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Showing most liked content since 01/26/2017 in Posts

  1. 20 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. 12 likes
    https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  3. 12 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  4. 12 likes
    Silvery Moonlight... Do You Dare To Enter the Realm of the Dead...
  5. 12 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  6. 9 likes
    I've noticed two new series are out using Colonial Charter 1.7 - Journey. Biffa is using both CC 1.7 and Megamod. Go HERE. Vaypah is featuring the new CC 1.7 Shipwrecked Start. Go HERE. Both are very experienced Banished/Colonial Charter players. Enjoy!
  7. 9 likes
    Worked fairly slow with this city so quite a bit of decoration. Tried to stay with the jungle theme. There are more images in the gallery.
  8. 8 likes
    There are, let me show some if the email conversation: The status bar, resource limit window, and the town hall production and graphs will be able to show these user defined limits, as well as raw materials being assigned to them and buildings being able to use them as limits. Currently in the resource files these are simple types called Custom0, Custom1 ... Custom9 (in addition to Iron, Wood, etc). You'll use these names in the .rsc files, and it will be up your team to change the string tables to define what each custom resource is displayed as.I'm also looking at removing the memory cap on the game so that you don't have to worry about making things small enough to fit in the currently allocated memory size.
  9. 7 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  10. 7 likes
    Years ago a small band of Nomads landed here, thinking they arrived in a tropical paradise... but - surprise! Still, after surviving the first winter, their druid leader predicted well-being in the dense forests, so they stayed... Some 50 years later... ----- My Journals & Movies -----
  11. 7 likes
  12. 7 likes
    Thanks @Discrepancy I did notice that tag but wasn't sure. Dev update... I'm trying to finish off this set, although it is quite big and keeps getting bigger! While trying to decide on the best route for the gatherer/forester combination, I went through all of the buildings currently made and gave them a touch up. Also made a list of what I have made and what I have left to build. Currently, in order of the pics below, there are 4 cabins (3 person family, wood house heat), a material storage, a lumber cutter, a pine kiln, a maple boiler, a cider press, a small church, a small school, a blacksmith, a gatherer/forager, a forester, a loom, a tailor, and a turpentine still. The 'town' buildings also come in a coloured flavour... Adjustments - the cabins need changing at the front. I'm going to take away that fence and have the front of the building butt up against the road, with some overhanging porches etc. The gatherer I am not sure about, it depends on what round I go. I might remove the actual hut and make it more into a cache, not sure yet. To be added - hunter, trapper (model made, just need to decide how to do it), pine lodge (a 3x3 house, family of 4, stone house heat), apiary, possibly more...
  13. 6 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.7. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.7 Construction Spreadsheet: HERE CC 1.7 Production Spreadsheet: HERE CC 1.7 Storage Spreadsheet: HERE
  14. 6 likes
    Hello everyone ! Jon T. here from the northwest of UK I've had this game since it came out back in Feb. 2014, so I'm not sure why it's taken me around 3 years to find you guys, anyway I'm pleased that I finally have. I love this game and still play it quite a lot, it's very addictive and once I start I can be at it for many hours at a time, I've not added any mods to it before so I'm really looking forward to seeing what kind of difference can be made to the game. It's going to take me awhile to catch up with most of you guys but anyhow, I'm here now. Oh yea, and thanks to all you very clever people that have made so many interesting additions to Banished, I've had a quick check through some of the stuff that's going on here and it's amazing.
  15. 6 likes
    Hello from the Netherlands! I'm new to all of this, so I am still learning... My name is Nelia and I love city builder games, especially historic Midevil ones.
  16. 6 likes
    For those here that aren't members of Word of Banished, I'd strongly recommend joining that group. There's a small but interesting collection of mods there that aren't found elsewhere and Red Ketchup has released two more that are rather impressive The first is Training Camp and it has wood palisade sections to make defensive walls, hunters watchtowers for collecting food and skins (including some new types not found elsewhere and work with Red's Wood Butcher mod), some deco pieces of armour stands, archery targets, training dummies and banners, new mouses... err, houses (tents) and ghost sheds (that will fit over small stockpiles), a field hospital (large tent) and some others. Found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=178 The second is Creepy Cemetery and is essentially a collection of wall pieces to surround the fenceless cemeteries found in CC. It also has a small crypt as a ghost deco. Obviously the wall sections can be used anywhere and they'll look great in any "upper class" part of town for example. Can be found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=179
  17. 6 likes
    In my opinion, Markets are essential - Markets / Vendors Markets draw in a balanced mix of resources from all over the map and make them available to local residents and businesses. Vendors go out to collect the required resources, but they only visit stockpiles and storage barns. They will NOT collect anything from other markets. They also have a cart with higher capacity (500). The market has a maximum storage capacity. Vendors compute a balance for the goods stocked in 'their' market - if there is an excess of a particular product, they will move the surplus to nearby stockpiles or storage barns to make room for more needed goods. Vendors also deliver small stocks of "personal use items" (tools, coats) to the storage barns they visit. Traders Traders keep the Trading Port's inventory stocked with goods required for trading purposes. Mainly they rely on (and probably prioritize) stockpiles and storage barns all over the map, but will also gather from markets to get what is requested at a trade port. Traders also unload goods received from merchant boats after a trade has been completed. They will NOT deliver the goods to where they are needed, they only deliver them to the nearest stockpile or storage barn where vendors, local residents and businesses can collect them. Citizens / Workers Citizen's living WITHIN the Sphere of Influence (SOI) of a market will travel to that market to collect the goods they need. In turn they also deliver the goods they produce directly to that market. If they live OUTSIDE the SOI they do NOT use a market. They will go to the storage barn or stockpile nearest their home to stock it with food and fuel (NOTE: even if that stockpile/barn sits within the SOI of a market). If none of the required items are available, the citizen will move to the next sequential pile/barn until all requirements are filled. The same rules apply to "personal use items" (tools, coats etc.), except they start from where the need arises rather than from their home. ................. As for your question about the importance of a HERBALIST The Herbalist is important to keep up the general health, thereby lowering the chance of infections. He has two jobs - he collects medicinal herbs and prepares potions or medicines which he administers to citizens for their small everyday ailments. All villagers "visit the herbalist" regularly to pick up some medicine. That is an important (and often misunderstood) mechanic: The herbalist collects herbs and delivers them to barns and markets; a citizen "buys" herbs on any market place; a citizen goes to "visit the herbalist", bringing his herbs along; the Herbalist can now apply the herbs and restore some of the citizen's health (usually half a heart). * Understand that both the purchase of herbs at the market AND taking them along to the herbalist are done 'silently', meaning the player does not need to trigger these events nor will he get any notice of these transactions. It is often suggested to maintain two herbalists to a hamlet - one in a nearby forest to "collect herbs", another one inside town and very close to a market to shorten the walks needed to "visit the herbalist". If you do not have any herbalist, there will be lots of idling. However, a herbalist can NOT deal with an outbreak of a disease - for that you need a doctor and a proper hospital. Hth
  18. 6 likes
    Sound like you just invented walmart - or something similar. 10 new limits isn't very many at all. When it comes to sorting out the dry goods mess it might be a good idea to have some very general categories, because the more specific they are, the quicker they will all be used up - possibly with very little benefit. Another approach is to think about what can be done with these new categories. What are the buildings that we don't have have now but we would like to see in the game? What categories can be created to make those buildings happen? One possibility is a cafe/restaurant. At the moment we have taverns that serve alcohol and luxury food and we also have a coffee house that also serves alcohol and luxury food. Can this be fixed? I don't know how flags work exactly so I can't say for sure. Another possibility is a homewares store that generates happiness. Houses can't consume anything except firewood so perhaps that can be fixed by having the villagers buy candles and furniture and pots & pans at a homewares store. Can that be done? Whatever these new limits get used for, 10 limits would be much more useful if we had 20 or even 30 new flags.
  19. 6 likes
    You're expecting WAY too much to think Luke has been "cornered" and there's an opportunity to have "a nice sit down discussion with Luke." Just be thankful Luke responded to requests to add more flags. Items that have been assigned one of the current flags will continue to use that flag until the modder changes that. So, if you use the old mod with CC which now has 10 more flags, the item will still have the old flag even though there could be a better flag available. Confusion especially arises when different mods use the new flags differently. For example, I could create a mod that creates MoonPies and Twinkies and use new flag #2 as "goodies". This would let me create Ye Olde Sweets Shoppe as a market that only sells items with the #2 flag - Goodies. Then if I use CC who is using flag #2 as Weapons (Muskets, Cannons, etc.), Ye Olde Sweets Shoppe will be selling everything using the #2 flag - both guns and goodies
  20. 6 likes
    Well now - let's go slow about this It's not like we have suddenly unlimited limits <sic> - we have all suffered long from the confusion of many things lumped together without really belonging together... I feel the first order of the day is to decongest our current limits and regroup them in a sensible manner. Once that is done, let's see (and hope) that there are some limits left to fill with "new life"...
  21. 6 likes
    We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
  22. 6 likes
    @KevinTheCynic that's great to hear, thank you. Hopefully the next iteration will not be too far away! On that note, I have been playing around with the hunter, gatherer, and forester. I decided to see if I could come up with something for each that wasn't a hut or lodge, I feel like I'm over using that building and want some variation and I also really like the smaller forestry lots like the one over at WOB. The problem I find with large buildings as foresters or hunters etc. is that they not only take up valuable radius space, but also you can't really add storage or housing in the space to increase efficiency without sacrificing far too much of that radius. with smaller lots, you can at least fit in one house and a storage barn to make things a bit more efficient, without sacrificing too much radius. I decided to try a forester as a tower, that sits on a 1x1 tile surrounded by road tiles, so 3x3 in total. Then, the other buildings will all be 2x2 corner pieces that you can arrange in a circle surrounding the central tower. I am also making a slightly larger pine house, that will look like a cool lodge (not made yet, next thing to do) so you could add that there too if you really wanted a lodge in there. So far I have the forester tower, a gatherer cache, a forager cache (same building) and a hunting blind. Overall, I think they came out OK. The hunting blind is a bit too chunky and square, it needs to be scaled down a bit (beams made thinner) and given more overhangs. The pine branch disguise texture on the hunting blind also only half of it came out, so I need to duplicate that and extend it. I also don't like the canvas door of the gatherer cache, you can see the triangles too much. I might have to play around with that texture and also see if I can smooth it a bit without adding too many polys. What do you think? These (with improvements) or the ones before that consisted of actual buildings? Photo below is of the buildings, but remember there will be lodges to add to the ones above which will act as a house and/or a storage.
  23. 5 likes
    I have finished updating the NS Inshore Set, but poor internet is preventing me from uploading for the time being. In the mean time, I'm moving swiftly on to the Pine Set, and starting to extract it from the main mod and get it stand alone. The whole pine collection will be in one download. As with the others, I'm taking my time to go over the buildings and coding to make sure everything is working well and as clean as possible. So far, I've done the maple boiler and cider press, easy ones first, then moved on to the cabins and church. The cabins took a while longer, because I have changed them slightly to make the fronts overhang less, so you can see more of the building, and also make the back squares lower than the middle, to break up those very long roofs. I found the roofs too long and imposing on the last iteration. Oh yeah and I also added the Cabin Upgrades!
  24. 5 likes
    I'm not sure. It's going to be a lot of work either way. Even if I took exactly what is in .07 and updated everything with the new kit I would probably call it .08 anyway.
  25. 5 likes
    @QueryEverything re. tavern, I use the NMT boarding house above the NMT tavern, not sure if that was the intent but it does look good. However for this set, I think I want to keep them all single level, low occupancy, for the most part. So I was thinking of a small, 3x3 building with overhanging deck wrapping around the corner, with saloon enterence for the tavern and a normal enterence for the lodging. We'll see. Kind of a mix between the saloon and the cottage in the models you linked to. And with the tool bar, i couldn't decide what way to do it. I thought it would be intuitive to have it the same as the game tool bar, but then the harvester isn't a food producer even though it uses the same building as the gatherer. I might just put all of the wild collection and harvesting buildings into one, with the trees, and move all of the stills and things into the industry tab. Edit - forgot to add an update. Working on a hospital, decided to try some diagonal walls for it to break things up a bit...
  26. 5 likes
    I always play on an Adam and Eve + seed start- in harsh conditions the new rustic houses and storage allows me to create my utopia early where everyone is housed the same- no posh houses for the fat cats .. 30 years in and everyones happy healthy and fed
  27. 5 likes
  28. 5 likes
    There's some great mods that are being added. To name a very few: I See Fire by Red Ketchup, Styth Tower by Discrepancy, Wild Bees by Tany Preditor, Plimoth Plantation by kid1293 and a group effort: Narrow Row Houses - concept and models by AzemOcram, texturing by Red Ketchup and Necora and code by Kralyerg. The flowering crops (camellias, roses, etc.) by the Idle Team are in there too.
  29. 5 likes
    WALLS! I've made four types: PALISADE A Sandstone variant A Masonry wall And a Timber-framed cobblestone wall
  30. 5 likes
    I really hope these trees stop growing... biggest firs in the land. I also think I went a bit OTT with the foliage.
  31. 5 likes
    View File Journey A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Steam Workshop Download: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!) Submitter ShockPuppet Submitted 01/23/2017 Category Current Version  
  32. 4 likes
    What a crazy couple of days. New toolbars, new limits and flags, what to do? what to do????? Plus 60 cm of snow in 48 hours, I've not left the house for 5 days... apart from shoveling and snowboarding, what else are you to do on extended snow days? How about pull the PEI shore set out of the main mod and make it into the first Modular Maritimes Set? Well that is what I did. What is new? --> All buildings have been enhanced, remastered in some cases, and generally cleaned up. I've added a bit of size variation, cleaned up unnecessary faces and things, and just fixed the models and improved upon things that I've learnt since starting this set (these were the first buildings! So a few issues needed correcting). --> I've removed the extra dock tiles from the front of them, leaving all buildings on a 2x2 square (apart from the storage, they are the same). This will allow premium dock placement around the buildings, and doesn't restrict you to the pieces attached to the models. You can now place a roped, covered, plain, corner, T, stairs, what ever you want, right in front of the building. This gives much more flexibility to building your docks, and allows you to use other dock pieces from other sets (CC, DSSV etc.) in combination with this. I added a bar to the first build stage to indicate which way is the front, and for the fully built buildings, the front is the side with the door. All access for your Bannies is through the front. --> All buildings have a brand new ambient occlusion (AO). This should give them all enhanced shadows, more definition and contrast, and better snow coverage. --> And finally, I've added a third colour variant! Some of you have commented that you liked the dark wood siding of the pine set, well now your shore fisheries also come in the same dark wood theme, to create a seamless blend between forest and shore. The fishery buildings are a new instance on the toolbar, while the storage and edibles storage have a third F-variant. All of this will be uploaded this coming week, if I can ever leave the house and get into town. My internet is also struggling due to the weather.
  33. 4 likes
    Hi all, I'm sure some people know already but I just logged onto Steam and found a 68Meg update for Banished to version 1.0.7 For non-Steam users, the update can be found at Shining Rock's website here http://www.shiningrocksoftware.com/ EDIT: one hour later and I remembered that I should have mentioned that there's also a new version of the mod makers kit available from the Shining Rock website.
  34. 4 likes
    Well I was at the other location, but I never talked at all I don't believe? I like all kinds of games, fanatically. I'm solo and retired so I have a lot of time to invest into the activity of gaming. I have loved base builders and the sort for a long time but only resently found the enjoyment of city builders. I think I'd love to see a game like Banished combined with a game like Transport Fever. where you build the buildings and town and supply them with trains, trucks, busses.trams, boats and aeroplanes. I also love strategy games like Civ5 sorts like 6, meh.. MMO's involving Fantasy and games like starcraft. I am Reino by the way.. and I've forgotten how to create a height map using google pic's sigh.
  35. 4 likes
    View File MegaMod Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 95 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads. Submitter Kralyerg Submitted 11/26/2016 Category MegaMod  
  36. 4 likes
    View File MegaMod Deco Pack Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Submitter Kralyerg Submitted 02/12/2017 Category MegaMod  
  37. 4 likes
    A simple fact in Banished, time = distance = production. Therefor time taken to get essentials from a barn is going to impact production, unless you have only one barn, it means many trips to different places, to get what you need, and then you have to go to the stockpile too. Markets are a one stop shopping place, that takes the travel from the producer to a specialized vendor. Considering that goods are scattered across all storage structures, (regardless of closest storage, a well documented function), it makes sense to have a vendor do the walking for all the users of his market. We have many specialized markets that do the same for production, getting the raw materials, a gofer function that does the same, again 1 collector for many users. Its this function that makes markets essential, just like storage size in housing will limit the market visits. Its easy to underestimate one function when you examine it in isolation. Herbalist are the only way to use health products, which are again essential to survival, 50% of a heart is important when you only have 2 or 3. The central aspect of these misunderstandings are largely linked to a gaming style that takes the very easy version of the game that comes from MM as the game standard, which it is not for many players. Nor is it the way the game physics works.
  38. 4 likes
    Not quite an answer but perhaps a half-answer... I've always tended to think of markets as a way to stop workers from having to travel to barns and warehouses to collect items. If placed in the middle of a housing area, the market centralizes the location of those needed items so the workers can spend less time travelling between home, workplace and storage. How much this affects their productivity I think is a case of working out how far they would need to travel to collect food, tools, clothes etc. etc. if they had to visit different areas of a town to get resupplied. Having the market right next to their homes obviously reduces the travel time they need to get food or tools. Of course you could just have a bunch of barns/warehouses in the middle of your housing area but barns/warehouses have far less control over what gets stored in them, I get the impression that with markets the workers try to get a decent range of products rather then stocking too much or too little of any particular item. And of course, the real plus for any market use is that there are a reasonable number of mods adding smaller marketplaces to the game - I think I have about four or five individual marketplace mods running alongside the markets provided by larger mods such as NMT, CC and Small Town Rowhouses. I have enough variety so that I can have everything from small to huge market areas to better fit the different areas of the map. In regards to what is the best marketplace, this I believe comes down to your individual ideas and the way your town is set out. As mentioned, I use a variety of markets with smaller ones being ideal for remote areas (that I use for say hunters, gatherers, foresters or miners, quarrymen) and the larger ones for areas where I want lots of housing. I also have a tendency to have a bit of overlap of the market radius if I'm trying to build a really big housing area. I also put small "industrial" markets in areas where there's a lot of workplaces, (e.g. mines, quarries) so that the workers don't have to travel back home to get tools, clothes or special resources.
  39. 4 likes
    I'm Calli, now from the Netherlands but originally from the British Isles, I started playing banished around a year or so ago as I love city builders and my son suggested I try it. I love how peaceful the game is too play and before I started playing with mods I decided to get all the acheivements. When I first tried CC I found it overwhelming, but now I can't play without it. My banished hero has to be Paeng, his cities are always so beautiful to look at and if I can build them half so good I would be happy. I am really suprised at how much CC has added to the game, it's like having a whole new expansion and to think it's all done voluntarily by the modding community makes me amazed. I also play sims, and find it hard to have to pay so much for each new addition to the game. Another favourite game is Cities Skylines, but my traffic management is terrible and I end up stressed. That's something I like about Banished, apart from considering distance between storage areas, there isn't much to manage with traffic, build stone roads and you are good to go :).
  40. 4 likes
    hahaha welcome !!! GO AHEAD !!! with all your dreams
  41. 4 likes
    @Ketchup thank you for that code! You are awesome. Now I can make the lobster traps into decorations for the dock set! And buoys, and nets, and buckets, and ropes, and boats, and and and....
  42. 4 likes
    If you should find yourself buying online, I would try some online coupon codes. My last two computers I bought online. My last one was nearly $1000 off because I waited for an online sale and then used a coupon off of couponcabin.com. Another time I got a $450 monitor for $50 just for typing in a code. It can be trial an error as some may no longer be good but its worth the effort if you find a good one, even if it is just for free shipping, why pay more if you don't have to. There are a couple other sites I cant recall but I always find my way back to the cabin.
  43. 4 likes
    Some people really wanted playground equipment so it was added. It looks a bit modern to me too but then, no one is forcing me to use it. I often put a veggie garden next to the school and figure the students will be trained in the fine art of growing crops We aren't raising any slackers in MY town!
  44. 4 likes
    These are the earlier tech ones, a halftimber and plastered brick on the left, a thatch and shingle cladded one in the middle, and a log & timber one on the right. Next up: middle east
  45. 4 likes
    I asked a question in the suggestions forum to see what the general take on road tiles is. Dev note... I'm finally happy with these trees!
  46. 4 likes
    Hello. I love banished but haven't played for quite a while. I am really looking forward to playing the mod. I am 49 years old from the Chicago area.
  47. 4 likes
    Just started my first game with Journey, CC 1.71 on map seed number 59, terrain valleys, size large, climate mild, with Abandoned Village Northern Pines start. Corpses. Wrapped tightly, but quite bloody at the heads. And they yield bonemeal when you have your folks get rid of them. But hey, at least they don't yield meat... Too early to know if more corpses will appear (nobody has died yet.) Also don't know yet how cemeteries figure in this...
  48. 4 likes
    ouch,we wern't complaining. we actually was answering a question. we didn't mean to disrespect modders at all. we appreciated the work they have done. as we stated ourseves,there isn't a perfect fix to it. i apologize if any of my posts sounded as a complaint.
  49. 4 likes
    how many different sets have you made so far NECORA? and here u told us u didnt know how to mod. lol u have done awesome.
  50. 4 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). 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 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). 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. 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 – 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.