Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


Popular Content

Showing most liked content since 05/26/2019 in Posts

  1. 19 likes
    I used the white house from red ketchup in this city, so the name for the map was easy. only thing wich is imported on this map is tequila....the billboard did the job I used the upgraded version of the boarding house and coverings to make something that had to look like a train station in a city
  2. 15 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  
  3. 11 likes
    Here is an unpainted terrain island generated exclusively from code. It represents a size of up to 20 kilometers x 20 kilometers (our game is being created in a 3d scale of 1:1 with real life). It generates very quickly and is high performance, showing the cap of 120fps. This is not the standard unreal engine terrain system, we are not using that. We use C++ code to manipulate polygons into a terrain 3d mesh that will give us control of terraforming tools in game, such as flatten.
  4. 7 likes
    To give fantastic quality we have purchased an award winning third party sky and weather system, because it produces incredible results. Used in games by square enix, sony entertainment, microsoft, bandai namco, bohemia interactive and others. Password: sky
  5. 7 likes
    ive been testing the citizens in and around some new houses i made in 3d studio they are fully animated
  6. 5 likes
  7. 5 likes
    yes, the water is working nicely
  8. 4 likes
    Town building, mostly free camera including first person. I made all buildings have proper interiors.
  9. 3 likes
    starting to get some nice details, better lighting and forests
  10. 3 likes
    hi again, I made the suggestion for 1.7 to have some bad areas in town and I just wanted to expand on that. I was thinking maybe some more negative building that work like churches and the library but in reverse. Could be its own theme set. Some suggestions would be Gambling hut (produces coins) Cockfighting pit (would need chickens, produces coins) Fighting Pits(produces coins) Brothel (workers plus negative ring, could increase chance of diaseas, produces coins) Inn (works like a small hostal but Bad looking with negative ring) Black market (again negative ring, works like a trader and brings in rare/valuable items will only trade things like coing, drugs,ale, wine, weapons etc.) Tons of housing fiting this theme Decorations to fit theme Prisons/jails (negative ring) Bar/ale houses (negative rings) Back alleys (pre made like fountains or parks but with again negative rings) drug house (takes herbs and makes drugs. Can use to trade at the black market.) I think this would add a cool (well not really cool pre -say Lol) aspect to the game and give the game some edge (at least in looks). It would be cool if any of you modders would like to give this ago. I wish I was skilled enough to attempt but my modding skills/computer knowledge is about -50 at this point. I know enough to play my games and fix tiny issues. (and thats okay ;-) ) feel free to add to the suggestions I'm sure there are more that I'm missing.
  11. 3 likes
    Greetings everyone. I just started gaming again after a few years away and the game I have chosen to get back into gaming with is Banished. I'm going to play Banished in it's vanilla version for a month or so before I start trying out different mods. I highly enjoy making Excel spreadsheets for the games I really get into and I imagine I'll be making one for Banished in the near future. As for me personally I'm just a 52 year old guy with a dog and some cats who works part-time. I live in Arizona, USA where the temperature this time of year and for the next five to six months sucks badly! Anyways, I plan to be in game via Steam (meh!) and here in the forums and also in the forums over at World of Banished too. See you around! MarkAnthony
  12. 3 likes
  13. 3 likes
    Thank You and it's nice to be back. And Thank You for setting me straight. I have been gone too long it seems LoL But I have just started getting things back in order and I will, thanks to this wonderful community. <3
  14. 2 likes
    I was able to get it sorted out. Apparently that website does not work with a VPN. In any event, I was able not only to get registered and login but I also found a 100% perfect answer to my question. The interface can be enlarged or shrunk as desired with a simple registry edit. Obviously I am thrilled! So thank you to all who responded for you help. The game looks fantastic, especially set to very high settings with nVidia Inspector. Banished continues to absorb time like a sponge.
  15. 2 likes
    There is 1 line in the map generation code to tell it how big the map is. "int _mapSize = 128;" I assume that the number is the number of tiles across, but I've never actually verified it. Just for future reference, so everyone knows: Tiny = 128 Small = 256 Medium = 384 Large = 512 Very Large = 640
  16. 2 likes
    What you say is true, but I would prefer to do something more unique since there are many versions of what you suggest in other mods, ( I use MM ). Is it a good use of resources to duplicate the very good buildings from other mods? It might be more interesting to add decorative elements to customize buildings, or even to change textures of existing buildings and add a few elements to achieve the same effect. We must remember that we have no control on how villagers react, and some research, ( by modders ) shows things like happiness are very difficult to influence with the tools we have. One thing to consider is to play with names of buildings to get around moral concerns and still achieve a similar effect, idling and a happiness, or unhappiness range for "Lily's home for girls" for example, how you see that is up to you. Also considering entertainment buildings as being part of the "bad" side of town is to impose puritan values on a mod, not something that fits my French colonies. But I do agree that entertainment buildings is something lacking in this mod, and not necessarily the "bad" type, nothing wrong with a dancing/party barn.
  17. 1 like
    use debug. set it at no cost at all, take the remove resource tool and delete that tree. and then uncheck the no cost at all, and take out the debug mod
  18. 1 like
    Then you're pretty much doomed I fear. That tunnel-trick is pretty much the only way to get rid of trees too high on hills for people to get there. Well, you could hope it dies of old age and falls on its own I guess.
  19. 1 like
  20. 1 like
    Try placing a tunnel under the moutain where that tree is, it might help. Just make sure it doesn't actually get built. Safer to do that without a builder employed.
  21. 1 like
    Grass and foliage now removes itself when place a building.
  22. 1 like
    Means there should be a fade in colours between 1 edge and another, as opposed to just 1 uniform colour between Also, got some change in weather:
  23. 1 like
    No need really. Everything has multiple level of details for various distances, culling, fading, etc. The above screenshot would be considered "Ultra" in settings. Weve already discussed detail settings, using Low would create an extremely optimised environment. We deliberately want to have an Ultra detail preset for people who can run it, but we dont expect it to be the usual setting. Things like grass and water reflections will be able to turn off completely, etc. Textures for many things are by default in full 4k, because thats thinking ahead for the future. I would expect using the 2k setting to be quite standard though (Banished was 1k for example, and that was a long time ago). However, i can assure you even on the other lower settings we have a very beautiful game indeed.. Edit: Just to add on this, for anyone who may be interested and works with textures and 3d. We are using primarily 1 texture per mesh, not multiple materials. This has a massive impact on performance (draw calls primarily). Again, how the UV's are laid out is also important. Having hard edges in the UV space for example would increase the performance drag by a factor of x4 per mesh, so thats something being avoided. Aligning lightmaps to a grid is also helping (the AO texture in banished).
  24. 1 like
    More testing. 16 square kilometers (10 miles) of landscape to build on. Its got pretty good performance too. Those mountains in the background arent just for show. They exist on the island. heres a rather lengthy video to give an idea of scale. low quality as its recorded in an editor then stretched to fit: password: scale
  25. 1 like
    Thank you to the admin who took the time out of their day to manually add me.
  26. 1 like
    That's the updates for the modkit. If you want the patch to bring your game from 1.0.6 to the correct 1.0.7 Build 170910 , it's here: http://www.shiningrocksoftware.com/patch/BanishedPatch_1.0.6_To_1.0.7.170910.zip If you have the GOG version of the game, the last version uploaded as stand alone is the last beta of 1.0.7. If you want the release version, you have to go through the GOG Galaxy launcher app. Simplest way is to install GOG Galaxy, open it, go to the Library in there and select Banished. Then hit the MORE button > Manage Installation > Import Folder and select where Banished is installed on your computer. Once the GalaxyApp tells you that Banished is installed (meaning it has found all your existing files, including mods), hit MORE again, > Manage Installation > Verify/Repair. That will get GOG to grab the latest patch and get your game up to date.
  27. 1 like
    Shout out to the admin who took the time out of their day to manually add me. tyvm! Can't wait to sink my teeth into the new content.
  28. 1 like
    Welcome to Black Liquid Software. There are spreadsheets for Colonial Charter HERE. That section also contains many other charts. These were made for CC 1.75 and the there may be a few minor changes. They can be downloaded and modified. Any suggestions you may have to make them more user friendly would be greatly appreciated.
  29. 1 like
    It looks stunning Shock! It kind of reminds me about Black & White 2, the god game.
  30. 1 like
    Good to see some work in progress !
  31. 1 like
    I am planning to make a height map of my current map and import it into Cities Skylines to continue the town into modern times. I kind of have a conversion scale: Banished tiles= 2x2m, Cities tiles=8x8m: C=B*4 Now, to make things slightly easier (and to somehow make up for the large pieces of land that will fall out of the original Banished map borders: I need the size in amount of tiles for the CC Very Large map, and could find them. Does anyone know?
  32. 1 like
  33. 1 like
  34. 1 like
    Whooh! Progress, that looks pretty nice. Especially the lighting.