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Showing most liked content since 04/23/2019 in all areas

  1. 14 likes



    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.
  2. 13 likes
    Things are happening. The wheels of progress turn slowly but they do turn.
  3. 3 likes
    You download the file. This is a compressed .rar file. You need to extract the .pkm files (there are 3 in the folder). There are several programs that do that such as WinRAR and 7-Zip. 7-Ziip is free from the internet. You can extract the files directly to your Banished > WinData folder or move them there. Then go into Banished to the Mods screen and check all 3 - they will turn red because they all affect the same code in the game. To prevent crashes, be sure to exit Banished completely. Then go back in and you can start a new game. Let us know if you need more help. It's well worth the effort!
  4. 2 likes
    I'm at the end of my rope trying to figure out how to get an animated animal to work in game. Its skinned, rigged, has a perfect little animation that works inside Blender. Unfortunately, when I add the animal to a pasture, it just sits there and doesn't perform any of the actual animations, its as if they weren't exported within the .fbx at all. The animal model loads in but it remains in the place it generated at in the pasture and spins left or right sometimes. The smaller scaled ones grow larger with time but none of them actually move (for the walk animations or the idle ones) besides doing their little spin in place maneuver. I feel like the Blender .fbx export isn't creating the animations right or I've got some setting somewhere that I'm missing. Can somebody please take pity on me and tell me just the settings involved? Or if maybe I need to transfer the blender file to a different 3D Editor tool and export it from there with better working .fbx export settings? It's frustrating because I've done all the legwork- learned how mod, learned how to create meshes, learned how to skin and rig them, learned how to animate.. but the darn thing won't MOVE =(
  5. 2 likes
    Hullo, you adorable rabble! I'm nearly 60, and I live in Norfolk, England. I am retired, somewhat earlier than anticipated. I play many different types of games, Banished is one of my most-visited. I read, using my PC screen, as well as that weird compressed carbon, china clay, and bleach, compound that was so fashionable once. I dig sci-fi, political thrillers, revenge stories, and Damsels In Distress stories ( you have to be what passes for "an adult" to read them). I don't like crowds, noise, or being too hot. I found Black Liquid's work on Steam, and was considerably surprised. I've found that, whatever the source code, the mods for many games just make things worse, rather than better. Colonial Charter, and a couple of others, actually work well, and bring something essential to the game.
  6. 2 likes
    Thank you very much!! I had a little suspicion that I wasn't finding the right file, but I thought that was impossible because I searched for it in the windows search bar. Your words inspired me to try a different approach. When I went to my GOG page, I selected More-Manage installation-Show folder, and it popped up with a completely different file location from what I had found before--and it contains the Windata with all 4 parts in it that everyone talks about. When I extracted into it, CC was in my mods list in the game!
  7. 2 likes
    He's getting close to releasing Alpha 2. You can follow on twitter, Ostriv tweets.
  8. 2 likes
    As promised, here's how I start a new town, using an Easy Start. This is a Word file. Easy Start.docx
  9. 1 like
    Banished Colonial Charter 1.76 EP07 - Workload & Worker Imbalance. 100 Population Yet something new learned, to not set too much to be built without having the laborers workers and materials to do the work. Having lots of buildings awaiting completelion, and that way divide up the workforce and materials into too many buildings at the time, just make it slow down to a grind, where it take ages before some of the buildings start becoming complete, is hard to avoid, since there's loads of things that have to be built. It's better to build some at the time, or set some on pause while you build the most important. It's also vital to focus on having more homes then families all the time and adding new food producting, and make sure the food production is growing just like the population, and slow down if you run out of laborers and workers. It's also vital to get educated workers with steel tools as soon as possible, along with stone and brick roads to multiply the speed everything is done. It's beginning to become complicated with all the production chains, the last one was homewares, where you need a workplace for making homewares and fancy homewares, and then two other workplaces, as in my case I needed furniture maker anda a pottery just to make the homewares: A construction material that's needed for larger homes buildings. With more population I will need to build out blacksmith industry, to forge other things, and 10 different minerals that kan be made into luxuries, gold and silver coins, and other metal items. Also need a ropery, seeds to start to make cloth. etc. It's complex to see how all fit together, but it's not impossible, and it's also great fun to master a village that got about 100 in population now. AN Everything that I have been constructing have gotten into the same speed as I have workers able to build it, it's easy to give to many tasks and then materials gets scattered around loads of buildings sites and it create a kind of bottleneck. Soon a baby boom being educated as workers with steel tools. Have reached a stable 100 in population, food and population is both growing, and I'm working on building the biggest and most productive buildings and houses, by getting ready planks first and now homewares, and I will need a glass smelter and 10 types of minerals for everything to reach the highest buiding level. Still no decorations, not even a sculptor, I'm rather thinking of - if I get to buy some rice, I can build rice fields in the lake for 100 rice each, houses, marketplaces and a little part of the village in itself.
  10. 1 like
    Hi, I've started a new series of Banished CC 1.76, with no other mod, with a lovely map with short winters, so any crop will survive, and where being badass in Banished and beating it on Hard and Harsh+ surrunded by moutains in a desert, or something, to impress is not the goal, but where I try to fully understand the production chains of this wonderful mod, and how the production chains are connected to each other. Building all in CC that make sense to build, while caring about my bani's every need. I've already noticed a good amount of views (10 each day is extraordinary for me), likes and positive comments about learning the mod along with the viewers, to have a look at what the experts here write everytime I'm trying to learn something new, and a positive/constructive comment from someone to me about a video feel wonderful and make me want to finish what I've started. And my goal is 900+ Bani's and also a nicely decorated map where everything needed is being produced. Here's a good map of seed 69, that is impossible to find anywhere else on the web: But to the point: I'm hoping for some visitors from these forums, to get advice on how to procede. I'm a bit unsure if the sizes I'm using for pastures, orchards and crop fields are the right dimensions, and I'll be really thankful for anyone pointing out potentional errors, impeovements, or suggest things to build next. All such suggestions will be followed as long as it won't be counter-productive for the village, and as well as I'm able to do. I'll write answers to this post for every new video posted, with a summary, like I do in the video-description.
  11. 1 like
    Let's Play Banished Colonial Charter 1.76 EP06 - Preventing Tool Death Spiral. Nomads Accepted. Sorry for the cut in the end, only way I could do it to prevent the video from reaching almost 60 min. As title tells: I had a struggle to prevent a total collapse of the colony, when I tried to upgrade the blacksmith, and didn't notice how long it took. Gladly I figured out why the building of all the buildings were so delayed, and that was a lack of stone, so building two quarries, and also a iron mine for the blacksmiths, where I can also mine coal and start making steel tools, with the new forge. I've got most buildings ready now, hospital and boarding house was just in time, as I got 7 nomads, and 2 of them were sick. Got church finished, smoker, dairy, schoolhouse, and 8 11x11 fields producing 4 different crops and I only lack a couple animals to have them all. Food have been rising steadily for 5 years now, so I can start focusing on things like building materials and other non-food buildings. Also to start overproducing something valuable, to have for trading directly into food. This way I might produce more food then what I'm making with all my farms, orchards and pastures. I added a new forestry node, and will probably add a third one, outside the reach of the market. I like how densely I've gotten everything built, and with children getting educated and potentionally steel tools the next episode, as well as all the brick roads I've built this episode, the production is going to be enourmously improved. I'm thinking that I might add more nomads, but in small numbers at the time, like the 7 I accepted now. Anything 15-20+ is potentionally going to set the colony into a death spiral that can't be stopped. I really need a growth of children and educated adults, so I will check the work-places and whether or not more housing is needed closer to them. All in all, after surviving the total lack of tools, and getting tools for everyone again, I feel I can reach my goal. In one of the episodes soon I'm hoping to build a new lake-district, using all the docks buildings for production and the homes that also can be built on water. I still haven't reached 100 population, but I'm thinking it's going to be more easy to go from 100-200 then 0-100 etc. I'm thinking I will need time to get the population to 900 though, and hoping that all the Colonial Charter buildings and Production Chains will make sense and seem logical at that time. Thanks to everyone that follow the series. I'm going to have to continue some of the other series I'm working on soon, and also introduce other, interesting games. Worked out ok in the end, need a new blacksmith soon. Overproducing food. LOTS of buildings that have to be built, and mining have become required, so things are moving a bit slow, but I'll go for an educated baby-boom the next episode.
  12. 1 like
    There is hardly anyone who has successfully made an animated animal for the game. Shock Puppet made a few and found it really difficult and frustrating. Unfortunately he seldom visits the forum these days and is primarily working on a new game with some others. Red Ketchup has a contact who gave him several animated animals for the game which he included in his RKEC mod. I believe he is contacting him to see if he can help you with your efforts. Hope you are successful - it would really be wonderful to have someone who has learned the key to modding more animals for the game.
  13. 1 like
    Having updated and creating more exceptions in the antivirus, the bug is fixed! hopefully this'll help someone in the future
  14. 1 like
    most often people cannot "embrace" how long and how much so much work it represents to make a wiki. i know, i am the one who made RKEC.... when it is other people, when usually want them to spend 1000 hrs to make our fancy wikis... we take it for granted and we think if the people dont want to do their wiki for their mods, they dont deserve people playing with it.... but when you ask the people if they want to spend 1000 hrs to help make it ? they will never say Yes ! with whatever their reasons they will find to not help or doing it because very well they will have to spend so much time and so much effort to do it.... but when it is other people ? it never bother us. modders need to make their wiki! It is a long post, but i want to try to make people realize thats so much work. you know, we are not paid. we are not working in a job, a game company, and earn 80,000 per year... all is free, all has been made purely and graciously free with our free life time. Donations ? i will tell you, donations, people dont do donations, 1 on 1000 people will maybe give a 2$ or a 5$ while the 999 other will never give a single cent. We dont do it for money, but making things can take so much work and so much time. and personally i dont want to spend 1000hrs in my next 3 months to lose this time to make a wiki for RKEC. i added a lot of info already, i know i didnt finished yet, but i still can add an hour here and an hour there in the future and maybe in 20 years, my wiki will be finished lol i have almost 60, pretty sure lately, my corpse has entered in a "cancer" mode.... i really doubt lately i will last till next cristmas... do i want to spend all the hours i have left in my life for that ??? the answer is no. would you like Elvenkind to spend the next 1000 hrs of your life on this ? i want to say i am very sorry, i am french, english is not my home language, so sometime what i try to say can sound differently of what i have intended. for sure i dont want to seems harsh or anything. i try to be most friendly possible and sometimes my english can mislead people... so in advance, i beg for pardon.
  15. 1 like
    Banished Colonial Charter 1.76 EP05 - Good Town Hall Statistics My food is getting back to normal and beyond, while Town Hall statistics did show that I had some massive drops in food during the last 10 years, the overall growth is in an upward trend. I've finished most of what I've started last episode and also many things I got from another building bonanza this episode, so this is probably the last episode where I can fit the whole village in one screenshot. I got Town Hall, School, Market, all the housing I placed around the market, Graveyard, and this episode I added a Dairy where my two cow pastures are, and a butcher for my Cheval (Horse Meat), turning it into Tallow, Sausage and various other processed foods, just like the milk will be turned into cheese, butter and cream in the new Dairy. I also added 4 more farms, and got 4 different seeds now, I got two Apiaries producing Honey, and a Brewery producing Mead for the little Inn I addded, and I also got myself pigs this episode, so I'm guessing when I get all 5 pastures in full production, then I'm going to get a massive food boost. Since the houses I've been building only got room for each family to produce 2 children, I have to upgrade them all and also build a lot of new houses. A baby boom, producing youth that get educated and more effecicient in their work, won't hurt the statistics either. The only thing I absolutely need soon, is a quarry, since I've almost picked every stone near the village, but I have no workers, so if I get finished the Boarding House and Hospital first, some Nomads would be a great boost to stop the trend I've had where all the original inhabitants now is dead from old age and resting in the new Cementary, but I need to be absolutely sure that I have 100 food per person and a year supply in storage before I do so, or else Nomads is a quick way to send the whole town into a death spiral. I'm really glad that I didn't need to jump back episodes or start over again anything at all. Actually everything seem to be doing very well indeed, and I expect even better statistics from the Town. I feel I'm begginning to understand the basics of the mod, so all is good.
  16. 1 like
    Let's Play Banished Colonial Charter 1.76 EP04 - Massive Upgrade of Town Center I've come to the point in the game where a Quarry and Iron Mine are getting required, as simply scavenging the landscape for Stone and Iron is not enough anymore. Also a second Forester node is something to consider. I had good luck with my trading partners and now have both Beef- and Frisian Cows, Horses and Sheep, in addition to Chicken ready in the Trader at the docs. Unfortunately I've almost created a cathastrophy by trading away food to obtain pairs of animals and seeds, but it all just need some extra time now and then the two new farms and 3 new pastures will start to stabilize this, is my hope. I did place both Town Hall, Hospital, School, Church, Graveyard and a Marketplace that will cover the majority of the town when my alarm clock notified me that yet another half hour had been flying away, with me being busy doing other things then these that I had promised for the episode. However now I got both Beef- and Frisian Cows, that (in addition to the poor horses) will give me a lot of leather and Sheep the wool that will make the Tailor able to make Warm Coats, and I have production ready for Firebundle and Charcoal, so hopefully I won't see that frost-symbol above anyone's house anymore. In addition I have chicken ready in the Trader's ship at the docks. Also I got two new crops growing. So specially when the pastures fills up I hope the food will rise above what I need again. It have not been a practice I will reccommend to anyone though, to trade away vast amounts of food, in order to get new seeds and pairs of animals, but anything seem practical when the trader have something you really want. Next episode will have to go at high speed, while I also add more crops, and wait for the Town Hall to give me the statistics I could really need to see already. When the Church and Graveyard, School and Hospital is ready as well, perhaps I get filled health and happiness to the top. I got the fuel situation solved this episode, and hopefully within the next one I won't have to worry about food either. I'm glad there's no enemies in this game, because it's hard enough work to survive alone, but I'll do all I can to keep everyone's head above the water. With my backups of each save though, if I do manage to send the colony into a death-spiral, I'll go back a couple of episodes and redo them. This series won't end with failure, but with a good understanding of the mod and how to use it in a good way. Another good idea is to add a Tavern or two, and start making Mead from Honey or build a couple of Abbys for Ale. Anything that will add food-production will be a priority, but I think things will become far more easy once the market is finished, since everything is so spread out as it is now, but the market will make a place that take care of the needs of the whole village.
  17. 1 like
    I subbed but I'll be honest with you I don't have time to watch longplays , maybe at the end of series I'll check what have you build , always love to see new building ideas. Good luck!
  18. 1 like
    i never never did a translation pack so i have no idea whats going on with your problem. gonna email someone who i know is doing some translations and ask him if he want you come here and maybe help you. in fact i asked 2 translater modders.
  19. 1 like
    Let's Play Banished Colonial Charter 1.76 EP03 - Planning Dense Population Centre https://www.youtube.com/embed/o8iwzCZqhTE?rel=0 I've avoided any problems with my saved games now, since I make a zip file of the content of the save game folder for Banished after each episode. A type of backup I urge anyone to use, if planning large cities. The save folder is located at C:\Users\Your Username\Documents\Banished\Save. I've just made a shortcut to the folder to where I keep all my other Banished files. So this is something I reccommend to anyone planning to play for long. In this episode I move the Forester, Gatherer, Hunter, along with a Herbalist to a node by itself, I gain more fruits, vegetables and animals to boost the sinking growth of food , and i've had problems with too little firewood - perhaps because I used mainly food and firewood to gain the seeds and animals... Next Episode I will build a market at the original crossroad, and more dense and perhaps more varied buildings for housing, a Town Hall, School, Church and Graveyard, and prepare for nomads to add to the original population that have been dying off from age almost as fast as new children have been born now. Unfortunately I lost all my Apricots due to an infestation, but the Maple trees are finally yielding sap, that I can turn into Maple Syrup with a Sugar House. Time flies, and I didn't expect the time to run out before after I had built the abovementioned, planned for next episode, but experience tell me that when I start making episodes into hour long + videos, nobody bother to watch. Soon I can put in use the Building Supplies, when I get produced Furnace Fuel for the Brickworks, I can dig sand and make a Glass the same way, and more advanced options will present themselves. So I look forward to what this first population center will become with some work and upgrades. http://i64.tinypic.com/ixxid0.jpg I've added the original stockpile and large barn to be deconstructed as well, and reconstucting elsewhere, since they are in the way of the market and the perfect place for it. All those frost icons on the houses are started to make me worried. Perhaps I'll neeed a new forester and woodcutter, but I do plan to convert the fuel source into coal or coke.
  20. 1 like
    Let's Play Banished Colonial Charter 1.76 EP 02 - Correct Size for Fields of Crops, Orchards Etc. Here's The Ideal Sizes for 1 man fields (the most efficient), From The Field Size Calculator at:https://banishedinfo.com/tools/size-calculator Crops: 11Tall, 11 Wide Orchards: 4 Tall, 15 Wide Graveyards: 15, 17 or 19 Tall, 20 Wide Pasture: All Pastures need minimum 10 animals to split the herd, putting half of the one being split into a new, empty pasture. For Cows: 20 tall and 10 wide. For Sheep: 20 tall and 8 wide. For Chickens you get 30 by a 20 tall and 9 wide field, so I'm not sure of the ideal number, because the calculator don't give any ideal number that give 10 chickens. The optimal number for Pastures is 20 tall, 20 wide, this will make them need 2 workers each, but the extra worker won't produce anything extra. Also notice that if the size of the field make it impossible to divide the flock in two, there's a slider you can move to slaughter the animals you have too much of, to split them. And here's a video from Shining Rock Software that explain agriculture and perhaps make more sense then mine. The Apricots are blooming and the Maple Trees are growing, Peas are being harvested, We are getting duck and venison from the hunter, roots, onion, blueberries and mushroom from the gatherers, and fish from where a new ship with new farm supplies is arrriving. We have doubled in size to 30 people, food-stores are growing, so expansion and going from surviving to living comfortably is closer then ever. I checked and there's a young adult in almost every house, waiting to start working somewhere else and make a new baby-boom. So it's time for Schools, Church, Graveyard, Town Hall for that invaluable census data. Trying to think about a way to start gathering houses into a more dense district so I can make use of a market too. Also I just have to build a Gazebo (spread happiness)! So I'm thinking that a new node of Hunter/Gatherer's Hut/Herbalist/Forester away from the houses in the middle, since I got Shoremen ready to start digging clay, and with a Brick factory the movement speeds are going to massively improved if I spend them on roads and bridges, and a node with as little buildings as possible are to be preferred - at the same time as I can start using the Building Supplies, and being able to get access to more advanced buildings, upgrading the Blacksmith etc.
  21. 1 like
    Let's Play Banished Colonial Charter 1.76 EP01 - The Crossroads Build If you know Banished, but not Colonial Charter, I can only describe it as a mod that add so much new to the game that it would really fit better being called a community produced expansion pack then simply a mod, and it will be my goal with this series to understand the complex new toolbar and all the choices one have, to learn the production chains, how they are connected to each other and how to best use all the new options to make a larger, healthier and happier population. The end goal is 900 people, with a clear understanding of what buildings do what and in what order I best can add new. Look at the end of this description for photos that provide a better understanding of the new buildings and the things that can be made from the different buildings. To download the latest version of Colonial Charter, go to:http://blackliquidsoftware.com/index.php?/files/ Here you can download from one of the Admins of Black Liquid Software, esterhb, a guide of how to get an easy start, though it's not quite up to date anymore:http://blackliquidsoftware.com/applications/core/interface/file/attachment.php?id=2853 I have asked and gained permission for giving this link. Here's the Crop, Orchard, Cow Pasture, Chicken Pasture, Sheep Pasture and Graveyard Calculator, that let you figure out what size is the most effecient to have for each: https://banishedinfo.com/tools/size-calculator/crops#x Here's the Colonial Charter Housing Guide: http://oi68.tinypic.com/fbcgpk.jpg Every produce available in Banished & Colonial Charter: http://oi66.tinypic.com/160y16w.jpg Temperature Chart For Crops: http://oi64.tinypic.com/ka3a84.jpg I make no claim to have produced or to own these 3 last pictures, but with a lack knowledge whom have made them, I haven't been able to ask for permission to give links to them from tinypics, but if anyone know the author I will contact the person to ask for permission to share the information. I enjoy having specially the second picture as a background picture, to use as a reference when playing. The same is the case for the title picture I'm using, found on google, I don't know the maker of it, but hope I can keep it if someone claim ownership, since it's such a beautiful picture. Finally to learn about every aspect of the game, the Colonial Charter Wiki: http://blackliquidsoftware.com/index.php?/forum/26-wiki/ SPOILER: The result of our Crossroads Build. Everyone survived the first 4 winters, so I dare call it a successful attempt to demonstrate how it should be done.
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  23. 1 like
    I asked Kralyerg whether it works or not: Me: Will the No Smoke Mod work with MegaMod? Kralyerg: Well, yes and no. There's some generic smokes that people use, like the house smokes. So if they're just using that, then it still works for that one. But if they made their own special smoke, then it isn't updated for that. Me: When you add it in the middle of a game, does it turn smoke off for all or only new buildings? Kralyerg: Well.. If you have, say, a production building that has smoke, then it will continue to have smoke. Unless you click the Work button to turn it off and then back on again. I think of it like.. It's not that the building needs to be new, but the instance of smoke needs to be new. So when the smoke is shut down and restarted, the new smoke will not be there. But old smoke will still be there. Does that make sense? Houses should be the same, if you can turn off the smoke by pretending to demolish it or something. He is updating it as I write this to include MM 8.
  24. 1 like
    The Sugar House makes Sugar or Maple Syrup from Sugar Cane, Sugar Beets or Maple Syrup from Maple Sap Uses for Sugar: The Bakery makes Sugar Cookies using Sugar + Flour The Preservist makes Fruit Jam using Sugar + Glassware + one of the following fruits: Apples, Blueberries, Strawberries, Quinces, Red Mulberries or Blackberries Size: 6 by 7 Construction Requirements: 20 Stone and 40 Lumber, plus 75 Work Profession: Maximum Workers: 2
  25. 1 like
    Have a save to share?: Please add the save file to the Save Games Downloads section to share it with the community. Upon doing so, a thread will be automatically created here. Everything else: If you wish to talk about save shared multiplayer or anything else save file sharing related, feel free to start a new thread in this section