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Showing most liked content since 12/24/2018 in all areas

  1. 59 likes

    Version 1.76


    Colonial Charter 1.76 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 1.76: 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. 14 likes
    View File MegaMod 8.01 MegaMod 8.01 The download is a single 1.49 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE. A copy of the pdf is also included in the download. Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed the darker looking trees that people didn't like. Fixed the EB Village Storage Yard toolbar from crashing. Updated mods. Probably a few things I forgot to write down. Submitter Kralyerg Submitted 07/26/2018 Category MegaMod  
  3. 11 likes

    Version 4


    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.
  4. 11 likes

    Version v17


    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V13 Updated for C 1.72 and MegaMod 0.07 V14 Fix Fuel storage bug.
  5. 11 likes
    List of resources in Colonial Charter. If you're using CC 1.71: http://blackliquidsoftware.com/uploads/monthly_2017_01/Icons1.7.png.c8524bf6f957eaa3bee0e4a526e2598e.png
  6. 10 likes
    Here's a list of the Mods in Kralyerg's Kave of Krazy Kontraptions. Also listed are those mods in Shocks Lab and Official CC Companion Mods. Clicking on the Name of the mod will take you to the download and additional information. Click on Name for Download Description Placement Notes USER INTERFACE & SETTINGS CC Beta Fix Fix weird crop & materials stuff that happens when mods vs game use mismatched versions Above CC Only use if still using CC 1.5x and Banished 1.0.5 together CC No Smoke Removes smoke from all buildings; may improve lag Above CC Requires Banished 1.0.5 Debug Men Enables the Debug toolbar built into game. Gridlines Use to make a 25x25 grid to help plan layout of structures Below CC Requires Banished 1.0.5 Happiness Radius If a building produces happiness, can see happiness radius as a purple circle Above CC or NMT Requires Banished 1.0.5 Icon Recolour Changes the status icons in Banished to a brown color. Above CC Immortal Your citizens will never die of old age (just accidents) Above CC Not compatible with other aging mods, or with Less/More Food mods Iron is Iron “Iron Ore” is replaced with “Iron” (as in vanilla Banished) Above CC Requires Banished 1.0.5 and CC 1.6x Light Rain Effect Replaces rain with a light occasional rain Above CC Quiet CC All pasture animals are quieter and talk less frequently Above CC Radius Recolor Changes the yellow circles to blue Above CC Restore Menu Music Restores the original music that plays in the main menu Above CC Seasons Down Under Changes season names to months and adapts them for the southern hemisphere weather Anywhere Requires Banished 1.0.5 Short Toolbar Makes toolbar shorter – good on smaller screens Above CC Toolbar Buttons Puts the Priority Tool, Remove Structures Tool, and Flatten Terrain Tool on the main toolbar Anywhere Requires Banished 1.0.5 Unhappiness Radius Gives a visible red circle to all buildings that produce unhappiness Above CC Requires Banished 1.0.5 ROADS, BRIDGES, TUNNELS AND TERRAFORMING Brick Tunnel Same looking tunnel – but takes bricks to build it Below CC Color Roads A colorful set of roads Anywhere Included in MegaMod. Requires Banished 1.0.5 Grassy Roads A set of 14 Different kinds of roads Anywhere Requires Banished 1.0.5 Terraform Raise and lower terrain. Very beta! Anywhere Requires Banished 1.0.5 TOWN SERVICES (Community, Worship & Health) 50-50 Nomads Both Town Hall buttons will say "Allow Nomads" but one Accepts them and one Denies Below CC Cathedral Large church building based on Red Ketchup’s Monastery Below CC Lost code in hard drive crash Many Town Arrival Lets you build more than one Town Arrival Above CC Requires Banished 1.0.5 Simple Tombstones Replaces head stones with simple white crosses Above CC Town Arrival Nomads Enables your Town Arrival to attract Nomads Above CC Requires Banished 1.0.5 RESOURCE GATHERING, HUNTING AND FORESTRY No Wild Ducks Removes Wild Ducks so only Deer are hunted Above CC Reqires Banished 1.0.5 Renewable Resources Little shacks that grow Stone, Iron, Coal and Trees Anywhere Requires Banished 1.0.5 CROPS, ORCHARDS, ANIMALS Busy Pastures Fit 2x animals in pastures; produce 2x more eggs, wool, etc.; not fully tested Above CC Requires Banished 1.0.5 Grow Ginger Adds seeds to purchase to grow Ginger as a crop Anywhere Requires Banished 1.0.5 Grow Herbs Adds seeds to purchase to grow Herbs as a crop Anywhere Incorporated into CC Grow Mushrooms Adds seeds to purchase to grow Mushrooms as a crop Anywhere Incorporated into CC. Grow Onions Adds seeds to purchase to grow Onions as a crop Anywhere Incorporated into CC. Grow Roots Adds seeds to purchase to grow Roots as a crop Anywhere Hot Crops Allows all crops to grow in all climates Above CC Requires Banished 1.0.5 Inedible Foods A set of mods that make individual foods not edible Above CC May Require Banished 1.0.5 Legalized Marijuana Cure Hemp at Curing Barn to make Marijuana Above CC Requires Banished 1.0.5 Less Food 50 Citizens only need to eat half the food they used to Anywhere Incompatible with aging or schooling mods Less Food 75 Citizens only need to eat 75% of the food they used to Anywhere Incompatible with aging or schooling mods Livestock for Trade Produce livestock that can be traded instead of meat; no eggs, wool or leather produced Above CC More Food 125 Citizens need 125% of the regular amount of food Anywhere More Food 150 Citizens need 150% of the regular amount of food Anywhere Rice Crop Let’s you buy Rice Seeds so you can grow Rice Below CC Requires Banished 1.0.5 Seed Diversity Adds additional models of crops Below CC Requires Banished 1.0.5 and CC 1.6x Stable Produce your own Domesticated Animals (required to build wool, milk & egg pens) Below CC Requires Banished 1.0.5 Steak Buy Steak Seeds and grow Steak in your Crop Field Anywhere Requires Banished 1.0.5 Tropical Greenhouse Grow tropical foods in this new building. Below CC Requires Banished 1.0.5 STORAGE, MARKETS & TRADE A Little Bit Ridiculous Storage Increases storage in storage places by 2.5X Old Market Override Return to the original market texture/colors Above CC Lost code in hard drive crash Ridiculous Storage Increases capacity in storage places 5X Above CC Requires Banished 1.0.5 Slightly Ridiculous Storage Increases storage capacity in storage places by 2X Super Easy Trading Every trader able to carry every item and will accept any item for trade Above CC Requires Banished 1.0.5 Traders Accept All Traders that carry different things, but they will all accept any item for trade Above CC FOOD & RESOURCE PRODUCTION BUILDINGS Bakery Plus Bakery produces a lot more products Above CC Affects CC and NMT Bakeries Basic Clothes Tailor and Clothier produces only “Clothes” or “Warm Clothes” Above CC Requires Banished 1.0.5 Blacksmith Tools Produces a wider array of tools Above CC Requires Banished 1.0.5 Build Monuments Allows you to build the Golden Llama or Ceremonial Grounds Below CC Fast Food Stand Create fast food items such as burgers and pizza Below CC Lost code in hard drive crash Firebundler Firewood Allows Firebundler to produce Firewood Above CC Fish Farm Edit Changes color of roof & water; citizens no longer idle there Above Fish Farm Mini Buildings Set of mini, 1 person, versions of basic buildings Anywhere Requires Banished 1.0.5 Pirate Cove Give the Pirates some alcohol and they might show you where their buried treasure is. Below CC Lost code in hard drive crash Soup Kitchen Makes various kinds of soups and stews. Below CC Requires CC to use. Lost code in hard drive crash DECORATIVE ITEMS Covering Ghost decorations designed to go over stockpiles but can go anywhere Anywhere Requires Banished 1.0.5 Impossible Trees A set of colorful trees not seen in nature Anywhere Lost code in hard drive crash Irrigate Decorative lowered-terrain canal Anywhere Lost code in hard drive crash Mission Bell Tower Decorative mission bell tower Below CC Thanks to kid1293 for recoding this Statue Plus Adds more variations for existing decorative statues; includes statues from RedKetchup's Decorative Items mod Above CC Requires Banished 1.0.5
  7. 7 likes

    Version 7


    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.
  8. 7 likes

    Version 2


    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.
  9. 6 likes

    Version 6


    Place ABOVE CC and the other listed mods for this to work. Allows your Blacksmiths to produce a wider array of tools, including Wood, Stone, Rough, Iron, Steel, Bronze, and Carbon Steel Tools. Borrowing files shamelessly from NMT for cross compatibility. Affects Vanilla, CC 1.6, NMT 2.0, Mini Buildings Blacksmiths, Small Town Blacksmith, Old Blacksmith . The only tool producer this doesn't affect is the Dock Workshop. Here's the individual breakdown of which Blacksmith building can produce what. Blacksmith Wood, Stone, Rough, Iron Large Smithy Country Smithy Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone Mini Workshop Wood, Stone, Rough, Iron Medieval Blacksmith Wood, Stone, Rough, Iron Medieval Blacksmith Upgrade 1 Medieval Blacksmith Upgrade 2 Medieval Blacksmith Upgrade 3 Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone Small Town Blacksmith Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone And down here, for informations sake, is the breakdown of tool use quality. Wood Tool 50 Stone Tool 75 Rough Tool 40 Iron Tool 100 Steel Tool 200 Bronze Tool 265 Carbon Steel 400 Gemstone 1000 These are the original numbers from CC and/or NMT and were not changed for this addon. Some of the numbers may seem odd when compared to the others in this list, and that's because they were balanced independently of each other. This mod also includes the mod called "Blacksmith Storage", so you don't need to use that one if you're using this one. Let me know if there is any problems. As always, I don't really test things too thoroughly.
  10. 6 likes

    Version 2


    Makes all buildings that produce happiness have a purple radius circling it. Nothing is actually changed in the radius area or happiness behavior. This only creates a circle that you can see. It was always there, just invisible. Place above CC or NMT to use.
  11. 6 likes

    Version 1


    Enables the Debug toolbar option.
  12. 5 likes
    I use a "stockpile conveyor" that I saw Skye Storme use in his Golden Llama YouTube series. You build 1 1x30 log stockpile from the Forester next to the road into the town and put professions that use a lot of logs right there. The Forester can put logs into the stockpile at his end and the Joiner can take logs out at his end. At first it felt like a cheat, but I got over it.
  13. 4 likes

    Version 2.0


    DS Bridge Crossing - v2.0 **NEW VERSION -- 01 March 2018 Adds 6 Bridge Crossings that can be built over streams, rivers, or even lakes. Toolbar location: - 'Mod Collections toolbar' - 'DS Mods' - 'Roads, Tunnels & Bridges' - 'Bridge Crossings' Build a drag-able (from shoreline-to-shoreline) Bridge Crossing: - Rough Log Bridge (2 logs + 2 work per tile to build) - Log Bridge (3 logs + 3 work per tile to build) - Covered Log Bridge (5 logs + 4 work per tile to build) - Stone & Log Bridge (2 stone + 2 logs + 4 work per tile to build) - Town Stone Bridge (5 stone + 5 work per tile to build) - Guard Tower Bridge (2 stone + 3 logs + 5 work per tile to build)
  14. 3 likes
    Alrighty... These are the starting parameters that @TuffDwarf is using: - Seed: 400600150, Terrain Type: [CC] Verdant Plains (the other plains types appear to give the same map as well), Map Size: [CC] Very Large This is the result: - The centre of the yellow box shows the starting location.
  15. 2 likes
    Hi all, I have been playing Banished for years without any mods at all, but have finally decided I need something more! I play all sorts of games; strategy and city building mostly. I have heard good things about CC so have come here looking for it, and found this awesome community as well, bonus! I am in New Zealand.
  16. 2 likes
    CC: Journey on steam is now updated to 1.76. Some people have asked for that
  17. 2 likes
    I do not know where I was posted that. I announce the release of my mod translation of the mod Colonial Charters 1.7 in French available on the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1623773495 Many many thanks again to Ketchup of the forum for its invaluable help. I hope to see you soon for new mods. Jerome PS: Sorry for my bad english
  18. 2 likes
    Hello all! Lots of time spent on Banished vanilla, looking to move into the mod territory soon. I love city building games, civ5, age of mythology, and stardew valley. Looking forward to trying out the mega mod soon! -Feathers
  19. 2 likes
    thanks for the great answers. I was more curious than upset, and sorry if I sounded abrupt. I just can't seem to say things in a "nice" way, both online and in person. it is my biggest flaw, being honest and living without filters tends to produce an abrupt type of conversational skills. So, I did not want to offend. And the thatch/fodder chains are awesome. I hadn't considered the fodder as a peat option, but it works for both the cow paddies and the peat bogs. Thanks for that.
  20. 2 likes
    Thanks stiles and Ketchup. What a marvelous game I'm 73 now I reckon they could be nailing the lid down before I master it. You people are doing are doing a fantastic job.
  21. 2 likes
    Are any of your pastures partly on a slope? I've heard that can cause issues.
  22. 2 likes
    Merry Xmas Everyone or Winter Solstice. Have Fun and be Happy.
  23. 2 likes
    Hi, just tried out CC, it's great! Thank you!
  24. 2 likes

    Version v17


    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a high storage volume (2.5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V15 Updated for CC 1.7 and MM 0.07 Skipped some version numbers to stay current with Ridiculous Storage.
  25. 1 like
    it woud take re-inventing the pasture. make the pasture a workplace, randomly gives say beef and dead cows or a 0 output some years. this random output would simulate losses due to theft.the assigned worker would die randomly from gunshot.
  26. 1 like
    I think only the frequency/chance of existing disasters can be modded.
  27. 1 like
  28. 1 like
    Sounds good, but I don't think disasters can be modded.
  29. 1 like
    not at all i can follow that. explanations like these hep us help others.
  30. 1 like
    have heard of that but never had it happen i do try not to run over 3 tiles up a hill.after that the bannies dont work it. was your pasture out on the map edge? that becomes no mans land and can add to the glitches. the bannies have minds of their own and are known to weird stuff. you never know what they might do next.
  31. 1 like
    Yes they were estherhb, They were cut into the side of a mountain and now that you mention it I did have something like this once before. I built a pasture on the side of a hill and when it was finished there was a gap in the corner, it didn't look like it lined up with where the covered part is and the animals got out and wandered about, some of them might have done a runner and I never noticed. Thanks very much estherhb I think you have cracked the case.
  32. 1 like
    most comps shut us out of that. usually at 100-150 most comps crash out.a few have done it with just vanilla and no mods. check out some thread pages at WOB. irrelevant has a long map.well over the 1000. 3500+ http://worldofbanished.com/index.php?topic=726.msg51299#msg51299
  33. 1 like
    This is a mod in Kralyerg's Kave of Krazy Kontraptions: Renewable Resources v2
  34. 1 like
    Happy new year all!
  35. 1 like
    Hello from Central Virginia
  36. 1 like
    my bet is the changes you made helped but didn't have an affect until you reloaded the game. the game didn't reset the pathways until the next day when it reloaded.
  37. 1 like
    well, heres definitive proof that it is a "fixable" issue. however, dont ask me how i cured it because i have absolutely no idea
  38. 1 like
    Deleting the .pkm files looks like it fixed the problem. Apparently just disabling the mods doesn't work. I unsubscribed from everything except for CC, and hopefully I won't develop any issues in my new game. So farm so good. Thank you!
  39. 1 like
    If the Unlimited mines and quarries mod is from before mid-2017, it might be using the old flags and be the one creating issues. I think Coal got sorted differently in Banished 1.0.7 and that wouldn't be handled right in a mod made for previous versions of Banished. It could be causing those crashes if the boats bring coal and it can't get shown right in the inventory. There might also be a mess between iron and iron ore not being flagged correctly. Side note: in CC you can upgrade your mines and quarries, and they become "unlimited" after the 2nd upgrade so you don't really need an Unlimited mod, except to save on a little bit of materials and construction work. By the time you reach the point where the first level of the mines/quarries is empty, you usually have more than enough materials and workforce for the upgrade though, and same when you reach the time you need to do the 2nd upgrade. Mines and Quarries in CC can also be deleted after you've completed the first upgrade. You loose that possibility if you overwrite the CC mines/quarries with the ones from another mod.
  40. 1 like
    This sounds like you are not using the most recent version of Banished, version 1.0.7 build 170910, or are trying to use mods that are no made or updated to work with that version. CC 1.76 is made to use with the newest version of Banished so it shouldn't be the problem. The crashes are caused because 1.0.7 uses different flags/categories for items than the old version. Therefore clicking on buildings with an inventory, such as the trading post or town hall, will cause the game to crash. If you use Steam, unsubscribe from all mods except CC 1.76. Delete the .pkm files from your Banished > WinData folder. Make sure you are using Banished version 1.0.7 build 170910; it is listed at the bottom of the 1st screen when you start the game. Create a new town using only Colonial Charter 1.76 (don't continue to try to use an old save which has problems!). NOTE: anytime you make changes to your mod list, you need to exit Banished completely before starting a new game to avoid crashes.
  41. 1 like
    And a Happy New Year!
  42. 1 like
    to be totally honest esther i dont think my mods have anything to do with it, i actually think its caused by landscaping, i tend to use the flatten terrain tool a lot which does seem to make it worse. i have ONCE found a way to cure it but i have no idea what i did exactly & its not something ive managed to replicate. once it starts then all my buildings seem to follow, fishing dock, trading post(s) bridge(s) etc.... if you look at the 1st pic then you can see the fisherman stood near the pillar above the bridge!! its not something thats MASSIVELY important, its doesnt stop the buildings from working i just find it a little irritating & since i did manage to cure it a few days ago i wondered if anyone knew how i'd done it. saf
  43. 1 like
    i saw that but very very long time ago. it was always happening to a bridge that is too near of a trading post ... like directly the tile after, or 2.
  44. 1 like
    I haven't played banished for years, and saw a playlist full of skye storm of CC a couple of years old, so I understand the game properly, and have started my own series, am on episode 3, have everything the banis need, except food of all seeds and animal types, but a stable, growing population, church, town hall, and hearts and stars are on 4.5 ATM, playing 1.76 and experimenting with all the new features, it's really fun, but I'm putting it online, to try to find someone that want to follow the series, come with advice and ideas, help me when I do something obviously wrong, and it would be really nice to have someone to chat with and put your idea into realization. A park? A lake filled with houses and jobs? A maze perhaps? Anything, and I know the game enough to not kill all the bans in the meanwhile. So come have a watch on my ultra large map, flatlands, hard, shipwrecked, with endless land to build on. I want to add every single production chain and manage to absorb 50 or 100 nomads at the time. https://www.youtube.com/watch?v=OTfbEfhKFbs&list=PL7Sny8BNjWxQ4NygKIoB4ifqwlzg-GxsF
  45. 1 like
    So, I got the new vid card, and added 1gb of RAM , and MM8.01 loaded up with no problems at all. Thanks to everyone for their offered help with this. My computer guy, I love so much, charged me only fifty dollars for a gaming video card , installing new RAM, and cleaning files. If anyone wants to know who he is. I would happily send you his website.
  46. 1 like
    Thanks so much for responding. The Oil Press does seem to be using the Whale Blubber now. May have just been a mistake on my part. Also found the Jetty. Thanks all for all of your hard work on mods.
  47. 1 like
    thanks for this. I am playing on all the wild things. had to be an easy start, cuzz i don't care for adam and eve. so, I have discovered every type of animal in the wild, all the domesticated kinds, black and white cows, leghorns bisons, etc.... I was just searching for a way to capture them, and you answered my questions. thanks.
  48. 1 like
    Housing in colonial charter typically uses our own custom designed upgrade system. For most houses, when you click on it you will be presented with a colourful button allowing you to upgrade to the next tier. The house itself will not occupy any additional tiles on the map but it will get taller/bigger/have extensions added etc. The above chart shows some of the houses and their upgrade paths.
  49. 1 like
    Lumber is obtained by cutting Logs at the Sawmill, Waterwheel Sawmill, Lumber Yard or the Sawpit. It is used as a construction material in many buildings. Flag/Limit: Construction (Prior to CC 1.72: Materials) Trade Value: 4 Weight: 3
  50. 1 like

    Version 1


    Both of the buttons in your Town Hall say "Allow Nomads" but one of them will Accept them and one will Deny them. Choose wisely. Obviously you can just ignore them and they go away, but that's just no fun.