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Showing most liked content since 06/16/2018 in Posts

  1. 15 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. Right now there's only a few things, but more will come.
  2. 6 likes
    Yes, we require an account to download, I'm sorry. But it's not like we're the only ones. Worldofbanished requires an account to access downloads. Steam requires an account to access the workshop. Nexus mods requires an account to download. Are you going around to all of these places and complaining too?
  3. 6 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  
  4. 4 likes
    the RK ED mod should not be included in Megamod for the moment , time to give my mod some visibility and being known as a great mod.
  5. 4 likes
    Just a little heads up. When I was creating the smaller modular pieces of CC, I added a few buildings here and there to more fully round out the individual themed sets. These were all included in the subsequent versions of MegaMod, but they were never put into their own complete package. So I added all of the new additions from the modular sets into the main CC code and then uploaded it as CC 1.76. There's nothing really groundbreakingly new. Just a few minor updates. You can head over to the downloads section to find it. My game is being annoying when I'm trying to upload it to Steam, but bear with me and it will be up soon(ish).
  6. 3 likes
    So. It sounded interesting, so I did create a Discord server to see what it's all about. If anyone is interested, and notices this post, you can join it by using this invite link: https://discord.gg/jTxKzvF I downloaded the app, but from what I understand, you can use it through your browser as well. We'll see what happens and if there's any interest in keeping it around long term.
  7. 3 likes
    I made a little addon mod. FewFlowers.pkm The flowers will grow the same in the forest, but when you pick them, you will only get 1 Flower in your inventory, instead of 15-20. This should be savegame compatible. It won't do anything to what you already have in inventory, but anything new that is collected should be way less. Make sure this is above MM. And of course it's going to turn red, because it's modifying MM files.
  8. 2 likes
    I tried a hard Appalachian start and the cart came with firewood. Kralyerg says the code for the carts looks fine. I also have Increased CC but none of the other mods you're using. While none of them stand out as causing your problem, try a hard start with just MM8 and no other mods and see if your cart has firewood. Kralyerg has gotten rid of the gloomy trees for the next version of MM8
  9. 2 likes
    The trees were inadvertently changed when Kralyerg added a new mod to MM8. He plans on fixing this when he returns from vacation. Not sure which candle shop you are looking for. All of RK's buildings that are included in MM can be found in the community toolbar (the one with people holding hands) then selecting RK's tab. RK has created many new buildings for his Editor's Choice mod but those have not been included in MM.
  10. 2 likes
    Yes. There is now a release just titled Mega Mod 8, and not beta or release candidate. This should hopefully be the actual release version.
  11. 2 likes
    And if you happen to be reading this, you can come join the new Discord server. https://discord.gg/jTxKzvF If there's enough interest we may keep it around.
  12. 2 likes
    Your concerns are part of the problems I can see. I think of all of the negativity at the Steam Discussion group and don't want to encourage that. However the Chat we had on the old BlackLiquid Forum kind of let us get to know each other better. Fortunately we weren't overwhelmed with people using it. I think it would function better where players could hang and talk to each other. If you ever felt like it, you could always schedule an hour where you could answer questions - like when you release a large new mod.
  13. 2 likes
  14. 2 likes
    EB has been dealing with some personal issues. He lost his wife last year, and at my last interaction with him late last year he decided to take time away after someone was giving him enough trouble over at WoB that I had to intervene. I do hope that we see him again soon, but I would hope more that he is just doing well and getting the rest and support he probably needs.
  15. 1 like
    General MM8 Discussion can go here. Fixed the darker looking trees. Fixed the EB Village Storage Yard toolbar from crashing.
  16. 1 like
    Thank you very much for this clarification, I'll probably scrap the orchards on this map
  17. 1 like
    The change in trees was inadvertently caused by the addition of a new mod to MM8 just before it was published. Kralyerg has fixed this issue for the next release. Unfortunately, I don't know of anyway to fix this problem until the new MM8 is released. For now, I'm using CC 1.76 with 40 or so of my favorite mods.
  18. 1 like
    I have a play style similar to @estherhb, as I turn off disasters, plus I keep the climate setting gentle (usually either mild, very mild or temperate), and use large open maps that usually provide plenty of space to work. Then it's usually just a matter of designing a layout that pleases me. I've gotten pretty good at pushing food and warmth levels to sustainable right away, so I can focus on trade and tweaking health and happiness. I love perfect 5 stars and hearts. Last week, though, I tried out DSSV Stranded Harder. wowzers Adam and Eve has 2 people, 7 tools, 7 clothes, 100 fuel, 250 food, and a cart. Stranded Harder has 4 adults no food, no tools, no storage, and no clothes except the ones on their backs (they're not running round nekked!) It was a bit of a thrill, seeing if I could get them to survive and thrive. Even with easy climates, abundant resources and plenty of space, it took quite a while to ramp up to my normal level (which for me is usually around 750-1000 people with 3 to 5 times the amount of food needed for a year and at least 3 to 5 sets of tools and clothes for everyone, with very high happiness, health, etc.) The only debug cheat I used was "set everyone as educated," because Claude, Marie, Zoya and Bob were highly skilled experts in their fields when they got stranded, and they've taught everyone how to be very efficient! Starting is the best part, and now I'm looking forward to trying out the types I haven't used yet!
  19. 1 like
    In CC you only need a Town Hall. Nomads come from different sides of the map. If Nomads are blocked blocked from reaching your Town Hall by rivers and streams on one side that can cut the frequency of getting Nomads. Maps with lots of streams can make it difficult. You can try placing bridges where needed.
  20. 1 like
    Ahh I didn't realise there was an updated version of MM8...I'm still using the one I downloaded in March I've downloaded the latest one (I believe) and will see what happens when I load up the game Thanks
  21. 1 like
    This. Unless the game specifically drops you back on desktop with an error message, it hasn't actually crashed, it's just working hard on loading the mod. It can take a pretty long time on older computers. It takes a couple of minutes on my desktop, and 3 on my laptop now that it has 8GB of RAM. It used to take longer before that. It's perfectly fine to alt-tab and do other stuff while it's loading. You can catch up on your emails or the latest gossip or simply go grab a snack and a drink to enjoy with your Banishing.
  22. 1 like
    According to the (unmodded) code there are 3 speeds when people are walking: float _slowSpeed = 0.75; float _fastSpeed = 1.2; float _fastestSpeed = 1.4; Slowspeed is walking on normal grassy ground, fastspeed is walking on a dirt road and fastestspeed is walking on a stone road You can only have the 3 speeds, so in CC, brick road is the same speed as stone road. In CC, we did bump up the road speeds a little bit: float _slowSpeed = 0.75; float _fastSpeed = 1.4; float _fastestSpeed = 2.0; In CC, any road you can build for free is FastSpeed and any road that costs stone, brick or something else to build is FastestSpeed. View full article
  23. 1 like
    Each version of Colonial Charter contains everything and just adds more. You definitely don't want to use the current version with an older version. When you add or delete mods, be sure to exit the game completely before trying to start a new game. This helps prevent crashes.
  24. 1 like
    So I did a search on the web re "Banished Road Speed". According to a post from Kralyerg on Reddit from 3 years ago: According to the (unmodded) code: float _slowSpeed = 0.75; float _fastSpeed = 1.2; float _fastestSpeed = 1.4; Slowspeed is walking on normal grassy ground, fastspeed is dirt road and fastestspeed is stone road You can only have the 3 speeds, so in CC, brick road is the same speed as stone road. In CC, we did bump up the road speeds a little bit float _slowSpeed = 0.75; float _fastSpeed = 1.4; float _fastestSpeed = 2.0; I'm guessing this hasn't changed since then. In MM, I would assume that all roads, including those from other modders, use these speeds rather than the slower vanilla speeds. But Kralyerg will need to verify that for us.
  25. 1 like
    There's no tunnel, but you can use Red Ketchup's Canals to connect lakes to the main river - works really well. The Canals are included in MegaMod, or you can download the mod from WorldofBanished.com.
  26. 1 like
    Is there a Banished discord where everyone congregates?
  27. 1 like
    If anyone sees StainlessSteelCynic on Discord, it's me. I started using Discord for the Heliborne game. For anyone wondering about the name StainlessSteelCynic, yes it is directly inspired by the Harry Harrison "Stainless Steel Rat" series of sci-fi novels.
  28. 1 like
    Well, you just listed your error right there: Your Banished version is 1.0.7, and your CC version (1.5.5) was made for Banished 1.0.4. The pretty large changes in the game and modkit between 1.0.4 and 1.0.7 make a lot of the old mods crash. Even if they don't crash on start, you'd run into issues with how items are flagged and which buildings accept which kinds of items in their storage. The current version of Banished is 1.76 and is here. Depending on your computer, you might also want to go and manually launch the Application-x64.exe instead of the default "application" or the automatically-created shortcut.
  29. 1 like
    you enable all 3 and they all turn red (which mean nothing...) your game reload and then you totally quit the game once you totally closed the game, you restart the game and then start a new city
  30. 1 like
    @Firkin : Not sure why the tutorial is causing crashes - this is a problem with vanilla Banished. Unfortunately Crash Dump files aren't terribly helpful since they aren't really in English. All you can do is look through them and see if anything stands out. First, make sure you are using the current version of Banished - 1.0.7 Build 170910. Make sure your antivirus program isn't preventing saves and sees Banished as a friend. I'm seeing references to Parental Settings - maybe these are getting in the way? I also noticed references to lots of mods: South African Housing, Better Stockpiles, Apiary, DS Jetty, DS Harsh Mountains, EB Tannery, RK Garden Wall, and Ghost Ground Cover. Those references shouldn't exist if you aren't using any mods . My guess is you (or someone else in the family that plays Banished) subscribed to these mods off of Steam. To get rid of them, unsubscribe from the Steam Workshop, then go into your Banished > WinData folder and delete the .pkm files (be sure to keep the four .pkg files). Go back into the game, making sure no mods appear, then exit the game completely. Then go in and starting a new game. (Any time you add or delete mods, you need to exit the game completely which helps prevent crashes.) If this doesn't work, you could try looking up this issue in the Steam Discussion. I've never used the Tutorial. Instead I watched a lot of Banished YouTubes. I think Pinstar's Crossroads is a good tutorial. Honeywell's Perfect Town is also good. My favorite is Skye Storme's 1st series - love his sense of humor. Hope this helps.
  31. 1 like
    Hi all, Uni student from NZ, always been interested in military strategy games. Got gifted Banished and have been loving it. Recently realised that there are mods and that they are awesome (looking at you, colonial charter... nice job guys). Interested in learning how to make miss for banished, I have some ideas of things I'd like to try... Only on 100hr game time so still learning heaps 😂
  32. 1 like
    Amazing guys, thanks so much for starting one and I hope it serves the community well. I hope the community as a whole does not use the server to be a pest to the wonderful mod developers. I understand first hand the issue of chat communication as a mod developer in the late 90's and early '00 with IRC clients. We where a Half-life mod with a growing popularity and it definitely had its time with the exact type of issues RedKetchup has mentioned. I hope the smaller tighter community we have here, in general, would keep it more as a community chat then a hard wire to the different mod devs. I do not use the steam client so I do not see what the steam community is like but I can understand from other steam communities the toxicity it can bring and breed. That can happen in any community however and the crossover is not really known. Someone can be toxic on Steam but also be a BL forum or WoB forum member who is sweet as banoffee (try it if you haven't). So far it is a very relaxed server compared to the others I am a member of. If anything, as the server sees growth or increased activity; I would suggest pinning a small set of rules to the general chat which includes stuff like no PM to devs about bugs/ideas, a couple simple civility rules, and whatever else may be needed. It can also state how to properly submit a bug report or a feature request if so inclined. If you ever need a moderator for the server, please feel free to ask. You have given us so much entertainment it's the least I can do for you all plus I do have some experience with discord since it's release.
  33. 1 like
    Kralyerg has figured out how the trees were inadvertently changed. Now he needs to decide the best way to fix it. Thanks for bringing it to his attention!
  34. 1 like
    I know you already saw it, but just so people in the future can see the resolution of this thread, I did make a mod called CC Milling that is just the Wind and Water mills from CC. http://blackliquidsoftware.com/index.php?/files/file/209-cc-milling/
  35. 1 like
    It is lovely and even more treasures to be found than in 1.75, but you have swapped the silver birch trees with their grace and seasonal changing foliage for something that is dark and stiff and, to my eye, most unattractive. I can't play the game like that and planned to go back to 1.75, even though it means I miss out on Kid's new dwellings and other stuff. It has been suggested on the Steam Forum that I come up here and ask you if it can somehow be changed back for those of us who prefer the original map trees, but I was shy to do that as you have already given me an 'extra flowers'.pkm for the previous version of MM8 mod - but here I am, asking...please....and thank you for all your work.
  36. 1 like
    Yeah, that's a little hiccup. The CC 1.76 update was just to include the Modular sets. And since the Modular sets were already in MM, CC 1.76 was included in MM before CC 1.76 was even a thing. But then I compiled 1.76 after I had already made MM8 and didn't want to reupload the whole thing just to change one little thing on the pdf. So, to sum up: Yes, CC 1.76 is already included in MM8, even though the pdf doesn't say so yet.
  37. 1 like
    The browser version works very well. I am personally a tad allergic to the app, but have no problem leaving it open in the background in Firefox.
  38. 1 like
    View File MegaMod 8 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 1.48 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 (1.68 GB) MegaMod2.pkm (1.75 GB) MegaMod3.pkm (1.20 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 Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed there being 2 Fig seeds. Dock Storages no longer accepts firewood. Fixed a missing toolbar icon Industrial Coal and Furnace Fuel both options as Glassworks. Increased max workers at Resource Depot from 4 to 8. Submitter Kralyerg Submitted 06/27/2018 Category MegaMod  
  39. 1 like
    So, I had a slightly different thought, and I wanted to enlist some help to test it, just to see if it was even feasible. TavernTest.pkm This mod let's the vanilla Storage Barn store Luxuries. Since the Storage Barn doesn't give happiness, citizens won't pilfer the stores, and will let them just sit there. This mod also turns the Inn & Garden into a proper market. For testing, it employs a vendor to make it easy. They will go around and collect luxuries they can find and store them in the Inn & Garden, and then people will come to the Inn and partake. For this very basic test, only the vanilla Storage Barn and the huge Inn & Garden building have been altered, so don't complain that other buildings aren't changed. If you decide to test this, and try to use it on a saved game, remember that this will only affect newly built buildings. Already built ones will be unaffected. I did do a quick 3 minute test, and it does work; I just don't know how it would work in a real functioning city or if weird things might pop up.
  40. 1 like
    Here are some things it could be: Make sure you are using Banished v. 1.0.7 Build 170910. The version can be found at the bottom of the opening menu. Everytime you add or delete mods, you should go in and check the mods, then exit the game completely before starting a new game. Make sure you don't try to load an old game. You can also try changing from DX 9 to DX 11 or the other way around. I find DX 11 loads faster while others say their game crashes. (Keep Ctrl pressed while starting Banished. That brings up the Options screen. From there you can select DX 9 or DX 11.)
  41. 1 like
    It was that price at GOG too!
  42. 1 like
    I'm guessing that's the case since any of the 3 above CC 1.75 could have code that takes precedence over 1.75's code.
  43. 1 like
    I don't have the code for the standalone version anymore (hard drive crash a while back) but I had uploaded it to BanishedInfo https://banishedinfo.com/mods/view/869-Labor-Window
  44. 1 like
  45. 1 like
    The "old" version of One Year Is One Year touched something about the distances that were considered valid for people to go and find tasks to do, and it seems to have caused issue for some people. There's a new version of it on the Steam Workshop that apparently only touches the ages and nothing else, so I guess it should work fine. Not sure where else it can be found. Otherwise there's inded RealTimeAging, that doesn't have any issue that I've ever noticed.
  46. 1 like
    If you are wondering if anyone will sell your email, do what I do. I signed up with a email account, and that's the only one I give out to sign up for stuff. I check it daily for any personal messages, but otherwise, if I get spammed, no biggie, it's not my personal active email. I only give that out to friends and family. And, IMO, it's only "bad" if you are required to pay something. Which none of those sites or this one do. So, it really is no big deal hon.
  47. 1 like
    MM doesn't touch citizen aging or food at all, so all of them would be compatible with MM, just depends on your preference. But the thing to remember is that the aging mods and the less/more food mods are not compatible with each other. You can't have, say, Real Time Aging and More Food at the same time. They both alter the exact same section of code so only the one that is on top will be active correctly.
  48. 1 like
    i had an issue where i used the nomad sign and then would get 2 notifications of nomads but only 1 chance to accept. deleted the sign and found out i had somehow placed 2 signs in same place so both showed nomads but only the "top" sign would be work.
  49. 1 like
    As promised, here's how I start a new town, using an Easy Start. This is a Word file. Easy Start.docx
  50. 1 like
    If you play on maps with lots of water or marsh maps, you need that overproduction to make up for how little area there is for crops. Just don't use them except for water maps.