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Showing most liked content since 06/24/2017 in all areas

  1. 25 likes

    Version 0.07


    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.
  2. 16 likes
    I used the white house from red ketchup in this city, so the name for the map was easy. only thing wich is imported on this map is tequila....the billboard did the job I used the upgraded version of the boarding house and coverings to make something that had to look like a train station in a city
  3. 15 likes
    The MegaMod v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/72-megamod/ The MegaMod Deco Pack for v0.07 is available here: http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/ To get *everything* you need both. But each file will run perfectly fine on it's own. (Although in the Deco Pack alone you may not have some of the buildings required to produce required resources.) These downloads are .RAR files. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. Why is there a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in the second mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods. Oh, and a little changelog: Changelog 0.07 Added Smuggler's Cave v1.0 by RedKetchup Added Plymouth House v1.0 by RedKetchup Added Christmas Mod v1.0 by Kid & Discrepancy (this mod includes Christmas Tree by Discrepancy) Added Styth Tower v2.1 by Discrepancy Added Red Looking Creamery v1.1 by RedKetchup Added Washing Mod v1.0 by Kid Added Vegetable Garden v1.0 by Kid Added Mexican Fantasy v1.0 by Kid Added Decorative Crates v1.0 by Kid Added Gift Shop v1.0 by Kid Added Violet Crop 1.0 by Idle Work Team Added Camellia Crop 1.0 by Idle Work Team Added Jatropha Integerrima Crop 1.0 by Idle Work Team Added Rose Crop 1.0 by Idle Work Team Added Wood Butcher v1.0 by RedKetchup Added Wild Bees 1.0 by tanypredator Added iSeeFire 1.0 by RedKetchup Added Storage Crates 1.0 by Kid Added Small Port 1.0 by Kid Added Large Port 1.0 by Kid Added Plimoth Plantation 1.0 by Kid Added Mother Tree 1.0 by Kid Added Decoration Wreaths 1.0 by Kid Added Decorative Plants v4.1 by Kid Added Narrow Row Houses 1.0 by AzemOcram Added Firewood Storage v1.0 by RedKetchup Added Water And Other Decorations v1 by tanypredator Added Training Camp v1.0 by RedKetchup Added Wood Butcher v1.0 by RedKetchup Added Work Place v1.0 by Kid Added Creepy Cemetery v1.0 by RedKetchup Updated DS Tunnel Mine to v2.1 Updated Exotic Plants to v2 Updated Tiny to v1.1 Updated DS Small Village to "pre_v2_beta11" Updated Colonial Houses to v5.3 Updated MarketBBQ to v3.1 Updated MarketSoup to v1.1 Updated Choo Choo to v2.0
  4. 12 likes
    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
  5. 11 likes

    Version 1.0.1


    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.
  6. 11 likes

    Version 1.1


    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.
  7. 9 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:
  8. 9 likes

    Version 104 BETA


    Caution! This is a pre-update BETA. Use at your own risk Updated to Version 104 BETA - 22nd May 2017 The Maritimes Collection - The Pine Set V104 BETA I needed woodland production chains for future fisheries/boat building things, one thing lead to another, and this set happened! This is a big set, and I am bound to have made mistakes, so treat this initial version as a trial/public beta. 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. Other Modular Maritimes Mods - Compatible! New Flora - Compatible with the following patches! In order to get both New Flora and Pine Set resources on the map, you need to download the New Pine Flora patch. In order for flax to be compatible between the two mods, you need to download the Flax Patch. Colonial Charter Journey - Compatible but with a warning! The pine set is compatible with CC 1.75J, however there is an issue to look out for. The charcoal chains are coded differently, resulting in quite a large difference in high:low create values for charcoal. At the moment, I can't think of a good way to fix this, so until I do you must take note: If using CC above the Pine Set, the CC charburner and bricks works will run as expected, however the Pine Pitch Kiln will be WAAAAAAY overpowered when producing charcoal (like, crazy overpowered). If using the Pine Set above CC, then the Pitch Kiln will run fine but the CC charburner and bricks works will be incredible weak when producing charcoal. All other productions from these buildings (bricks, pine pitch) will not be impacted. Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod, which has now been discontinued. 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! Alternative download for Pine Set V104 BETA
  9. 8 likes
    These last few weeks were pretty crazy... Banished updates followed by a host of new mods, new modding discoveries and techniques... No time to do a "proper" journal - so here a little collection of things I played with in recent days, many centered on water... I tried to peel out most of my personal highlights, but I'm quite sure I missed some - such is the nature of beta-play... Enjoy! The Big Dig - real Canals with real Water The Mission revisited, away from the southern hemisphere Fodder, Flowers, Perfume, Irrigation, Salt Sunset At Weaver's Village Nomad Settlement European Village... kinda Jetty System, Housing, Markets Herbalist, Apothecary, Glassmaker Turbulence Moonlit Rapids * Well, this last one actually is an old SC4 shot... but it fits all the water themes
  10. 7 likes
    For those here that aren't members of Word of Banished, I'd strongly recommend joining that group. There's a small but interesting collection of mods there that aren't found elsewhere and Red Ketchup has released two more that are rather impressive The first is Training Camp and it has wood palisade sections to make defensive walls, hunters watchtowers for collecting food and skins (including some new types not found elsewhere and work with Red's Wood Butcher mod), some deco pieces of armour stands, archery targets, training dummies and banners, new mouses... err, houses (tents) and ghost sheds (that will fit over small stockpiles), a field hospital (large tent) and some others. Found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=178 The second is Creepy Cemetery and is essentially a collection of wall pieces to surround the fenceless cemeteries found in CC. It also has a small crypt as a ghost deco. Obviously the wall sections can be used anywhere and they'll look great in any "upper class" part of town for example. Can be found here http://worldofbanished.com/index.php?action=downloads;sa=view;down=179
  11. 7 likes

    Version v16


    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.
  12. 6 likes
    Came across a YouTube of this game that's in development. Can but hope that it will turn out as good as the video suggest it will be: Ancient Cities Video on YouTube
  13. 6 likes
    Sneak Peek 6b As promised, here's an update on the berry bushes, as well as the reveal of a new wild resource as a little extra . A while ago, we showed the first new berry bush variant, which was the Northern Highbush Blueberry. The second variant that will be added, is a slightly smaller species, the Black Huckleberry. To refresh the memory, or to create a new one if you haven't read the earlier post; these bushes drop berries on the ground, which can be harvested by the vanilla gatherer. The bushes themselves can be harvested for a small amount of firewood when in dire need. Falling leaves We concider the work on these bushes as somewhat of a test, before we start on their larger cousins in an overhaul of the trees. As part of this, I've played around with a longstanding wish of mine regarding the seasonal behaviour. In the vanilla situation, when the deciduous trees lose their leaves, these simply disappear. As you may observe in the video below, the leaves that fall from these bushes will stay on the ground at their base, and get snowed over as winter comes. They then disappear again when spring arrives and the bushes make new leaves. https://webmshare.com/play/AdYxQ Falling branches Another addition that we did in preparation for when we head into the forest, are these branches that will occasionally spawn below the trees. The can be gathered manually for a small amount of firewood too, but will not have a specific gatherer associated with them. Our aim is to have these, together with the bushes, compensate for the smaller amount of trees on the map with our mod. At the same time, we do not want to make it too easy to build a supply of fuel, so these will not spawn very frequently. The balance we want to create is one where it's simply not worth it to have a worker permanently roaming the forests in search of firewood, but where sending some out to harvest in a time of need can just make the difference between surviving the winter cold or finding a frosty grave.
  14. 6 likes
    It has been well over a week since our last update, so Sneak Peek #6 is long overdue! The crowd: “You’re late!” Me: “A coding wizard is never late, nor is he early, he arrives precisely when he means to.” Due to real life activities I am personally a bit short on time at the moment, but for the past two weeks @despo20 and I have been working hard on several parts of the mod. We will present these to you, and we have an announcement to make, so bear with us! The completion of the basic Grasses & Reeds Production Chain The last new building of our production chain, the fish trap, has been completed. It can be constructed on small streams, and requires wood and reed to be built. It is meant as a cheap fishing option that doesn’t require thatch. It also has a durability tied to the amount of fish caught, after which the trap breaks and needs to be rebuilt. As @despo20 has designed so many wonderful new buildings for this chain, we felt that my old model for the Thatcher didn’t quite fit in anymore. Therefore, it has received a completely new design, in the same style as the Reaper’s Shed that we’ve shown before. This updated version will utilize grass bales or reed bundles to produce thatch. And with that, our basic chain is completed! We already have quite a few plans for expansion, but this is what we’ll be releasing first. Here’s a complete flowchart of the chain: Rebellious Crops Based on an excellent suggestion by @QueryEverything, we have decided to revive an outdated mod made by OwlChemist, who is unfortunately no longer active as a modder for Banished. His ‘Pesky Produce’ mod made crops and orchard trees have a slight chance of seeding outside of their fields. This is highly realistic behaviour (plants tend not to care about artificial boundaries), and therefore fits perfectly with our goal of Natural Diversity. The crops growing outside of the fields can be harvested with a new ‘clear foods’ and the regular ‘clear trees’ toolbar buttons. Version 1.1 release With our basic production chain finished, we have decided to start moving towards the release of NatDiv version 1.1! Everything we’ve shown so far will be included in the new version, along with some other tiny things we didn’t show yet. A full list of all the new and updated features will follow. The coming week(s) we will focus on polishing and testing, after which we will release an open Beta to let you have a taste and for us to gather your highly valuable feedback!
  15. 6 likes
    Hi Everyone I have used the site for a couple of months now and never introduced myself. Im Malc from the Midlands here in England. Love Banished, and similar ilk. Like it better than the likes of Cities Skylines as you can build the exact building you want, rather than just zoning. If I could take one thing from Cities and put it into Banished, it would be curving paths or at least angled paths. Would make the game more realistic than hrizontal/vertical paths.
  16. 5 likes

    Version 104


    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!
  17. 5 likes
    I see that Banished is on sale on Steam for 75% off - just $4.99!! No reason to still use a bootleg copy or to refuse to buy your spouse and kids their own copy
  18. 5 likes
    looking great @Bartender& @despo20a masterpiece in the making. and a shameless plug for myself... I have made a Patch for my own DS mods to utilize 'Thatch' in construction when playing with NatDiv, it can be downloaded here.
  19. 5 likes
    The models are amazing. So much attention to detail.
  20. 5 likes
    Guess I should say hi, since I just made my profile. Long time lurker here as well, on the old site and on a couple of other Banished sites. I've played city builders since the original SimCity, and I was thrilled when Banished came out. It was a completely different experience, and I was sucked in immediately. I started playing CC on, I think, the New Frontier? Possibly the version before that. Every time a new version comes out, I get giddy and my husband doesn't see me for a few days. Thanks to all the modders for everything you do to bring added enjoyment to the game!
  21. 5 likes
    Game purchased, just need to finish work so I can get home and play.... cheers will go kill all my peeps in vanilla first
  22. 5 likes
    Hi there I'm Aaliyah from the UK, I play all sorts of games, Fallout 4, The Sims, Mass Effect, Call of Duty, Need for Speed and Dragon Age and so many more. got into watching playthroughs of Banished on YouTube, so I bought the game, and played the vanilla version of banished for a while then I got the Colonial Charter mod, and now finally the MegaMod, which is amazing. So thats me.
  23. 5 likes
    Hi I'm new here and french (so, please, be indulgent with my not totally good english but you can correct me, I'm in an english community to learn, too ) I like the Banished game since his release but I'm not a big player. I play one hour a day, one hour a week, or not at all for a long time. So, I often do a new game, lol ! And, I never finish a CC mod But I really like CC mods I'm not a modder, just a totally fan of Black Liquid Team work on Banished game. So, nice to meet you all
  24. 5 likes
    Quick update to mention that Red's Creepy Cemetery mod includes a fenceless cemetery as well as the normal fenced cemetery (although obviously using his new fence!) Note the location of the mod in the toolbar (under Town Services)
  25. 5 likes
    You know how you can build a Stone Road directly on top of a Dirt Road, but not the other way around? That's because roads have a hierarchy system where some roads can be built on top of others. It's a numbered system, where the lower numbered roads can be built directly on top of higher numbered roads. Here's some numbers. CC AND VANILLA ROADS Red Brick Road 4 Brick Road 5 Quay Road 6 Moss Road 9 Stone Road 10 Sandstone 11 Gravel Road 12 Soil Road 14 Country Road 19 Dirt Road 20 COLOR ROAD MOD White Road 22 Black Road 23 Brown Road 24 Purple Road 25 Blue Road 26 Green Road 27 Yellow Road 28 Orange Road 29 Red Road 30 GRASSY ROAD MOD Gravel Road 38 Sandy Road 39 Sand Road 40 Desert Road 41 Plantation Road 42 Pasture Road 43 Crop Road 44 Swamp Road 45 Marsh Road 46 Verdant Road 47 Grass Road 3 48 Grass Road 2 49 Grass Road 50 Transparent 51 DS ROADS MOD by Discrepancy Wood Roads 110-115 Stone Roads 120-139 Gravel Roads 150-154 Wood Chip Roads 160-161 Dirt Roads 170-177 Grass Roads 190-192 Garden Patch Road 195 End of Roads Mod by WinTin Dirt Road 900-914 Stone Roads 930-944 Earth Roads 960-974 So remember. The lower the numbers can be built right on top of higher numbers. Side note: If two different roads accidentally have the exact same numbers (which has happened), then when you build a single square of the second road, every square of the first road will instantly turn in to the second road. It's a weird thing the game does when it gets confused about which road you're laying because of the hierarchy numbers.
  26. 4 likes
    @Banished&Used try this, as a quick fix. Some notes (if you're using my screenshots): - Where you don't have a mod (say, the Flax & New Flora mods, ignore them - the other mods, NatDiv & Maritimes, still are in that same order) - Disregard version numbers, these are screenshots from last month, the version numbers are outdated, however, the load order is still correct. - Make sure that the files are downloaded completely - check the file size - Once you have got the mods in the order that you would like, then make sure you press OK, let the game reload itself, but then you EXIT completely, then load again. ------------- - Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles - Banished UI: Mod - RK Minimized Status for 1.0.7 - Busy Pastures - Bigger Wheelbarrows for 1.0.7 - FastRoad75 - Better Stock Piles - Blacksmith Tools - Increased CC ** Insert the Rain mods here (as a test) - Quiet CC ------------- - Beginning of 'map start' mods - NatDiv, Pine etc (any in the NatDiv, NewFlora, Pine - would go here, in the order nominated by the modder) - Pine Set - Natural Diversity v1.0.1 ------------- - Beginning of 'game play' mods - themes, buildings, general etc These are only in the remaining copy/paste by modder list, no real order otherwise. Check each modder for special notes. Sometimes Necora, Kid, Embx & Red have notes on which mod needs to be higher due to icons etc, if you have odd icons showing, just changing your load order, put one of their other mods higher than another will help etc, you won't need to alter the whole mod list!! Just 1 or 2 in each modder group. - Maritimes Riffle - Maritimes Storage Collection v100 - Sherbrooke Village - Maritimes Dock Set - Maritimes PEI Shore - NS Inshore Fisheries - Crystal Cliffs - EB Natural Irrigation System - Kid - House Boat V1.3 - Kid - Alotofseeds Trader 1.4 - Kid - Broadway Tower V1.1 - Forest Deep V3 - Tree House V3 - RK StoneWalls Kit1 for 1.0.7 - NMT3.0Series: LittleHousing - NMT3.1Series: Canal Set 1.0.7 - NMT3.0Series: Clay Chain 1.0.7 - Garden Walls: Utility for 1.0.7 - I See Fire v1.0 for 1.0.7 - Inedible (Beef, Bison Meat, Charge, Cheval, Milk, Mutton, Pork, Venison, Rye, Wheat) (just bundled them here for convenience, they are listed in that order from top to bottom) * You could put these up the top, I normally do, before the regular mods, between the - Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles and the - Beginning of 'map start' mods - NatDiv, Pine etc mods. It makes sure it covers all mods that may otherwise alter the foods, this is an 'umbrella', I'd move them up ----- - 1.0.7 Compaibility - CC: 1.75 Journey - MegaMod 0.07 - MegaMod DecoPack 0.07 ------ - Below, only if they stipulate Below CC- I think only a couple do. If you don't get answers, then save the mods with them above CC, and try the game, see if it works - Cathedral - CC: Light Rain (check, I thought that was above CC for some reason, the quieter mods need to be above, so I thought this did too) - Better Rain sound (again, check if it needs to be above) -- I think you need to put these 2 above the CC/MM chain - Grass Guardian - Time Is Money (Alternative) Remember to help stop crashing: 1) Load Banished 2) Navigate to mods screen 3) Arrange mods into required order 4) Press OK 5) Wait for game to 'enable' the new order 6) Back to main screen 7) EXIT game entirely 8) Load Banished 9) Check mod load order, make sure all is ok 10) Load a new map If you are loading into an existing map, go through 1-9, then for 10: 10) Load existing map 11) Go to mods menu, scroll down until you find the new mod, enable it 12) Go to main menu - SAVE the map, in a new save space 13) Personal preference: I will EXIT & LOAD Banished again, just to be sure, others have said they don't need to - this comes down to personal preference. There you go. I hope this information help you. Please let me know if you have any problems.
  27. 4 likes
    another new part is made NMT3.0Series: LittleHousing for 1.0.6 and 1.0.7 This is a mod that adds a NMT Little Housing Set to your game that will match the textures of your NMT3.0Series Canal system. 5 different models "F" alternate. 8 different textures, same as NMT3.0Series: Canal system (Classic, Old Stones, Red Bricks, Sand Bricks, Fire Set Bricks, Old Church Stones, Dark Stones Foundations, Old Wood). The houses are 4x4 +1 road and will cost or 24stones+8wood, or 24bricks+8wood, or 24wood+8stones depending the texture chosen. These new houses use the new " Transparency Glass Technology" ™ from Bartender. the heat fuel is slightly better than vanilla counterparts. Wood one has 70 (instead of 60), stone and bricks ones have 98 (instead of 90) The difference between version 1.0.7 and 1.0.6 is : in 1.0.7 bricks is "custom5 flag", while in 1.0.6 it use "stone flag". 1.0.6 : http://worldofbanished.com/index.php?topic=1851.0 1.0.7 : http://worldofbanished.com/index.php?topic=1850.0 Enjoy !!
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    One of the reasons I agreed to including this effect is because it is indeed something that happens often in reality . As the article describes, it's often very harmful. Our crops usually come from other places in the world, so if they start occupying space in the new area they might disrupt the balance in the native ecosystems. Now the crops in Banished all die in winter, so you won't be having that problem . The fruit trees on the other hand would be able to spread if you don't cut them, though it would take them quite some time.
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    Loving the smuggler's cave so much! It is absolutely glorious! Best used right next to a bunch of taverns, to make a loop. Pirates smuggle ale, i.e. for pear, brewers make ale from pears. Brewers use 30 fruit for 10 ale, pirates use 7 ale (21 fruit) to smuggle for 65 fruit. So a loop uses 21 fruits and yields 44 fruit extra. 200% return.
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    hahahaha Exactly @Ketchup! In a convenient wooden box
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    Unfortunately the tree never survived the next stage of development ....
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    Natural Diversity 1.1 Beta release (for Banished 1.0.7) After months of work, several weeks of testing, some more days of adjusting things, and a few hours of wondering how we should start this sentence, our work has finally come to an end! @despo20 and @Bartender proudly present the Natural Diversity update 1.1 Beta. As it is a beta version, bugs will be likely to occur. If you encounter any, please kindly let us know in this thread or through a PM to either of us, preferably including screenshots. Sightings of real life bugs are unfortunately not of any relevance, and we would not appreciate receiving pictures of those. The file can be downloaded here. Below is a summary of the content of this update. A detailed explanation of each feature will be provided upon full release. Thatch Production Chain The production of thatch is now a two step production chain, introducing four new materials and five completely new buildings. The old thatcher building has been removed from the mod. The reed farm and fish trap can be placed on small rivers, introducing a new utility for these. Natural Resources Two new resources are added into the game, Reeds and Branches. Reeds spawn on the waters edge and give reed bundles (CC compatible), while branches occasionally fall from trees and give firewood. The Blueberries recieved an overhaul, now occurring as bushes that drop harvestable berries in summer. The bushes themselves give firewood when cut. Lastly, the rocks received new meshes and new textures, greatly increasing their diversity. Rebellious Crops All vanilla crops and orchard trees have a small chance of spawning seedlings outside their fields. This functionality was requested by @QueryEverything and is based on the currently obsolete Pesky Produce mod by OwlChemist. Aesthetics Rocks have been added to the rivers, to give them a more natural look. These rocks are purely cosmetic; the cannot be harvested, nor will they block construction over the water. Harvest wild foods & herbs Toolbar Buttons Along with new toolbar buttons for the introduced buildings and resources, toolbar buttons have been added for the collection of wild foods and herbs. Start Conditions The vanilla start conditions have recieved a [NatDiv] prefix, to signify that these include the resources introduced in this mod. Furthermore, the easy condition has 100 Thatch added to the stockpile on start. Updates to existing content All natural resources included in version 1.0 have received a visual update. Parts of the models will sway in the wind, and the winter behaviour has been changed to provide a more accurate winter landscape.
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    The only time I've eaten quince was in a home-baked apple pie, it tasted OK EDIT: @BuildHappy after saying I'd only ever tried Quince in a apple pie, I was at the local craft market today and on the Jams and Preserves stand they were selling Quince Jelly (Jam) so got a jar to try, its a lovely ruby red colour and very sweet, the closest I could come to describing it .... is it very much tastes like the Rose-hip syrup my Mum used to give me when I had a cold as a kid.
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    I found an interesting one. My first thought was using the castle & fort stuff in those mountain bowls at the bottom.
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    I use CC 1.75 plus any mod that is 1.0.7-ready and "certified"... and only those (new limits, community toolbar etc.)... See a listing here - http://banishedpeople.freeforums.org/new-editor-s-choice-banished-1-0-7beta-t395.html @CaptVader The MinMaxer's Disease... just kidding... Efficiency is nice... in the first few decades. Once I got plenty enough food, clothes, tools etc - I don't care if they run circles around themselves once in a while
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    I just released today a new 3.1 version of those canals. I redid completly all the pieces with the knowleadge i have today in 3D moddling. Those original pieces were made a year or + ago and they were extremly wrongly made. i redid them all and i saved so much place.... so much bits, and Kbits and MBits lol..... that with the space used by 2 different textures back in time... now it has 8 different textures !! and the size of the file is about the same ^^ Description : All the canal pieces have been 100% remade shrinking the file so much, now you have 8 different skins for your canal system. Depending the texture you will use, it will cost you stones, bricks, or wood to build those.Textures:CL: Classic Stones (NMT).Use stones as primary material required.OS: Old Stones (CC). Use stones as primary material required.RB: Red Bricks (NMT). Use bricks as primary material required.SB: Sand Bricks (NMT). Use bricks as primary material required.FB: Fire Bricks (GW). Use bricks as primary material required.OC: Old Church Stones (GW). Use stones as primary material required.DS: Dark Stones (New). Use stones as primary material required.OW: Old Wood (New). Use wood logs as primary material required.all costs are harmonized thru the 3 different sizes now (4x 6x 8x). it will cost you the same to build any different size.Many pieces cost a bit more than before, but some like the trading posts cost extremly less than before (rougly 40% initial cost).When you are building your canal system in game, i strongly suggest you to pause your game and check what you are doing. all the footprints have a blue arrow on the ground which will tell you the direction of the flow. The Clay pit and the Kiln to make bricks are not provided with this mod but they will still available thru traders. ------------------ and also , there was a problem with some Radeon/Intel graphic cards making some pink color artefact appearing in the water. So now we have a version for Nvidia users, and a version for Radeon users. I also managed to make both in a 1.0.7 version with new limits custom flags, and a 1.0.6 old stone limit/flags as stated in NMT 2.04 for 1.0.6. You will find all 4 versions on World of Banished download section NMT3.1Series: Canal Set - Nvidia for 1.0.7 http://worldofbanished.com/index.php?topic=1763.0 NMT3.1Series: Canal Set - Nvidia for 1.0.6 http://worldofbanished.com/index.php?topic=1762.0 NMT3.1Series: Canal Set - Radeon for 1.0.7 http://worldofbanished.com/index.php?topic=1769.0 NMT3.1Series: Canal Set - Radeon for 1.0.6 http://worldofbanished.com/index.php?topic=1768.0
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    I have always been a Cash, not an Elvis. I was raised on Boy Named Sue, et al. And turnabout is fair play, but Dean? not lyrical at all...
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    Rose is a cute name ! But for a boy… Meh.
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    Thank you !! Excellent news @Bartender & @despo20 The buildings look excellent, the concept is wonderful (yes, more uses for the reeds!), and I'm thoroughly happy that you picked up Pesky, and created your own "Rebellious Crops" Love the name! Those little suckers were definitely rebellious I look forward to seeing the mod in the Download section ... Coming to a File near you ... hahaha Oh, and the modders here are all Wizards :D
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    good gods ! you are always working like a real game professional ! keep it up !
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    I've fallen into the trap of The Long Dark, getting devoured by wolves or freezing in the snow several times a day...
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    Here are 2 seeds I found. Both are Lake Waters on the Large map. First one is 104197789 Second one is 931471263
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    i would say .... . Proliferation of algae :P
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    I'm a disabled navy vet with a traumatic brain injury I love to play building games it helps and I live in malibu ca and I think you guys make the best add-ons for this game
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    I made a video on AO and Banished. Some important information: AO needs to use UVW channel 2 Make sure your textures are not applied to your mesh, and that you are using just a basic light grey material. The default material in 3d studio max is fine. I am using 3D studio Max, but the principle is the same for all 3d editing software Because im using Nvidia Mental Ray renderer, I choose "Ambient Occlusion (MR)" in the video for the "Output". You will choose "Diffuse" or "Lighting Map" if you dont have an AO selection in your software. It works just the same as long as you put a white (255) light in your scene.
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    Version 1


    Make your Wheat not able to be eaten by your citizens, but used for production and/or trade. Place Above CC.
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    I played a short session with the training camp, see some images here...
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    Well, not goofy... but one of my favorites -
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    [name]was boiled to death in the boiling pan [name]fell into an oil press and got mashed [name]burnt to a crisp (note to the one that wrote this: shouldn't this be "burned"?)