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Showing most liked content since 04/29/2017 in all areas

  1. 40 likes

    Version 1.75

    6,109 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 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. 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. 29 likes

    Version 1.1

    363 downloads

    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - New Large Accessory Storage; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. In the same way the Accessory Storage Large can be integrated with the 3 story house. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  3. 23 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  
  4. 22 likes

    Version 0.07

    6,027 downloads

    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. This download is a .RAR file. 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. 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. 120 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.
  5. 21 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  
  6. 20 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  7. 19 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
  8. 15 likes

    Version v2

    688 downloads

    Requires Banished 1.0.7 Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day. This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7. (I say should, because this is extremely untested. ) It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them. It does not change the little limit spinners on each of the buildings, and this little mod never will. There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out. Load this above CC and MM. And load CC above MM. Like so: 1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested. Thanks estherhb for doing the boring parts while I was at work so I could get this done faster. And if you complain that it turns everything red, I may just slap you.
  9. 15 likes
    Colonial Charter 1.75 is available for download. Rearrage Refined Production toolbar to better reflect the new resource flags and limits. Fix general markets that should not be storing Luxuries Allow Trading Posts to set autopurchase for new resource flags Add new subtoolbars for Market Stalls, Market Carts, Specialized Storage Barns No real big changes. Just some minor updates. Unless there's some big bugs that are found, this should be the last update to the 1.7x line.
  10. 14 likes
    https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  11. 13 likes
    Here some more with this new technique...
  12. 11 likes
    Since I registered on the site, a few days ago, it has grown in me the desire to create mods. Obviously the first mod is a house And obviously again I'm following the Discrepancy's tutorial on WoB (thank you very much @Discrepancy ) I'm still trying to understand how to position in the right way the model over the placeBitArray and the placeBits, and I want to perfect the textures, but this is the result for now. I'm quite satisfied I have a question about AO: I used "Smart UV Project", like suggested by @Necora, I made the bake render and I've inverted the Image Colors, like suggested by @Discrepancy. Everything works fine, but in game there are a few white stripes between the faces, especially between wooden beams and the plaster facades. Did I do something wrong? I rely on you experienced modders
  13. 11 likes
    Lovely Scenery Campsite at Night
  14. 11 likes
    Thank you all for the nice words and well wishes. I've made a complete recovery. Since my final surgery, I have had a bit of a rest with some down time. I haven't touched my computer in a couple of months. Instead I've been doing work on my house and spending time with my dog (he's outside barking right now actually). Anyways, it's nice to be back. I'll be building up my momentum again gradually, 2017 has been quite a ride so far
  15. 11 likes
    all old bricks (CC style) are done next move will be redo all the footprints with a blue arrow showing which way the river will be flowing
  16. 11 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. 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 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  17. 11 likes
    I can understand why a modder would like all of their mods kept together. However, for those of us who aren't familiar with many of the 100+ mods included in MegaMod, keeping them separate would make it harder to find what I'm looking for. When I want to build a school, bakery, blacksmith, etc., I want to see all of those types of buildings in one group. I don't want to have to scan through multiple mods to find the different options. That's one of the major advantages to using MegaMod. (I don't want to go back to using the vanilla toolbar either; for me, who hasn't played vanilla Banished in an awfully long time, the Colonial Charter toolbar is the default toolbar.)
  18. 10 likes
    How about some fresh teasers to help us with the wait?
  19. 9 likes

    Version V101

    182 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
  20. 9 likes
    A new week has started, which means that it is time to look back on the last in Sneak Peek #4! As the fourth week of development on Natural Diversity v1.1 has passed by, the main body of the update is slowly starting to take shape. So far you have seen the new berry bushes (to finish the gathering resources overhaul), and a beautification of the natural waters with reeds and rocks. This past week, we have worked hard on laying the foundation for a production chain for grasses and reeds. I say we, and that is not me referring to myself in majestic plural. It implies that the development of this mod is no longer in my hands alone. Some time ago the wonderfully talented Mr. @despo20 has kindly offered to aid me by designing the buildings required for this production chain, and I have accepted his offer gratefully. His architectural skills are far beyond my capabilities, and are already proving to be of great value for the quality of this mod. Though the rough division is that I will remain responsible for improvements to the natural environment and that Despo will take responsibility for the buildings, decisions on either are taken in mutual agreement. What you see of this mod may thus from now on be considered a team effort . The grasses and reeds production chain While developing the production chain, our main goal was to lay a foundation that would provide enough use for the introduced resources on one hand, and enough space for future expansion on the other. Currently the chain has two levels, shown vertically. The first level consists of the two production buildings, the Reaper’s Shed for harvesting grasses, and a Reed Farm to harvest reeds. Harvesting grasses produces ‘grass bales’, a raw material that can be processed by buildings of the second level. Harvesting reeds produces ‘reed bundles’, which can be either processed or used as a construction material directly. These will also be compatible with the reeds introduced in CC. The second level includes two processing buildings and another production building. The first processing building is the Thresher, where wild cereals and other edible plant parts are separated from the grass bales. It will produce ‘Wild Cereals’ and ‘Wild Salad’, both foods. The second building in this level is the familiar Thatcher, which produces ‘Thatch’ from grass bales or reeds. This thatch can then be used as a construction material for buildings with thatched roofs. The third and final building of the basic chain is the fish trap. It will require reeds to be built, and will be placeable on small rivers. As the name suggests, it produces fish. This offers a way to gather food with a building that does not require thatch, while also introducing a use for the small rivers on the map. That's it for this week! As always any feedback and suggestions are more than welcome ! To conclude, we would like to share some screenshots of the first two buildings; the Reaper’s Shed and the Thresher. Both buildings were made by the amazing @despo20!
  21. 9 likes
    Another week has passed, so it's time for sneak peek #3! This week I have worked on quite a few different things, mainly consisting of bits and pieces for several ideas. Coincidentally there is a recurring theme though.. water! I guess @Necora inspired me with his wonderful riffle mod! Firstly, the reeds of last week received an upgrade (they now have leaves), and I started work on the first variant. This one is a Phragmites australis, a widespread species which is commonly used for thatching. Secondly, I have been looking at other ways to improve the natural look of the rivers. I am currently testing the automatic spawning of rocks on the riverbed. These are decorative only, the bannies can't reach them, and they don't block the construction of bridges or semi-aquatic buildings. The current meshes were not intended to be water rocks, so if you think they look a bit weird then we are in agreement. Just see these screens as a 'proof of concept' ;). I intend to make other meshes that are flatter, as the erroding power of the water would make them. Thirdly, the plans for the thatch production chain are taking shape nicely, and it's definitely going to be included in the next version of the mod. I will share more information on how the chain is going to work exactly once there is something to show . And then, last but most certainly not least, I have made a very exciting discovery yesterday evening. While I was testing an idea for one of the buildings of the production chain, I created something that I didn't even think would actually be possible. I made a little video of it being placed, just to prove that this is not a late April fools joke . https://webmshare.com/play/rZw9D Indeed, it is a placeable pool of water! It looks exactly like the normal water, though ofcourse it is entirely decorational. I have not yet tested if this could be used to make custom rivers and such, but theoretically it should be possible. I will have to play around a bit to see if I can make connecting pieces. If I manage to create such a 'custom water tool' it will not be a part of Natural Diversity though, as it wouldn't fit within the focus of this mod. I'm thinking about adding it to the decoration pack that I promised, or just making it a separate mod all together. That's it for this week, please share any thoughts or ideas !
  22. 9 likes

    Version 1.1

    135 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.
  23. 9 likes
    A little update and a question: - I've realized the first accessory building: a small courtyard with a little vegetable garden. It works like a storage, the garden is just a decoration. - And here came the question! I set it as a generic storage with the five vanilla flags, but I would also include the new flags. What should I do? Simply add the flags at the code below, or are there more files to add/edit ? And what is the exact name of the flags to use to be compatible with CC? @Kralyerg, I need your help! Be patient with a newbie StorageDescription storage { RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile; bool _areaBasedLimit = false; bool _available = false; int _volumeLimit = 1000; } A pair of pictures of my new creation All my things together
  24. 8 likes
    dont worry , wont be that long.... i did all the classic stone canal... all my old brick texture (the one similar to CC docks) are converted, just need to do the code part... i know poeple asked me to add a mill to the canal system.... and after it both will be released in same time.
  25. 8 likes
    I paused for a while the Medieval Houses project to dedicate myself to a small building that I saw in the Natural Diversity discussion. Thanks @taniu for the inspiration A pair of Work in Progress screenshots:
  26. 8 likes

    Version 1.0.1

    341 downloads

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  27. 8 likes

    Version 4

    378 downloads

    Allows your Bakery to produce the following: Hardtack [Flour] Bread [Flour] Fruit Cake [Flour + Apricot] Nut Bread [Flour + Walnut] Cheese Bread [Flour + Cheese] Sugar Cookies [Flour + Sugar] Croissant [Flour + Butter] Donut [Flour + Vegetable Oil] Flatbread [Flour + Salt] Garlic Bread [Flour + Herbs] Bagel [Flour + Egg] Muffin [Flour + Blueberries] Cake [Flour + Honey] (from NMT) Apple Pie [Flour + Honey + Apple] (from NMT) Cherry Pie [Flour + Honey + Cherry] (from NMT) Pecan Pie [Flour + Honey + Pecan] (from NMT) Affects CC and NMT Bakeries. Place ABOVE CC or NMT to use.
  28. 8 likes
    Banished Video Settings Quick Guide for Windows Please note that the document pasted in with a good attempt at the formatting, but missed! I will fix it later, please be patient. This short layman's guide provides a brief explanation of Banished's video settings. Some of these settings will have a large impact on how well Banished runs and some will help with "out of memory" crashes. I will approach each setting's explanation with these two particulars in mind. Our goal is to have Banished run as fast (and stable) as possible with little or no video degradation; a happy median. Even if your system seems to run fine with all the game's settings maxed out, I still recommend you review your choices as these can greatly impact other aspects of Banished, like modding and map size, for example. Before I get into the explanations, I have some general advise on keeping your game running as efficient as possible: 1. Make sure you are running the latest Banished retail version; see the first entry. 2. If you are experiencing crashes, report them to Shining Rock Software support (see the bottom of the linked page) after reading the FAQ to verify that your error is not already addressed. 3. Make sure your machine is in the best game-running shape that you can! This subject is much too broad to cover here, but there are many tweaking sites and free programs available to help. A few items to keep in mind are: · Make sure your hard drives are defragged on a regular bases. There are a lot of free defragging programs available (including the one packaged with Windows), but I use Puran because it allows the targeting of specific directories, boot time defrag, and more. · Keep the number of background tasks to a minimum. This is an expansive subject and I will not attempt to touch it here, but this is one of the main causes of poor performance on capable systems. Puran also offers free, a whole suit of utilities (some to help streamline the number of background tasks); please note, if you use the full suite, Puran Defrag does not need to be downloaded separately. Many people use CCleaner instead, which has been around a long time. 4. Beware of quick solutions, like editing your registry, unless you've fully researched the problem and solution and, you know what you are doing. 5. Remember, large maps can crash the game on any system, as stated on the official Shining Rock Software site: "...at some point very large maps will crash the game due to out of memory, or textures failing to be created." Banished Video Settings Graphic quality is subjective, there can be no doubt, but many of the standard graphic settings in today's games are unnecessary. For example, antialiasing was used on lower resolution screens to minimize pixelization (it softens pixel hard edges), but isn't necessarily needed on today's HiRes monitors. Turning off this setting alone can greatly improve performance, decrease resource demands, and help alleviate certain problems. Please be aware: · If you don't like the visual outcome of lowering a particular setting, feel free to change it back, but remember, there are consequences. Carefully weigh the visual gain against the benefits of performance, and in some cases, stability. · Hardware and or driver settings can (and usually do) affect your options and, in some cases, will override them. Hardware and or driver settings are beyond the scope of this guide. Renderer: The renderer option lets you set your DirectX version for the game to either DirectX 9.0c or DirectX 11. For the purpose of this guide, I'd recommend going with DirectX 9.0c. 9.0c requires fewer resources and is more stable, but it does not have all the features of version 11. With a game like Banished, the differences should be virtually unnoticeable. Adapter: The adapter option allows you to select which video card and or driver to use with Banished. Most computers will have only one video card, but may still offer two choices, one usually being generic. It's hard to point you to the correct option because this depends upon your hardware, but I can tell you what not to choose! Stay away from generic options, such as: Generic PnP Display, Standard VGA Graphics Adapter, etc. Generic choices typically utilize a built-in Windows VGA driver whereas most video card manufacturers will supply a much better choice. Two very popular gaming cards are ATI and Nvidia, but other valid option may be Intel, ASUS, and a few others. If your choices are still ambiguous, the best way to choose the proper adapter is to identify what you have, but even these steps can vary depending upon which Windows version you are running. You can try looking here, or Google "identify windows video card" and append your OS version (i.e. "identify windows video card windows 10"). Resolution: The resolution option has a very big impact on performance, but you should generally stick to your monitor's native resolution. If you choose anything but the native resolution, the pixels will not be one-to-one with the game's rendering, but approximate, which means your graphics will be blurry, especially text. Most newer, standard monitors are 1920x1080 (if you use an HDMI connection, it is 1920x1080). Generally, the native resolution will be the largest of your choices and at the top of the resolution list. If in doubt, Google your monitor's model number. As a last ditch effort, if your game's performance is still unsatisfactory, you can lower the resolution setting, but make sure this is the last thing you try. Quite frankly, if you have to resort to lowering this setting, it might be time to update your system! Refresh Rate: Refresh rate is the number of times the monitor is refreshed per second. In most cases, you'll stick to 60Hz, which is pretty standard nowadays. This setting generally does not affect performance (see VSync below), though some people claim they can see 60Hz refresh rates (if your monitor appears to strobe, you are one of these folks). If your eyes are this sensitive, you can increase the refresh rate if the option is available with your hardware. Personally, I could see strobing on the old CRT monitors at 60Hz, but never had this problem on modern LCD monitors. VSync: The Refresh Rate described above determines the number of times the monitor is refreshed per second, but in most cases, this does not correspond to the number of times Banished redraws its screen, which can vary significantly. When on, VSync assures that Banished does not redraw its screen while the monitor is in the middle of a refresh. If this happens, you may notice a "tearing" of your graphic screen (only part of the scene is redrawn resulting in a horizontal line somewhere on your screen, but only for a split second or, 1/60th of a second, to be precise). If VSync is on, your scenes should never "tear," but in most cases, you will never display more than 60 fps (frames per second). Unfortunately, turning VSync on can result in stuttering (skipping, dropping frames, etc.) if your system cannot keep up with the monitor's refresh rate. Without getting too technical, I suggest leaving VSync turned off (not selected) unless you notice a lot of "tearing." Fullscreen: I recommend running all games in full screen for a number of reasons, most importantly of which is performance. Most video cards are tweaked to run in full screen because they can write directly to the graphic system without going through a Windows' buffer. In window mode, all screen output is filtered through a Windows' buffer and will always result in a slowdown, though in some cases, the performance hit is negligible (on fast systems). Another reason is CPU resources, which are spread thinner when running programs windowed. Antialiasing: Pixels are aligned in a grid. With this technique, drawing a curve or diagonal line will result in jaggedness, or pixelization. Antialiasing is a method used to help diminish this jagged effect. But, as previously stated, today's HiRes monitors have very small pixels compared to their brethren of yesteryear, so antialiasing has become superfluous, in most cases. My recommendation is to set the option to None. If you are still unconvinced, change the setting and judge the difference for yourself. Just remember, with antialiasing on, at a minimum, the neighbors of over 2 million pixels (1920x1080) have to be examined, judged, then redrawn, ~30+ times per second. This, alone, is a huge resource drain, even with hardware optimization. Texture Filtering: You can think of texture filtering as antialiasing on steroids! I don't have the room to properly explain this here, so I will direct you to Wikipedia, if you want a better understanding. Just remember, texture filtering, in most cases, will have the largest impact on quality versus performance and, it also has the largest impact on the amount of video RAM used. In other words, if you are having bad performance and or crashes with Banished, you can lower this setting to help with both. Again, I cannot simply tell you which setting to choose, but I would start with the lowest (Bilinear) and work your way up (I use Bilinear on my laptop and am happy with the results). Keep in mind, texture filtering is not the only determining factor of graphic quality. Many times, a lower texture filtering setting can be compensated for by adjusting Banished's other settings. In other words, if the Bilinear setting doesn't look as good as you want, don't just choose a higher setting, try tweaking Banished's other settings first. Shadow Resolution: Shadows, in a game, can compensate for other graphic shortcomings, but at the expense of resources. Even so, from a purely visual point of view, I'd recommend keeping this setting as high as possible. If, after lowering other settings, you are still having performance problems, you can think of lowering shadow resolution or simply turning shadows off (see Shadow Quality below). Shadow Quality: Unlike Shadow Resolution, Shadow Quality can have a significant impact on graphic resources (performance and memory requirements). With this setting, I recommend you start with the lowest setting (excluding None) and work your way up, stopping on the lowest acceptable setting. I find Low does what I need. Reflections: Reflections can help compensate for graphic shortcomings, but can also significantly deplete available video resources. I consider reflections eye candy. But, if you can afford the overhead, I suggest you keep it set for Terrain, at a minimum. If you've lowered other setting and are still having trouble with performance and or crashing, you can simply turn reflections off. Quick Video Settings The following table is a summary of my recommended settings, depending on whether you are after performance or stability. If you are crashing, there is a good chance you are running out of resources, so my recommended settings are just a starting point (with trial and error, you should be able to minimize crashes, if low resources are indeed the cause). You will need to contact Shining Rock support once you narrow down the problem. See this guide's description for clarification of the recommendations below. Setting Performance Diagnosing Renderer DirectX 9.0c DirectX 9.0c Adapter Manufacturer Driver Manufacturer Driver Resolution Your Monitor's Native Resolution Your Monitor's Native Resolution Refresh Rate ~60Hz ~60Hz VSync Off Off Fullscreen On On Antialising None None Texture Filtering Lowest Acceptable Bilinear Shadow Resolution High Low Shadow Quality Low None Reflections Terrain None Quick Settings' Table If you find any problems (grammatical or technical) in this document, please let me know. I will let the guide simmer awhile before releasing it as a PDF, if a PDF is requested. This document is Copyright © 2017 by Troy A. Dalton and permission is given only to link to it from other sites, but not to reproduce it electronically. It may be printed for personal consumption. The only reason for the copyright notice is document control, so if you find this on any site other than Black Liquid's, please let someone know.
  29. 7 likes
    I was working on trying to make a nice looking native village to go near my colony, so I made a small test. I really like how it looked in winter so I took a screenshot. Also got one in spring for good measure.
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    http://worldofbanished.com/index.php?topic=1723.0 NMT3.0Series: Canal Set 1.0.7 is now available. This is the version 3.0 of the famous Redketchup's Medieval Town : Canal System. NMT3.0Series: Canal System is gettting improvements it is now using the Bartender's Liquid Water Technology ™ All the canal pieces will have living water which will flow in a direction (left or right). Each pieces has been doubled to meet all flow directions. 2 different sets : Classic NMT bricks "CL" and Old bricks (CC style) "OB". Each set have 3 different sizes of canal : 4x 6x and 8x Each size have a set of same pieces : Straight 3 tiles, Filler 1 tile, Corner, 3-Way, 4-Way, End, Gate, Dock, Fishing Dock, Trading Post and Watermill. Each footprint have been optimized to show you which direction the living water will flow. I strongly suggest you to pause your game before starting to design your Canal System for an optimal enjoyment. Each pieces now have an enhanced color icon to tell you which direction the water will flow. Warning: Not compatible with 1.0.6. If you want to enhance your old canal system from NMT 2.04 : you need to delete all your canal pieces from your save first and add this one on top of your NMT2.04 Enjoy !!
  31. 7 likes

    Version 102

    219 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
  32. 7 likes
    Here's a 1-page list of all of the storage capacities for Trade Buildings, Markets and Storage Buildings. There are several new buildings in CC 1.75.
  33. 7 likes
    Alternatively, there should be a link at the top of the page that says "Downloads". This page has the latest updates, with CC and MM at the top. I'm not sure when the next update of MM will be. With everyone updating the individual mods for 1.0.7 and the new community toolbar, it's going to take a bit of work to update MM. There has always been a desire amongst players for a CC Lite version. A version of CC without the crazy production chains. I've been thinking about it. In the next version of CC I'm going to attempt to rebuild things in a more orderly fashion behind the scenes. It won't affect game play much, but it will make things easier to work with under the hood. At the same time I'm doing that, it might just be possible to concurrently make a CC Lite without too much trouble. Maybe.
  34. 7 likes
    That's funny, I was just thinking the same thing. I'm not sure how the game will register a doubly linked toolbar, if it will understand or if will somehow double the building, and double the filesize. But it's an option worth exploring.
  35. 7 likes

    Version 0.07

    1,461 downloads

    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.
  36. 6 likes
    A little site edit today here, you can go to a users member profile by clicking their name and if they have contributed any files to the community downloads section there is now a Files tab on their profile that will display them all in chronological order. Downloads remains the central repository, this is just a little quality of life edit i thought might be useful.
  37. 6 likes
    Hi, I'm Kedryn. I lived in Kansas until a week ago when my landlord evicted me 3 hours after my best friend and roommate of 23 years died (please, no condolences, they just make me more sad); now I live in Nebraska with my Mom. I don't normally overshare like this but I'm still angry and bewildered. I bought the game when it first came out and played it for many hours; I started playing again about a week before Chris died and now I'm trying to create the 'perfect little village' that he would have loved to live in. I like to tinker with other people mods for personal use (although this personal tinkering once led to me creating a bunch of 32bit tiles for a rogue-like game. It's a little harder to tinker with these mods because a lot of the things are inaccessible but I did manage to modify the bloom time for (Red)Ketchup's wonderful Garden Walls Utility:
  38. 6 likes
    I've got lots of catching up to do
  39. 6 likes

    Version 100

    100 downloads

    The Maritimes Collection - Maritimes Trees Addon Introducing the Maritimes Trees Replacement Addon. This pack replaces the vanilla trees with new trees from the Maritimes Collection. Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants. How it works. This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants. It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair. This mod does not change the spawning of other natural resources, nor does it add any new resources. Compatibility. As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work. It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod. This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this). 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!
  40. 6 likes
    Thanks @KevinTheCynic! Ok guys! The time has come! In the download section you can find "D20 Medieval Houses" v1.0 Report to me any problems
  41. 6 likes
    Greetings ladies and gents, My name is Sabine, I'm almost 38 years old and I'm from The Netherlands. I love playing Banished and more specific CC/Megamod. If there's anything you'd like to know, just ask
  42. 6 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  
  43. 6 likes
  44. 6 likes
    Hello from New Zealand, a bit of a lurker at the old CC site, knew about the new site from reading the post at World of Banished forums, didn't get any emails and it took two goes at resetting the password as still didn't get any emails ... here now New site is looking good, a vast improvement on the old site ... well done As for me was a very long-time simcity player, been a moderator over at SC4 Devotion, was a member of the RTMT Team (public transport Mod) mainly post at Simtropolis, spare time these days is either playing Banished or running my own website ... I host all the old official SC3/SC3K and SC4 plugins, plus a few other things. -catty-cb (Cathy)
  45. 5 likes
    Medieval Thrillseekers At Kawarau Bridge
  46. 5 likes
    all the credits goes to @Bartender
  47. 5 likes
    Sorry, I'm out - I cannot help any further, morally or technically. Please get a licensed copy.
  48. 5 likes
    Cool... Hahaha... speaking of German names - just got one named "Zemplevilledge"... which is like a German might pronounce "Sample Village" * I'm allowed that jibe - I AM German...
  49. 5 likes
    Perhaps the little pop-up blurb that describes what each building is (the one in the menu, before you build it) should give the modder's name.
  50. 5 likes

    Version 2

    319 downloads

    Makes all buildings that produce unhappiness have a red radius circling it. Nothing is actually changed in the radius area or unhappiness behavior. This only creates a circle that you can see. It was always there, just invisible. It's mostly the Mines/Quarries and industrial buildings that have an unhappiness affect. Place above CC or NMT to use.