village – Adam & Eve: Start with one couple. A small storage cart contains an initial supply of firewood, coats, tools and food. Silk Road (CC): All Silk Road games starts with the ability to feed and harvest Silkworms for their precious silk. A Silkworm Hut and Weavers have been build. A Dense Orchard has been built and White Mulberry seeds have been provided. Silk Road – Easy: Start with six families. Six homes have already been built. A large amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. Crop seeds are also provided (usually 2). No livestock is provided. Silk Road – Medium: Start with five families. An initial amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. One type of crop seed is provided Silk Road – Hard: Start with four families. A small amount of clothing, food, tools, and firewood are provided in a small Storage Cart. El Dorado – Easy, Medium, Hard or Adam & Eve (CC): Standard starts with new trees only. Nuevo Arbol – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with new trees only, excluding Palms Nuevo Arbol Lite – Easy, Medium, Hard and Adam & Eve (CC): Lite version of Nuevo Arbol for improved performance. Antilles – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with Palm and Tropical Trees Only Antilles Sparse – Hard (CC): Same as Antilles Hard but harder because there are fewer trees. Zhu Zhi Forest – Easy, Medium, Hard and Adam & Eve (CC): Standard Starts with Bamboo Trees only. Matacapan Jungle – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with all the trees in original Banished and CC. Appalachian Forest – Easy, Medium, Hard and Adam & Eve (CC 1.6): Easy, Medium and Hard starts are standard except you are given Rice and Eggs as your initial quantity of food, allowing you to build a Rice Planter and/or Dock Chicken Breeder unless your citizens eat all the food first. (Adam & Eve gives you Apples as your initial supply of food.) Easy starts begin with a small flock of Chickens or Leghorns as your initial livestock; build a Reed Farm and you’re ready to make Survival Coats! Includes all the trees in Banished and CC except tropical trees and palms. Curse of the Golden Llama – Easy, Medium, Hard and Adam & Eve (CC 1.4): Curse of the Golden Llama is the closest thing to a mystery in the world of Banished. Towns start near the Golden Llama Monument which provides the option of adventure for the chance of treasure. Includes all the new trees. Other than that, these are standard starts. Bayou – Easy (CC 1.6): Comes with everything needed to get a Dock town up and running: Dock Large Storage, 5 homes (2 Dock Homes and 4 Dock Shanties). Food includes Rice and Eggs, allowing you to build a Rice Planter and/or Dock Chicken Breeder – if your people don’t eat all the food first. As with other easy starts, tools, clothing, firewood and some building supplies are provided. You will receive either Chickens or Leghorns as your initial livestock. Old Castle – Hard (CC 1.6): A standard Hard start; however, the small Storage Cart has been replaced with an Old Castle, offering a huge amount of storage. Some preserved food is included in addition to a small number of tools, coats and firewood. All the Wild Things – Easy and Adam & Eve (CC 1.6): Standard Starts on an extremely easy map. The land is covered in all manner of edible plants and animals – ready to be gathered from the wild using the Collect Wild Foods tool located under Removal and Destruction tools. Stone and Iron Ore respawn. Note that livestock cannot be captured and put into pastures. Shipwreck (CC 1.7): Shipwrecked in an unknown land, your people have only their wits and what they can salvage from the wreck. Shipwreck – Hard: Standard Hard start. Map does not include any Tropical trees. Shipwreck – El Dorado – Hard: Standard Hard start. Map includes only new trees. Shipwreck – Jungle – Hard: Standard Hard start. Map includes only tropical trees and palms. Shipwreck – Northern Pines – Hard: Standard Hard start. Map includes only new and old pine trees. Shipwreck – Medium+: Standard Medium+ start. Shipwreck – El Dorado Medium+: Standard Medium+ start. Map includes only new trees. Shipwreck – Jungle Medium+: Standard Medium+ start. Map includes only tropical trees and palms. Northern Pines – Easy, Medium, Hard and Adam & Eve Starts (CC 1.73): Standard starts on maps with new and old pine trees. Abandoned Village (CC 1.7): Deep in the wilds your people come across the remains of a previous settlement which has fallen on hard times and is now abandoned. You have the same amount of resources that are available in a standard Hard start, however an Old Barn and some houses are already built or partly built Abandoned Village – Northern Pines – Hard: Standard Hard start with a map that only includes old and new pine trees. Abandoned Village – Jungle – Hard: Standard Hard start with a map that only includes tropical trees and palms.
  4. 10 likes
    Attached is a list of the mods included in MegaMod 8 RC5 (as of 5/19/18). Note that this is a BETA version and there may be some details we've missed. If you notice any "bugs" or have any difficulties, please let us know! Mods Included in MegaMod 8 RC5.pdf
  5. 4 likes
    When there is something ready to announce, you can bet that shockpuppet will post something. He can't help it.
  6. 4 likes
    I've seen it, yes. Hopefully they get it sorted out soon. I need my daily dose of WoB or I'll get the shakes soon.
  7. 4 likes
    View File MegaMod 8 RC4 Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.34 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. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.71 GB) MegaMod3.pkm (1.06 GB) (These file names subject to future changes) 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 This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed Submitter Kralyerg Submitted 04/14/2018 Category MegaMod
  8. 4 likes
    Welcome, Please post in the introduction section first. We are a community afterall. As a community there are no restrictions on downloads for members, we believe in freedom. To download files simply log in and browse the downloads section. The wiki is community run, and we appreciate edits and additions by anyone. We would love to see the towns you have built. Feel free to make suggestions of any kind. We always try our best to accommodate. Mods are in active development, I'd recommend hitting the "Follow" button on files or around the forum to get the latest updates. I'm keeping an eye out on a number of games that have modding potential, not just banished. Some of us are actively involved in game development. Any details will be posted to announcements. The forums are here for everyone to use as they like, but please keep it civil. Thanks for stopping by.
  9. 3 likes
    You people who made this game + the mods available to us are brilliant, the wife says it could save our marriage cause she see's less of me.
  10. 3 likes
    They sit on the sea floor with the people. Could probably make new models so they're raised or something? Or invisible tombstones. Or make a "floor" so that they can walk on the water maybe. Oh, even more interesting. If you do with a fenced cemetery, the fence will be at 0 level, but the gate is on the sea floor.
  11. 3 likes
    There's no list of features per se. There's a lot of information provided about the game in the Wiki or in the Resources, Charts and Information section, including spreadsheets that show Production requirements and profitability and Construction requirements. There's a chart showing the layout of the toolbars and another listing resources. Another shows the temperature ranges for climates and crops. CC has a lot of content and you may want to play it before you decide to add mods. When you add or delete mods, be sure to exit the game completely before starting a new game - it will help avoid crashes. Also, be sure the mods are Banished 1.0.7 compatible. Note that mods may turn red, but that doesn't mean they are incompatible - they just affect the same code.
  12. 2 likes
    Here's the place for discussion and bug reports for RC5. Hopefully there won't be too many more crazy bugs and we can move to a final version. This is probably save game compatible with RC4. There may be issues if you have ordered any Flax from the trading post, because it may not exist anymore due to the merging of duplicate instances of flax. And there may possibly be issues if you have made extensive use of DS Jetty and Bridge pieces. Enjoy. -------------------- Here's a short list of the known bugs. If it's listed here, you don't need to post about it. New entries will be placed at the top of the list. Issue: Two Fig seeds exist. Status: Fixed. Both seeds produce the exact same Fig resource, so there's nothing to worry about on that side. Just buy one of the seeds, either one. There will only be 1 seed in the future.
  13. 2 likes
    View File MegaMod 8 RC5 Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.44 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. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (1.07 GB) (These file names subject to future changes) 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 This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Small Stone School has been fixed so it educates 14 students so it matches the description. The medium DSSV starting storage barn initial placement fixed. The code for Medival Grace Education Center has been fixed so it will take students. Herb Garden fixed to use the correct limit. Fixed the double flax problem and fixed the Tiny Workshop to use the fixed flax. Fixed the Marble Quarry text that erroneously references Jade. Fixed City Blacksmith to display the correct limits. Fixed the DSSV Stranded start that didn't have a storage cart resulting in having 0 supplies at start. Submitter Kralyerg Submitted 05/19/2018 Category MegaMod  
  14. 2 likes
    Here's the discussion for the newest RC4 where you can list all the thousands of bugs that you find. RC4 is probably savegame compatible with RC3 games. Discrepancy has indicated that DS Jetty And Bridge 2.0 is not savegame compatible with earlier versions of DS Jetty And Bridge. So if you have made heavy use of those pieces, it may affect updating MegaMod midgame as well. Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list. Issue: Status Issue: I can build a vanilla wood bridge successfully but not the other bridges because the Bannies cross the river and get stuck on the opposite side with a homeless tag. They can die from starvation or the cold if the workers don't hurry up and construct the bridge. Status: Tested several bridges. For us, the Draw Bridge and the Stone Bridge were OK, but a few workers for the Covered Bridge became homeless for a while. Builders went to both ends of the Stone and Wood Bridge but no one became homeless. Problem appears to occur intermittently, making it more difficult to isolate the cause. The code for all of the bridges are the same as that for the vanilla Wood Bridge. We will research this further. Issue: The stone building small school description reads "small school for 14 students" when it appears to educate 24. Status: The Small Stone School has been fixed so it educates 14 students so it matches the description for the next release. Issue: When choosing the medium DSSV start, the storage barn was built strange. Status: The barn has been fixed for the next release. Issue: Kid1293's Medieval Grace Monastery does not take on students; it produces goods. The Education Center however is not taking on students and should. Status: The code for the Education Center has been fixed for the next release so it will take students. Issue: Game crashes when the easy (DSSV) start is selected /The rest of the starts DSSV without crashing the game, although not all were tested. Status: This issue could not be duplicated. Issue: Kid's Tiny Workshop (the one that comes in red, blue, or green) won't take on Flax to make linen clothing. Status: When combining mods into MM8, there were two types of flax and the plan was to make them both the same. Wild flax and the crop grown flax are now the same flax. But the Workshop is asking for the other type (which you can only get from a Merchant). In the next version, the Workshop, Wild Flax and the Flax Crop will all be one kind. Issue: I noticed the gatherers also picking flowers. Is this normal? Status: This is normal. Issue: The Herb Garden is using the logs counter instead of herbs. Status: It is creating Herbs; however, the typo that caused it to count as Logs has been fixed in the next release. Issue: A few of the latest DS mods were inadvertently left out of RC4, even though they are indicated as being included. Status: Fixed for next release and those responsible have been sacked.
  15. 2 likes
    Hey everyone! My name is Don and live in Kansas. I've traveled extensively throughout the U.S., partly because of my jobs and because I wanted to get out. I grew up in a time when traveling outside America was a luxury which is why I didn't take trips like so many do now. I also love to read and am a new student to American History which makes me love this game too. My other hobbies include baking, cooking, bird watching and doing jigsaw puzzles. I've played many types of games but the original SimCity (the old one) got me hooked in city building and simulations. Thanks so much to all the modders who have made Banished into what it is today.
  16. 2 likes
    May, 2nd. everything seems to be fixed snd working properly now. thanks you all for your patience and very sorry for the trouble
  17. 2 likes
    For a true Dock Life experience, we could add a Burial at Sea option to replace a land cemetery. It would be a building, when a person dies, it immediately registers in the building as a single death (like the the cemetery) but no tombstone needed. It is understood that the dead person has been buried 'at Sea', so to speak. It will give the same comfort as a land cemetery. The list can auto update like the cemeteries, so that names stay on for maybe 5 years or so, then leave and give room for more to be added. You could have a small building for say, up to 20 names, a med building for more and a large, and so on. You could have maybe a small park-like setting in front, maybe some benches and a small stature or fountain, that can be used for idling, if you want them to idle there. And it could be made standalone, and or added to the CCDocks mod for those like me who find CC a bit too much for my old grandpa laptop, lol. Thank you for reading. EDIT: Oh, and my daughter suggested if possible, that when a person dies, they also launch a canoe on fire and send it upstream, for a Viking type funeral. That is IF the animation is possible. It could be a choose option as well, to have that or not.
  18. 2 likes
    All mods go in your Banished > WinData folder. Mine is located at: C: > Program Files (x86) > Steam > steamapps > common > Banished > WinData. After you put the .pkm files in this folder, go into the game and check the mods you want to use and uncheck those you longer need (such as CC Journey 1.75 which is included in MegaMod 8). Then exit the game completely. This helps to prevent crashes. Then you can go back in and start a new game. Note that to extract the .pkm files from the .rar, you should make sure you are using an updated version of your extraction program (such as 7-Zip or WinRAR). Enjoy!
  19. 2 likes
    Hey Kevin, and all other lake lovers, This isn't a very large map, just a large, but the lake is huge. I have never seen a bigger one. Unfortunately I am a dummy when it comes to getting stuff off Steam over to here, so all I can offer are the links Steam gave me when I tried to drag and drop. Hopefully the links will work. (I'm old, my brain is wired differently! ) https://steamuserimages-a.akamaihd.net/ugc/2432383154002326229/1A037D0DB077B57B66939DEB84F270FA299F4399/ https://steamuserimages-a.akamaihd.net/ugc/2432383291331102259/C2E80FA545AEA8A6AA80B90F10C766399759F60B/
  20. 2 likes
    aren't games in general supposed to do that?
  21. 2 likes
    haha , the fire boat would have been good ^^ but noway anything like this could have beeen done
  22. 1 like
    Yes, brain fart! How did I never notice that setting option ?! 110 was enough for all pieces to be accessible, but 113 for that to be fully visible. Merci beaucoup, monsieur KetchupRouge! NMT is my current favorite (check out the large Flat Plains map seed 701331437 for fun with canals,) but I've yet to try Discrepancy's masterpiece. Happy gaming!
  23. 1 like
    You need to get a fuel refinery to produce the thing called precisely Furnace Fuel. The "Industrial coal" you're making is called this way to differenciate it from something that could be taken into houses as regular fuel would.
  24. 1 like
    I do not suppose this is possible, but I would like the 'glitch' back which spawned too many flowers on some maps when using MM6 (I think). I am on MM8 R5 now and very happy with it, it is lovely, but too-many-flowers was a feature I really enjoyed - it was like gardening in paradise! I still have the world in which this glitch presented itself, but sadly I did not keep the early saves, and it never happened again on subsequent use of that map seed, or any other. so the only way I can get back to start that map again is by destroying my town of 18 years growth. I hoped you might be able to say to me 'if you just go into the .ini and tweak this line..... (or something) all your maps will overgrow flowers - I do not suppose it is as simple as that - but it is worth an ask
  25. 1 like
    I feel privileged that you bothered to do this just because I asked, a big thank you! I shall do as you say - hugs ( this is an old lady hug so you are OK) and is it also Kralyerg that does the all the wild things forester? That too is a must for me in every game I play. And is it Ketchup that gives us the garden walls? Wonderful stuff. You are all such treasures!!
  26. 1 like
    ExtraFlowers.pkm So, I made this. It should make it so that the flowers grow lots and lots in the forest. There's only one little issue. It might not work right on an already started game. If you load your game and then turn this on, all of the flowers that are already growing in the game will still be the old flowers, that don't grow extra. But during the game, new flowers will eventually appear in the forest, and *those* new flowers will be the kind of flowers that will overgrow your forest. So try it out and see.
  27. 1 like
    LOL! Good point. I meant baffling to be non-serious, just curious thing that I couldn't figure out. Nothing more.
  28. 1 like
    Thanks. I just saw reeds pop in there although I have a water tower nearby that went off a further distance. I'll watch throughout the game. Ironic though that the other had items going in immediately. Things that make me go hmmm.
  29. 1 like
    thank you esther - I gots 'em now Help appreciated
  30. 1 like
    Jason Wright, who has produced several Banished series on YouTube, has invited everyone to join him and Red Ketchup for some Chat and Banished mod Gameplay on Sunday, May 20th at 2pm Eastern Time on Twitch. (I'm guessing that Red Ketchup's wonderful new Editor's Choice mod is going to be used, but what do I know?). Here's the LINK.
  31. 1 like
    Those of you who have enjoyed Vaypah's numerous Banished/Colonial Charter playthroughs will be glad to know that he is back after taking some time off. He isn't tackling MegaMod yet, but he's started a nice series for Foundation, a new medieval city builder, that is due to be released 4th Q this year. Here's the LINK TO YOUTUBE.
  32. 1 like
    I tried it out and I had no problems with the Draw Bridge or the Stone Bridge. The Builders went to both sides of the Stone & Wood Bridge but none became homeless. The Stone Bridge Split and the Covered Bridge didn't go well for some of the workers. I've notified OSHA and Kralyerg.
  33. 1 like
    MegaMod combines mods made by various modders; new buildings are not created for it. There are a few buildings where products have been standardized (such as bakeries and blacksmiths) to condense the coding required. However, each school has been left as designed by the modders.
  34. 1 like
    The Ale Wench should collect Luxuries from producers not other Luxury Storage facilities.
  35. 1 like
    Kralyerg gave the "alcohol" luxury flag to perfume. you need a storage that accept this.
  36. 1 like
    I had my first "ah hah" moments (sometimes it's an achievement LOL) was the short series created by Black Squid. I loved hearing him talk about American history and how the game incorporated it but too bad it ended after 3 short episodes. I wish more would limit videos to 30 minutes instead of rambling on and on. Brocken, I think that was his handle, suggested what to build first, second, and so forth and why he did it this way. I'm trying his techniques and I found they work. Four attempts later and I've finally gotten a workable set up in hard mode. I'm using his suggestions and taking my time developing my first forest hub and trying to grow my first town center. Love it and forces me to develop this first town center with "Tier One" housing only and not play in my habitual way of putting houses in my old way. I wish he'd continue or someone would to show strategies and tips to build up to middle and then advanced. It's a chore when I don't have the people or resources available such I might have in medium or easy settings. Thanks for letting me ramble in my own way. Everyone here is awesome and thanks.
  37. 1 like
    *cheers wildly* Yay for a working WoB!
  38. 1 like
    For those who noticed that World of Banished forums were down... I think our host is changing their servers, our webmaster got an email over the weekend. I informed our webmaster of the issue and he will take a look.
  39. 1 like
    Really thank you very much for helping discrepancy. I didn't know where else to ask. Good luck with your mod developments and thanks. How time will do.
  40. 1 like
    To translate a mod. You will need to alter the stringtable files. in vanilla Banished there is the main game stringtable located within the resource folder of the modkit: Dialog/StringTable.rsc the game displays the text highlighted within the code: String _text = ""; so that is what will need to be translated first. This stringtable is the most important as it is connected with most elements of the gameplay. The other are within the Game folder, they are for the in-game help reference material (Game\Help\), and for the tutorial game options (Game\Scenario\). Make a new folder within your modkit root folder and give it the name of your mod (C:\BanishedKit\**your Mod Name here**) It might be easier to copy all of the folder and files that are part of the example translation mod: example/translation if you are also going to translate mods, you will need to also create a 'UI' folder. Your folder structure should look like this: C:\BanishedKit\**your Mod Name here**\Dialog\ - StringTable.rsc *** this will require editing/translating C:\BanishedKit\**your Mod Name here**\Font\ - CharacterSet.rsc *** this will require editing/translating - Font.rsc - FontLarge.rsc - FontLargeTexture.rsc - FontMedium.rsc - FontMediumTexture.rsc - FontSmall.rsc - FontSmallTexture.rsc - FontTexture.rsc C:\BanishedKit\**your Mod Name here**\Game\Help\ - **too many to list - check the translation example mod or copy from the resource folder** C:\BanishedKit\**your Mod Name here**\Game\Scenario\ - **too many to list - check the translation example mod or copy from the resource folder** C:\BanishedKit\**your Mod Name here**\Texture\ - UITexture.rsc C:\BanishedKit\**your Mod Name here**\UI\ It is important that you include all the folders and files above. If applicable for your mod, the file 'CharacterSet.rsc' will need added any other font characters that are needed to display your translation. Translate all the stringtable files, as I said earlier altering the text within: String _text = "**translate this text**" ; If translating mods, download the available stringtables, You will find most of the mods will have them within the UI folder, but you should check each mod by loading it up in game and looking at the mod info in the mod list and scroll through the list of included code files and note down the location and names of the stringtables. (most will be in UI folder: UI/MODNAMEStringTable.rsc, others might also have them within the Dialog folder: Dialog/MODNAMEStringTable.rsc) Ensure you place them within the same named corresponding folders in your mod. Create/Copy and edit your Package.rsc folder (located: C:\BanishedKit\**your Mod Name here**\Package.rsc) on line# 1 of the code it is best to give the mod the same name as what the folder is called: PackageFile **your Mod Name here** { String _name = "**your full Mod Name here**"; String _author = "tuggistar"; String _description = "This is a translation mod by tuggistar."; String _icon = "icon.png"; String _preview = "preview.jpg"; int _userVersion = 1; // all files in resource directory String _includeList [ "*" ] // exclude package files, mod files, file used for building packages String _excludeList [ "Package_*.crs" "*.pkg" "*.pkm" ] } complete the rest of the Package.rsc file. Below the above part is where you must call up all the stringtable files you have altered: ExternalList list { External _resources [ "Font/Font.rsc" "Font/FontMedium.rsc" "Font/FontSmall.rsc" "Font/FontLarge.rsc" "Game/Scenario/TutorialCommon.rsc:tutorialGeneral" "Game/Scenario/TutorialFood.rsc:tutorialStrings" "Game/Scenario/TutorialGettingStarted.rsc:tutorialStrings" "Game/Scenario/TutorialSurvival.rsc:tutorialStrings" "Game/Scenario/TutorialTrade.rsc:tutorialStrings" "Game/Help/HelpTopics.rsc" "Dialog/StringTable.rsc:achievement" "Dialog/StringTable.rsc:autoSave" "Dialog/StringTable.rsc:citizenActions" "Dialog/StringTable.rsc:climate" "Dialog/StringTable.rsc:clothing" "Dialog/StringTable.rsc:common" "Dialog/StringTable.rsc:disaster" "Dialog/StringTable.rsc:diseases" "Dialog/StringTable.rsc:events" "Dialog/StringTable.rsc:gameDialogs" "Dialog/StringTable.rsc:gameKeys" "Dialog/StringTable.rsc:general" "Dialog/StringTable.rsc:globalNames" "Dialog/StringTable.rsc:graphKeys" "Dialog/StringTable.rsc:graphTypes" "Dialog/StringTable.rsc:graphYears" "Dialog/StringTable.rsc:inventorySort" "Dialog/StringTable.rsc:inventoryType" "Dialog/StringTable.rsc:keyNames" "Dialog/StringTable.rsc:loadingDetails" "Dialog/StringTable.rsc:mainMenu" "Dialog/StringTable.rsc:merchant" "Dialog/StringTable.rsc:multiSample" "Dialog/StringTable.rsc:objects" "Dialog/StringTable.rsc:orderTypes" "Dialog/StringTable.rsc:productionYears" "Dialog/StringTable.rsc:professions" "Dialog/StringTable.rsc:purchaseTypes" "Dialog/StringTable.rsc:rawMaterial" "Dialog/StringTable.rsc:reflectionQuality" "Dialog/StringTable.rsc:scenario" "Dialog/StringTable.rsc:seasons" "Dialog/StringTable.rsc:shadowDetail" "Dialog/StringTable.rsc:shadowResolution" "Dialog/StringTable.rsc:startConditions" "Dialog/StringTable.rsc:terrainSize" "Dialog/StringTable.rsc:terrainType" "Dialog/StringTable.rsc:textureFilter" "Dialog/StringTable.rsc:toolBar" "Dialog/StringTable.rsc:toolType" ] } Even though you do not alter the files: Font.rsc, FontMedium.rsc, FontSmall.rsc, FontLarge.rsc, you must call them as they individually call up the CharacterSet.rsc file themselves, and depending on how many characters added, you might need to alter the size code within those files: int _sheetWidth = 256; int _sheetHeight = 128; (when trying to build the mod you will be given a warning if size is too small). I think for better translating and seeing some of the changes occur in game, you might find it easier to build and package your mod in stages and play through modkit before packaging. you will need to make 3 TextDocument.txt files, you will then rename them, along with the file name extension: in the first text document file, insert and edit the following code (once again substituting **your Mod Name here** with the folder name you made earlier): ..\bin\x64\Tools-x64.exe /build Package.rsc:list /pathres ../**your Mod Name here** /pathdat ../**your Mod Name here**/bin pause now rename the file to: 01build.bat the next text file: ..\bin\x64\Application-x64-profile.exe /ref Package.rsc:list /pathres ../**your Mod Name here** /pathdat ../**your Mod Name here**/bin pause rename to: 02run.bat the last text file: ..\bin\x64\Tools-x64.exe /mod Package.rsc:**your Mod Name here** /pathres ../**your Mod Name here** /pathdat ../**your Mod Name here**/bin pause rename to: 03package.bat Now you can build your mod by double clicking on the 01build.bat file you created, and if done correctly it should build with no errors. If you then run the file 02run.bat it will start the modkit game environment, where you can run the game and see if your changes have worked and displaying correctly. If you pause the game and Alt-Tab out of the game you should be able to make translation changes while the game is playing in background allowing you to see changes right after you make and save them. Once happy with what you have done. it is best to delete the bin and build folder and contents that the 01build.bat made. Then re-build the mod again by double clicking 01build.bat . make your mod icon.png image (48x48px icon displayed in modlist) and if adding mod to steam the preview.jpg image (360x360px image, displayed on steam workshop) you can now skip 02, and go straight to 03package.bat, double-click and it will package your mod into the .pkm mod file. once packaged you will find it located within the folder: C:\BanishedKit\bin\WinData\
  41. 1 like
    IT'S BACK ON!!! But there are no downloads up yet, just forum......
  42. 1 like
    Nope. Did that. Still getting technical. Kinda worries me, cause when it comes back, I hope I get it back too
  43. 1 like
    i ve sent another email to Big Chihuahua like 5 mins ago to try to get new news.
  44. 1 like
    That makes sense. I haven't played the map types with limited buildable area yet, so can't really gauge whether they feel balanced or not in those scenarios. Guess I'll avoid these specific buildings until I get around to trying waterworld or marsh.
  45. 1 like
    The Reed farms (and most other dock buildings) feel too strong on regular maps, but they were designed with the waterworld (or marsh) kind of maps in mind, where land-area is very limited, and reeds are the main resource you'll use to get firebundles, ropes and clothing. It has to produce a lot to keep up with the demands in a dock town. The footprint definitely feels too small for the production though.
  46. 1 like
    Thank you estherhb for the info you were correct.
  47. 1 like
    1. MegaMod Deco Pack is part of version 7. This is version 8. You don't need any version 7 files. 2. It is included, it's just not where you're looking. It's in the Themed Sets -> New Medievial Town -> Services. There's plans to put the Themed Sets into the regular toolbar someday.
  48. 1 like
    Hi, found several bugs: - The Stranded with Seeds start still does not have a cart with initial supplies. - fertilizer is not accepted by the greenhouse from RK Garden Walls Utility, the botanist brings fertilizer to the greenhouse and carries it back to the stockpile. Tried to build all 4 models, demolished and rebuilt, nothing helped. Buildings from the DS Jetty And Bridge take fertilizer without any complaints /only use is not profitable because it produces very few products, for example Jetty mushrooms farm produces 300 mushrooms per year/