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Showing most liked content since 10/19/2017 in all areas

  1. 47 likes

    Version 1.75

    11,619 downloads

    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. 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 for version 1.75: http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998 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, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 20 likes
    Changelog Some of the things listed here are available in MegaMod 0.06 (mostly the decorations toward the end), but here is the list of changes between CC 1.62 and 1.7. New Buildings Artisan House Gable House Captain House Captain Tower Journeyman House Journeyman Tower Old Church Seamstress Guild The Local Milking Barn Cow Parlour City Windmill Lumber Yard Large Water Tank Wild Shepherd New England Colonial Housing set Driftwood Scavenger Old Barn Barn Lean To Memorial Statue Seafarers Chapel Pine Forester Small Chapel Iron Finder Stone Finder Rustic Abode Old Boarding House City Blacksmith Stable Old Market Old Town Trading Post City Hospital Tailoring Company New Versions of Old Buildings Bakery Weavers Dairy Carver Edibles Market Updates to Food Trading Post Updates to Dry Goods Trading Post One Room Schoolhouse F variant with no fence New Roads/Bridges Gravel Road Soil Road Dock Road Covered Bridge Old Creek Bridge Rock Bridge Stone Bridge Split New Terrains/Starting Conditions Cold Valley Terrain Swamp Lakes Terrain Shipwreck Start Condition Northern Pines Starting Condition Abandoned Village Starting Condition New Decorations White Picket Fence set Tall Wood Fence set City Wall set Ground Cover Plants Cleaning Items decorations set 3 Ruin Monuments City Wall Doorway Decoration City Gallows Garden Beds set Jungle Plants Shore Rocks Dock Fence Dock Rail Deco/Ghost Windmill Deco/Ghost Playground Deco/Ghost Trough Verdant Plains Ground Square Deco Bamboo Tree Ghost Picket Fences Ghost Tall Wood Fences Ghost Flowerbeds Ghost Flowers Ghost Statues <- on corners Ghost Sign Posts Ghost Crops <- on corners Ghost Resource Piles <- on corners Ghost Hedges Ghost Fruit Trees <- Vanilla trees on corners Ghost Wild Trees <- Vanilla trees on corners Ghost New Trees Other Ghost Decorations Ghost Wood Fence set Ghost Edge Wood Fence set Sturdy Stone Wall Edge set Colonial Wall Diagonals Ghost Water Wheels Ghost Sturdy Stone Wall set Ghost Sturdy Stone Wall Edge set Ghost Wire Fence set Wire Fence Edge set Ghost Wire Fence Edge set Colonial Wall Edge set Ghost Colonial Wall set Ghost Colonial Wall Edge set Ghost Stone Wall set Ghost Stone Wall Edge set Palisade Towers Tall Ghost Garden Beds set Ghost Cleaning set 2 Wide Hedge Arch Colored Tulip decorations Ghost vanilla Stone and Iron 2 additional Decorative Crosses Other New Ambient Sounds Ghost Animals centered on squares (except vanilla) All Walls/Fences don't flatten terrain Most decorations don't flatten terrain Marble Statue F variant Old Oil Press added to the Old Buildings 2 New Loading Screens Increase livestock lifespan for reproductive purposes Separated Quay Wall Trim straight and diagonal pieces Crop Field/Pasture/Orchard/Plantation default to 1 Added Beans/Squash/Orange/Tulip to Tinneries Fixed Privy bug that would stop builders from buildings
  3. 14 likes

    Version 1.0.1

    286 downloads

    Welcome to 17th century New England. In the decades after the arrival of the Pilgrims at Plimouth Plantation, tens of thousands of settlers arrived from England. Struggling through bitterly cold winters, war with the indigenous Algonquian population and internal conflict, the colonists forged a new world. Encompassing what we today know as Massachusetts, New Hampshire, Maine, Rhode Island, Connecticut and Vermont, New Englanders created a distinct culture and architecture. This first set of homes are base houses and several lean-to additions meant to be build directly abutting the houses. Further updates will include more options for additions as well as cottage industries, more homes and several freestanding buildings. Special thanks to (in no particular order..) @AzemOcram for turning my 2d designs into 3d models, @ShockPuppet for his exquisite texturing, and @Kralyerg for coding and packaging. Enjoy!
  4. 14 likes

    Version 105

    539 downloads

    Updated to Version 105 - September 28th 2017 The Maritimes Collection - The Pine Set V105 Preamble I started making this set because I had a need for certain forestry resources, so wanted to make the forest centers to get them. I also wanted to add a bit more maritimes diversity to what can be gained from the forest. Rather quickly, this snowballed into a large set as with the more buildings and chains I added, I figured I had may as well do other things too so that it is more complete. This set took a lot of time an effort, far too much perhaps. There are chains and buildings that I really like, and others which on hindsight could do with being improved. It also diverted away from other Maritimes sets, in that there was no real inspiration from Maritimes areas to make most of this set. I have learnt a lot, the limits of the mod kit, my limits as a modder, and have developed some interesting techniques and mechanisms, some that work, some that don't so much. With that being said, this is the last update I will be making to the Pine Set, apart from any necessary bug fixes or balancing changes. I will continue supporting it in terms of making sure it is still compatible with other sets, but any improvements to chains will come as seperate stand alones, back in more of the Maritimes theme I've been trying to create. Introducing the biggest (so far) installment of the Maritimes collection, the Pine Set. Small prodution buildings including blacksmiths, tailors, looms, spinners, and lumber cutters. All small, all slow, all with 2 F-variants, one colour and one wood. New forestry production chains including a turpentine still and a pine pitch kiln. New storage options including some small food cellars, barns, and material storage. New forestry lots. 3 1x1 forester towers, one vanilla, one with a new maple tree set consisting of maple trees, aspens, apples, and oaks, and one with a new pine tree set, including fir, spruce, and white pine. New gatherer and forager resources... see the read me in the first reply to this topic below for more details. New fur trapper and skinner... see the read me in the first reply to this topic below for more details. New foods (to vanilla game) including Game (meat), eggs, cranberries, maple syrup, and more. New alcohol (to vanilla game) including cider and maple whiskey. New materials (to the vanilla game) including feathers, lumber, hemp, flax, pine boughs, pine resin, turpentine, pitch, charcoal, and more! New fabrics (to the vanilla game) including linen, canvas, yarn, and twine. New civic buildings including church, school, town hall (all with F-variants) and a hospital. New housing including an up-gradable cabin in wood and colour versions, and an up-gradable lodge. More housing will be added in the future. And probably a load of other things I forgot about! When I remember, I'll add them. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility Issues I have tried to make this set fully compatible with all other mods. There are, however, a couple of points that I just could not solve. They are listed below... Charcoal and Colonial Charter Part 1 = This is an interesting one. Due to CC charcoal being linked to the brick making facilities, the high:low produce values are astronomical, from a comparitively tiny amount of logs. Therefore, if you use the Pine Set above CC, the output of charcoal from CC buildings will most likely be very low. It, on the other hand, you use CC above the Pine Set, the output of charcoal from Pine Set buildings will be very high. You have been warned Charcoal and Colonial Charter Part 2 = Another difference is that in CC, charcoal is a fuel, where as in the Maritimes, charcoal is an industrial fuel as I don't want it used in houses. So if you want charcoal to be burned in your houses, put CC above the Pine Set. Otherwise, it doesn't matter. New Flora = In order to use both New Flora and the Pine Set, you need to use the Flax Patch and New Pine Flora patch. Put these two, and New Flora, above the Pine Set in your load order. Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. This set does not need the Maritimes Tree mod as it is included. All other mods - Compatible! I don't know of any instances where this will not work. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  5. 13 likes

    Version 1.1

    280 downloads

    compiled with Banished ModKit107, but works on 106 also. Better Stock Piles v1.1 This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone. Place above other mods that reference the model code of these RawMaterials. Download & Installation: - Download from above the latest version of the file. - Extract/Unzip the contents of the .zip folder, - place BetterStockPiles.pkm inside your Banished/WinData folder. - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save. - Place above other mods that reference the model code of these RawMaterials. Change Log: BetterStockPiles.pkm - v1.1 -- 15April2017 --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB) - added replacement models for Coal & Iron stock pile models. - optimized Firewood, Logs & Stone models for poly reduction. - v1.0 -- 14April2017 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.
  6. 11 likes

    Version V101

    293 downloads

    Version 101 updated 15th May 2017 Maritimes Sherbrooke Village Version 101 Inspired by Sherbrooke Historic Village, Nova Scotia. Introducing the Sherbrooke Village collection! This set includes... Sherbrooke Church - a large church with room for 120 devout souls and a radius of 30 tiles. Sherbrooke Shoool - a school with capacity for 30 students. Sherbrooke Market - a large market building. Capacity 18,500 units, accepts all storage flags, and has a radius of 30 tiles. 3 Variants, red, white, and black. Sherbrooke Medium House - a 'medium' sized house with 4 variants, blue, red, yellow, and a white with green trim that fits next to the tailor. Medium houses have an occupancy of a family of 5, fuel of 80 per resource, and 1,200 units storage. Sherbrooke Small House - a smaller house, with 4 variants, blue, purple, aqua, and red. Small houses have an occupancy of a family of 4, fuel of 70 per resource, and storage of 900 units. Sherbrooke Blacksmith. A red blacksmith building. Produces the following range of tools; Bough tool - a cheep, rough tool made from pine pitch*. Cheaper to build but does not last as long as the vanilla iron tool. Iron tool - vanilla. Pitched tool - a sturdy tool made from wood, iron, and pine pitch*. Same stats as vanilla steel tool. Twined tool - a sturdy tool made from wood, iron, and twine*. Same stats as vanilla steel tool. Steel tool - vanilla. Fishing Tackle+ - a crafted item made from wood, iron, and pine pitch*. Sherbrooke Tailor. A tailor that produces the following range of clothing; Leather coat - vanilla. Wool coat - vanilla. Pelt clothing* - clothing made from animal pelts*^. Same stats as vanilla leather coat. Canvas clothing* - clothing made from canvas*. Same stats as vanilla leather coat. Linen clothing* - clothing made from linen*. Same stats as vanilla leather coat. Down coat - coats made from leather and feathers*. Same stats as vanilla winter coat. Winter coat - vanilla. Fur coat - coats made from fur*. Same warmth as vanilla winter coat, but much more valuable. Sherbrooke Water Mill. A mill building to be built on streams, quickly produces lumber or firewood. Includes the following puzzle pieces; Lower bridge pieces - 1x1, 1x3, 1x1 corner. Ground level bridge pieces - 1x1. Upper bridge pieces - 1x1, 1x3, 1x1 T, 3x3 trade boat passable. Stairs between all levels. A dam for smaller streams. Sherbrooke Boat Shop. A large water front boat shop that builds boats and fishing supplies for the NS Inshore set. Expensive to build. * Resources are cross overs from the Pine Set and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. ^ Resources are cross overs from the Crystal Cliffs Farm and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. + Fishing tackle is a cross overs from the NS Inshore Fishery where it is used in building fishing boats. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Compatibility Fully compatible with all mods. AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download for V101
  7. 9 likes

    Version 1.0.1

    93 downloads

    Welcome to life on the water! This is one of CC’s most popular features. Included is everything needed to expand your town along shores and across lakes. Also included are two watery terrains: 'Lake Waters' with multiple lakes and the more challenging 'Waterworld' which is one large lake. The first in a (hopefully) series of themed modpacks from Colonial Charter. And now using the new "Community Mod Toolbar" to centrally locate modded items.
  8. 9 likes
    Hello there! New members please take a moment to introduce yourself. If you're an existing member perhaps you can spare a moment to give us an update I live in Australia with my pet doggo Stevie. I enjoy city building and base building games. I also enjoy turn based strategy of all kinds.
  9. 9 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.
  10. 9 likes
  11. 8 likes

    Version 102

    335 downloads

    Updated to Version 102 - 8th May 2017. The Maritimes Collection - Crystal Cliffs Farm version 102 Inspired by an 1800s farm down the road from where I live called Crystal Cliffs, Antigonish County, Nova Scotia. The name comes from the gypsum that makes up the cliffs, which erodes out and covers the beach in 'crystals'. Introducing Crystal Cliffs Farms. The main pieces of this set is a large, 11000 capacity general storage barn. It comes in 3 F-variants, red, white, and gray. The barn overhangs, so that it can be placed above either of the following two buildings that will make the stone foundation. Crystal Milk Pen. A large milk pen, capable of employing up to 3 farmers. Needs domesticated animals to build and corn to feed the cows. Produces milk at a decent rate. Acts as a stand alone building or as the foundation for the Crystal Barn. Crystal Stable. A large stable, capable of employing up to 3 farmers. Produces domesticated animals from various grains (corn, barley, wheat, oats). Acts as a stand alone building or as the foundation for the Crystal Barn. Small Animal Hutch. A small back yard (1x1) animal hutch. A drop down menu allows you to select from either Eggs (chickens) or Pelts (rabbits). Needs domesticated animals to build and corn to feed the animals. Comes in 3 F-variants, yellow, red, and brown. Small Animal Pen. A small back yard (2x2) animal pen. A drop down menu allows you to select from either Milk (goats) or wool (sheep). Needs domesticated animals to build and corn to feed the animals. Comes in 2 F-variants, blue and brown. A decorative goat! Ghosted, 2 F-variants, straight and diagonal. 3 sets of Decorative Fences. Ghosted, red, brown, and white. Each colour has its own sub-menu and includes a 1x1, 1x2, 1x3 straight pieces, a diagonal piece, a style, a small gate, a 1x1 farm gate, and a 1x2 farm gate. New materials (to the vanilla game) including feathers, lumber** and domesticated animal. New foods (to the vanilla game) including milk, goat's milk, eggs, barley**, and oats**. Resources marked ** are trade only unless used with another mod that introduces ways to produce them. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space, within which future releases from all modders can have their own menu. Within this toolbar, you will see the Maple Leave icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note - All Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others. It may be safe to run the most recently released set above the rest. Compatibility. Maritimes.pkm - Incompatible! Do not use with the full Maritimes mod. Only modular versions. Colonial Charter - Compatible with the newest edition of CC! Modular Maritimes Sets - Compatible! You will get red warnings, ignore them. All other mods are compatible that I know of! AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download Link for V102 Coming Shortly
  12. 7 likes

    Version 1.0.0

    102 downloads

    The Maritimes Collection - Port Royal Preamble Inspired by the Port Royal Historic Site in the Annapolis Valley, Nova Scotia. Founded in 1605 by France, it was the first French settlement in North America and was capital of Acadia for a brief time before being destroyed by the British in 1613. The French relocated to a new Port Royal further down the Annapolis river at where is now Annapolis Royal. In 1939 the fort was re-created as a replica in its original site using duplicate plans recently discovered in France, where it still stands today as a vibrant visitors attraction. Included in Port Royal... Row Housing - a range of row houses have been made, modeled on the Port Royal buildings. While most of the original housing on site seems to be in quarters rather than individual houses, I've used the general look of the fort to style these houses. Small single story house Single story inner corner house 2 story over hanging house - right and left version - to be placed above the smaller house 2 story central house 2 story inner and outer corner houses - inner corners have 3 F-variants to transition between heights Town Civics, all which can be built in the row setting. Town Hall Church School Industry, all which can be built wall to wall. Blacksmith Forge - to make iron out of iron ore (also introduced in the set if you don't already have it) Lumber Cutter Tailor Food Production Buildings Bakery - makes various tasty breads Grist Mill - a mill to be placed besides a stream, that will grind various grains into flour. This is based off a replica Grist Mill near to the Port Royal site, which was the location of the first wheat field and mill in North America. Storage and market options Edibles storage cellar Large materials/construction warehouse Dry storage loft to be placed above the warehouse A central market building Various fort decorations including towers, palisade walls, and a cannon platform. Compatibility Issues None to report. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  13. 6 likes
    I made this windmill to test the rotating animation in Unreal Engine. Once we get it into the engine fully, it will serve as an example to us for animating a wide range of buildings.
  14. 6 likes

    Version 104

    261 downloads

    The Maritimes Collection - Dock Set. Updated! Version 104 (May 9th 2017). A small dock set to connect your Maritimes buildings. Dock pieces including... 1x1 pieces with covered, roped, and plain F-variants, 1x2 pieces with covered and roped F-variants, 1x3 pieces with covered and roped F-variants, 1x1 corner pieces with roped, plain, and T-section F-variants, 1x1 complete medium level with corners, T-sections, straight sections with roped and covered F-variants, 1x1 set of stairs to medium level, 1x1 set of stairs to water level, A decorative ghost lobster pot with a few F-variants. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ). If you do run them together, it is advised to place the most recent release on top! Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. Place the most recently released mod on top. All other mods - Compatible! I don't know of any instances where this will not work. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  15. 6 likes

    Version 7

    595 downloads

    By popular request. A series of small buildings to do basic tasks. ncluded: Mini Wood Cutter (Mini Wood Cutter is the same model as the Wood Chopper included in CC) Mini Hunters Lodge (Radius 15) Mini Gatherers Hut (Radius 15) Mini Forester (Radius 15) Mini Fisherman (Radius 10) Mini Workshop (The Workshop can build either Iron Tools or Hide Coats) New In Version 2: Mini School (5 Students) Mini Herbalist (Radius 15) New In Version 3: No new buildings, but work times for Mini Wood Cutter and Mini Workshop changed to be a little slower to encourage you to use the full building eventually. These shouldn't be replacements for the originals, just starters. New in Version 4 Mini Trading Post Mini Town Hall Gatherer and Hunter have expanded production history boxes. New in Version 5 Mini Food Market (radius 15) Mini Hospital (5 attendance) Mini House Mini Storage Hopefully fixed the Town Hall crashing problem for 1.0.4 users. New in Version 6 Mini Chapel (10 attendance) (not pictured below) Hopefully fixed the strange problem of two people sharing single jobs when you place two buildings too close to each other. New in Version 7 Mini Workshop now has the ability to make Rough Tools from Iron Ore, as well has Iron Tools from Iron. Tweaked the Trading Post a little bit, there was some odd things happening so Materials weren't getting delivered. Not incredibly widely tested, so let me know if there's anything wrong. And since these are mini vanilla buildings, this doesn't require CC to use. Note: This mod has been included in MegaMod.
  16. 6 likes

    Version 100

    135 downloads

    Version 100 - 8th May 2017 I don't have any pictures yet... they will be coming soon! The Maritimes Collection - Maritimes Riffle V100 A collection of ghost, free to place decorative pieces to build streams, ponds, and lakes on land and to enhance game waterways. Introducing the Maritimes Riffle Collection - Version 100! This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations can be used to create streams, rivers, lakes, ponds etc. on land and to enhance the water ways in game. This set includes... Stream Riffles - decorative pieces that enhance game rivers and streams Steam - this will make a particle point that produces steam from the water, using a modified smoke particle. Ripple - this will make a particle point that produces a ripple effect on the water, using a modified boat wake particle. Warning - due to the nature of these pieces, they are invisible! So some trial and error will be needed to place them properly. Unfortunately, I've not found a way to incorporate placement helpers. Once placed, if you click on the middle of the point (where the particle is emitting from) you will find an invisible square so you can delete it from the UI that pops up. 4 Turbulent textures, each with 3 angled variants. These are simple textures which have the foliage material applied, making them move in the water. This will allow you to place turbulence along shore lines, dock buildings etc. Stream Decorations - 4 sets of stream decorations are included, to build streams, ponds, lakes etc. on land. Each set is at a different level, so 0m (ground level), -0.25m, -0.50m, and -0.75m. Each includes... A center water tile. A corner water tile. An edge water tile. A diagonal water tile. Pebbles (3 variants). Drift wood (lots of variants). Transition Pieces - these allow you to transition between the various depths mentioned above. Sloped transitions - a gradual slope between each step. Waterfall transitions - a waterfall between 0m and each lower level. Digging Pieces - a terrain leveler for 0m, -0.25m, -0.50m, and -0.75m. Must be placed then deleted. All decorative items are ghost and free to build! Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! There is a decorations tab (a goat with a fence) where you will find a maritimes riffle tab. Within this sub menu, there is a tab for each of the sets above. Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility. This mod does not change or add any core files, and therefore should be compatible with all other mods. Use only with Banished v107 BETA. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download Link Coming Soon
  17. 5 likes

    Version 1

    86 downloads

    This is a standalone compilation of only the Terrain options included in Colonial Charter. The Terrain option only changes what the ground looks like (color of the land, number of rivers/lakes). Valleys Mountains Flat Plains Lake Waters Marsh Swamp Valleys Bleak Mountains Verdant Plains Sand Lakes Desert Red Desert Swamp Lakes Water World Jungle Rivers Cold Valleys
  18. 5 likes
    I don't always watch for deaths, once I get a stable population, but super wide comments in the event log catch my eye, and a couple of them so far have been hilarious. Shot attached here is for Alonzalo who was killed at work as a glassmaker. Then last night there was a message about someone who somehow got boxed up in a crate (HOW does that even happen?) but I did not get to him in time to take another screenshot, sorry. Anyone have other shots/stories of goofy ways banished folk die?
  19. 5 likes
  20. 4 likes
    The village of Beagleville was unfortunately destroyed by marauding wild tigers (and a rumored walrus). The two lone survivors Adam and Eve Hound escaped by jumping on an Industry Supplier's passing boat and sailed upriver, spending many weeks on deck, grieving over their lost neighbors and lost reserves of fancy homewares . After giving the trader their last bucket of sand, they were forced to leave ship. Only with the clothes on their backs and 150 apples the Hounds started anew. Being a prideful sort, Adam Hound named the new settlement Houndtown. Eve Hound frets over the cumbersome size of the stockpile but with four children, one of them still 0 years old, she has more pressing matters on her mind as of late.
  21. 4 likes

    Version 2

    161 downloads

    This little mod increases the quantities of the basic resources that you collect. Stone, Logs, Iron, and Iron Ore. Increase Stone from 1-2 to 3-5. Increase Iron from 1-2 to 3-5 Increase Iron Ore from 2-3 to 5-7 Increase Logs from 3-4 to 5-7. (Logs was already increased in CC from 2-3 to 3-4. This is even higher.) I had posted this in a random thread a while ago, so if you had downloaded that, this is exactly the same, just compiled for final 1.0.7.
  22. 4 likes

    Version 103

    278 downloads

    Updated to Version 103 - 16th May 2017 The Maritimes Collection - Nova Scotia Inshore Fisheries V103 Inspired by fishing buildings in Peggy's Cove, NS, Canada, around the province, and my imagination. Introducing the next installment of the Maritimes collection, NS Inshore Fisheries. New dock based fishery building with 5 F-variants. Produces your choice of lobster, herring, shrimp, tuna, or mackerel. New dock based industry buildings including a rope maker, lumber cutter, and dory builder. New crops including flax and hemp. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including lobster, herring, shrimp, tuna, and mackerel. New items (to the vanilla game) including flax, hemp, rope, lumber, and dory (small boats). A dock based general storage. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar.A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial )Compatibility.There are a few issues to note...Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them.All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. Obviously, I recommend the the Maritimes Dock Set, after all it does include a decorative ghost lobster trap . You can position these buildings on the shore, as long as access is given. Access to all buildings is via which ever side has a door or open dock.AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download for Version 103
  23. 4 likes

    Version 100

    113 downloads

    Version 100 - 8th May 2017 I don't have any pictures yet... they will be coming soon! The Maritimes Collection - Decorations V100 A collection of ghost, free to place decorative pieces from various Maritimes mods, all in one convenient location! Introducing the Maritimes Decoration Collection - Version 100! This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations are models used in other mods in the collection, and have been extracted and turned into decorations in this convenient package. This set includes... New Roads - based on the iconic red dirt of Prince Edward Island. PEI Dirt Road - a red textured dirt road. PEI Stone Road - a red textured herring bone stone road. Both new roads are found in the Vanilla Transportation Menu under a new Maritimes Roads tab. Road decorative squares - a few decorative texture pieces to smooth the edges of you roads and extend them under buildings etc. All free to place and ghosted. PEI Dirt square and triangle. PEI Stone square and triangle. Decorative Natural Resources - A selection of natural resources have been extracted from the Pine Set and turned into ghost decorations. Blueberry Bush. Cranberry Bush. Chanterelles (3 variants). Fiddleheads. Pine Boughs (3 variants). Flax Plant. Hemp Plant. Grouse Nest. Beaver Lodge. Fox Hole. Deadfall Trap. Snare Trap. Pitfall Trap. Decorative Trees - All trees from the Pine Set/Maritimes Trees Mod have been extracted and turned into ghost decorations. Apple Tree (4 variants). Aspen Tree (4 variants). Birch Tree (4 variants). Fir Tree (4 variants). Maple Tree (4 variants). Spruce Tree (4 variants). White Pine Tree (3 variants). Decorative Town Trees - All trees mentioned above (apart from the apple, which is small anyway) have been duplicated and shrunk by 30 %. This is so that they can be used to decorate a down setting and not dwarf buildings. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! There is a decorations ta b (a goat with a fence) where you will find all of the decorative items mentioned above. Within the decorations menu, there is a sub menu for Road Squares, Natural Resources, Trees, and Small Trees. Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility. This mod does not change or add any core files, and therefore should be compatible with all other mods. Use only with Banished v107 BETA. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! Alternative Download Link Coming Soon
  24. 4 likes
    Not so much death ... just weird, haha.
  25. 3 likes

    Version 1

    183 downloads

    Gives you the toolbar option to build the Golden Llama or Ceremonial Grounds. Place Below CC.
  26. 3 likes

    Version 1.0.0

    6 downloads

    Instead of gravestones, your cemeteries will contain zombie hands reaching from beyond the grave.
  27. 3 likes
    Incest is starting to take it's toll Edit: More bannies lost their lives My bannies stand on both sides of the law. But no one could argue they don't take their job seriously. Edit 2: Gotta love some of these, especially the farmer getting keelhauled
  28. 3 likes
    I had one yesterday that just said "Tilly the child has died" There was no other explanation, the weather & temperature were good so it wasn't death from exposure. There was plenty of food so it wasn't starvation. Tilly just stopped being alive And then this one today was amusing...
  29. 3 likes

    Version 1

    205 downloads

    Grow Roots as a crop.
  30. 2 likes

    Version 1.0.0

    49 downloads

    A series of Forester buildings that will exclusively plant and grow the orchard tree that is chosen. These orchard trees will then grow the fruit or nut that is associated with your selection. Then you can build a special Gatherer building that will automatically go around and collect these foods. You know how the regular Forester plants regular trees, and those trees will grow Berries and Roots and stuff, and then your Gatherer collects them? Exactly the same concept. Plant some trees. Grow some fruit. Collect with the Gatherer. The Orchard Gatherer is the first icon on the list you see below. It is special in that it is the only one that will automatically collect these orchard foods. The Orchard Gatherer will also act like a normal Gatherer if you place it in a normal forest. Because these are still Forester buildings, when the trees reach maturity, they will be cut down for Wood and a new tree will be planted in its place.
  31. 2 likes
    Only had Central Markets in my town and both are storing the luxuries. I do have Ridiculous Storage and quite sure it is going to be v16 or older, but haven't had a chance to look. Issue doesn't actually bother me so probably will just leave it until I get around to it. Just was chiming in to support @eumelbear and make sure he knew he was not crazy. Or at least not any more crazy than the rest of us.
  32. 2 likes
    I did not see your post khemari, but guess what? I just figured this out for myself Color me stupid. I did not know I could just move the documents folder to another drive, but now I do! Solution to problem was so simple! And you're right, it does start up faster and I found out on Windows 10 in settings, storage, you can tell windows where to save each folder, which was a handy thing I overlooked...
  33. 2 likes
    Hi, you got me curious and I went googling and found this at http://www.dummies.com/computers/operating-systems/windows-10/how-to-change-the-location-of-user-folders-in-windows-10/ I had Banished already installed on an SSD C drive with it saving to Documents on C drive. So I tried relocating the Documents folder to an external drive and it works very well - Banished can both read old saves and write new ones!!!!!! First impression is that Banished gameplay is running much faster like this - which may be because the SSD is now less burdened. Hmmm ... think I might do the same with my Desktop and Downloads.
  34. 2 likes

    Version 1.0.0

    33 downloads

    Welcome to the Final Frontier... No, not space. As your civilization pushes into the unknown, build a Fort to protect them, or barter with the Natives for a more peaceful route. Included is the themed Fort Set and Native Buildings from Colonial Charter, as well as a few new buildings. There are no terrains included, but there are a series of themed Starting Conditions that come from Colonial Charter. As with the other sets, this uses the "Community Mod Toolbar".
  35. 2 likes
    This looks great. It's wonderful to hear that the game is progressing. Having seen everything you've done with Banished, with all the limitations, I can't wait to see (and pre-order!) your own game.
  36. 2 likes
    After playing with this system (introduced at WoB) for a while now, I got to say it agrees with me very much... personally I find it easier to look for this house or that barn when the toolbar is sorted according to the modders, as RedK suggests. * Just my thoughts, even if I'm "out-of-competition" (no vote) for MM...
  37. 2 likes
    Gotcha. That's a shame, but I can work with that. EDIT: A few more little fun ones, then I'll get back to the main event. Skylights A cubby house A tool shed (colours are for textures of hanging tools I'm working on) And my favourite so far, an outdoor oven Now, back to work on the real stuff... doing Town Centers (slow going)
  38. 2 likes
    Yesterday I was shocked, 3 new ways for me came up ... 1 Farmer died: undescriptively 1 Fisherman died: drowning (never saw that before) And I can't remember the 3rd, lol, it was just odd!!
  39. 1 like
    you can put red dirt texture to the ground.... but no way to make the mountains look like if they would be from mars, the shape of those i mean ....
  40. 1 like
    Actually, I do remember a discussion along these lines. All that's needed is a modder (or 2 or 3) willing to give up all of his free time for the foreseeable future
  41. 1 like
    Yes - be sure to use v.17.
  42. 1 like
    hehe. first time i am seeing that one very original ^^
  43. 1 like
    Hi there, Excellent! Thanks a million. Just tested it, works a treat. Thanks again! Best, Eumelbear
  44. 1 like
    Hello all, been a long time banished player, CC was the first real MOD that made this game that much better. of course steam was a bit underwhelming with mods, and i have visited this site many times before. Finally decided to stop lurking and join up! Looking forward to trying all the new mods!
  45. 1 like
    Here is a new picture. It's sunny, and you can see the "neighborhood" of the bootleggers and smugglers.
  46. 1 like
    Do they let people pass even after a long time? There is a weird little thing in the game where the citizens will walk through newly built objects if they have already been assigned pathing by the ai. If they've already started their journey from point A to point B they ignore newly built fences in their path. But then, after things are built, they should route around it. Is this what you're seeing? Or are they ignoring fences even after they've been built for years?
  47. 1 like
    Fences in the regular Decorations toolbar shouldn't let people walk through them. Fences in the Ghost Decorations toolbar will let people walk through them.
  48. 1 like
    I must admit I am intrigued now. If this is a Banished sequel, count me IN! If it's not, it is still very interesting. See this: The only software I've purchased since the year 2000 has been Windows, Age of Empires Gold, and Banished. If you can match anything like those aforementioned titles, then I will buy it. -John
  49. 1 like
    @Takit Just wanted to say that the way you set up that bootlegger & smuggler outpost is great! And it's a nifty way to incorporate the Town Arrival piece. It looks really good and inspires me to try and copy it in one of my towns @Goblin Girl I'm still grinning from your comment!
  50. 1 like
    Perhaps @Kralyerg would like to take a look at it when he has a chance?