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Showing most liked content since 02/27/2017 in all areas

  1. 15 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
  2. 15 likes
    CC 1.74 is now available for download. Little Changelog: Fix Edibles Market storage bug Fix Precious Mine limit bug Added Market Carts for Construction, Minerals, Raw Materials, Industrial Fuel Added Market Stalls for Crafted, Forged, Fabrics, Misc, Precious Added Storage Cellars for all new Limits Added Materials Warehouse for Construction, Minerals, Raw Materials, Industrial Fuel Added Small Barn specialized storage for Crafted, Forged, Fabrics, Misc, Precious Fix Stable to use Misc Limit Fix Wild Shepherd to use Misc Limit Allow Clear Tree to remove Hardwood Trees Just so everything is clear, because there's bound to be questions: There should be a Storage Cellar for every limit. Luxuries, Clothing, Construction, Crafted, Fabrics, Food, Forged, Fuel, Health, Industrial Fuel, Minerals, Misc, Precious, Textiles, Raw Materials, Tools. There should be some kind of market for all the limits. Generally, if it normally goes in a stockpile, it should now have a Market Cart. If it normally goes in a barn, it should have a Market Stall. There should be a specialized storage for the new flags. Crafted, Fabrics, Forged, Misc, Precious. These all use the Small Barn model. Eventually, these will probably be changed, but I thought it was best to have *something* rather than wait to make new models for each one. There should be special warehouses for the flags: Construction, Industrial Fuel, Minerals, Raw Materials, in addition to the Iron, Fuel, Stone, Wood ones that are already there. These new flag warehouses use copies of the models of the existing ones. The bigger warehouse, which was called the "Materials Warehouse" is now called the "General Warehouse" and is flagged for all 8 of these flags (everything that normally gets stockpiles)
  3. 13 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.
  4. 12 likes

    Version 1.75

    3,709 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!)
  5. 10 likes
    Enjoy! Map Old Redoubt, Native Village Silent Brothers Monastery Old Ferry Landing, Distillers Village, Millers Point Nomad Settlement and Market New Farms, Stables, Ketchup- and Fodder Production, Fishmarket Fuel Village Old Central Markets Small Trader Overview Some Data...
  6. 10 likes

    Version v2

    274 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.
  7. 9 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.)
  8. 8 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
  9. 8 likes

    Version 1

    21 downloads

    Have you ever wondered why all the crops are harvested in little baskets, but then the meat is left just laying on the ground waiting for someone to come pick it up? I know at least one of you has. So this will make it so, instead of meat laying on the ground, the meat is left in little baskets, just like your crops. Yum. Here's a hunter that just killed a Deer. Baskets of meat, yay. List of meats that are affected by this mod: Beef Chicken Mutton Venison Bison Meat Charki Cheval Duck Meat Pork Beef Cuts Bison Cuts Charki Cuts Cheval Cuts Pork Cuts Venison Cuts Bear Meat Bear Steak Bison Steak Boar Meat Boar Ribs Goose Meat Hare Meat Hare Stew Partridge Meat Pheasant Meat Roast Duck Roast Goose Roast Partridge Roast Pheasant Cured Meat Dried Meat Smoked Meat Salted Meat Lamp Chop Roast Steak
  10. 8 likes
    As was said in another thread, I don't know when MegaMod will be updated for Banished 1.0.7. It may be a little while. But I did make a small compatibility patch mod. 1.0.7 Compatiblity for MegaMod 0.07 It should allow you to use MM and the new CC with 1.0.7. It's very very beta. It shouldn't crash anything, but things might not work as expected. Let me know when you find the bugs.
  11. 8 likes
    Now we also have blue and yellow. Once I got the pointy bit figured out, manipulating it for variation was pretty simple. Seeing as though the white and green house is meant to seamlessly go side by side with the tailor, it was build with absolutely no overlap on the left or right, just a bit of roof overhang on the front and back. I did the same with all other houses, because I hope to add a bit more 'shop front' industry like seamstress/weaver/butcher/baker etc as I really like the row house type feel. As I did that, I realised that it also means all of the houses will fit together really well in a row! So these can be used stand alone with a nice little garden, or placed in a row if you like.
  12. 7 likes

    Version 102

    158 downloads

    Updated to Version 102 - 13th March 2017 The Maritimes Collection - The Pine Set V102 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. There are a few issues to note... Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod. Colonial Charter Journey - Compatible with the newest edition of CC! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. All other mods - Compatible! I don't know of any instances where this will not work. 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 Version 102
  13. 6 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.
  14. 6 likes
    Only after you buy the Patience Seeds from your trading boat.
  15. 5 likes
    While I'm in the process of learning how to make mods for Banished, I've embarked on a project to increase the diversity in the game's natural environment. As a biologist, I feel that this is a department in which the game is lacking. Most natural resources have only one mesh, even if in reality they would come in a wide variety of shapes and sizes. For now, I would like to showcase the first part of this adventure, which I have dubbed Fungiversity. It incorporates 3 new types of mushrooms, and a replacement for the original fungus. All 4 types come in a one, two and three shroom variant, adding up to a total of 12 meshes. As they are simply variants, they all give the same 'mushroom' raw material when harvested. My goal for this project is to add the same kind of diversity to other natural resources, and ultimately perhaps even to other parts of the game such as the villagers or animals (though for the moment I am absolutely clueless on how to do animations). Any feedback or suggestions would be much appreciated!
  16. 5 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.
  17. 5 likes
    Time for another sneak peek! Thanks to Necora's excellent explanation of how the BillboardMaterial works, and after some fiddling with the code by myself, I have managed to add a neat little feature. The flowers will now emerge from the ground in spring, and will wilt and wither again in autumn. https://webmshare.com/play/OVDWn Next to this, I have some more herbs to present. Their names are Camomile, Echinacea and Oregano.
  18. 5 likes
    Here's a little sneak peek at what I've been working on so far concerning the Herbiversity: So far I've got dandelions (flowering and seedbearing), Mint (non-flowering) and a fern. Main additions still on my list are more Lamiaceae (Thyme, Oregano, lavender) and Asteraceae (Chamomile, Echinacea), but I'm also open to suggestions. I will probably make a whole bunch of different medicinal plants and then see which combination works best. I feel that it's important that there is no confusion as to what meshes might give what resource, which could become a problem if I also do a Rootiversity and don't make a clear distinction between the meshes for both. I'm thinking I might go for flowering plants only for the herbs.
  19. 5 likes

    Version 100 BETA

    69 downloads

    Maritimes Sherbrooke Beta Inspired by Sherbrooke Historic Village, Nova Scotia. This set is a beta release. Please test the saw mill in particular and give me feedback on how easy it is to place! Contents Church, School, Blacksmith, Tailor, Market, Saw Mill for placement on small streams. 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!
  20. 5 likes
    Thanks for the super sleuthing @Necora I think the real problem lies with the fact that many of the CC filenames don't match with the strings. So when Discrepancy made his hemp, he gave it the logical name, but it doesn't match the CC unlogical name, so you end up with 2. I hope to fix all these weird filenames in the next major release of CC. (Not in the 1.7x bug fixes, but the next major increment)
  21. 5 likes

    Version 101

    117 downloads

    The Maritimes Collection - Crystal Cliffs Farm. 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 the next installment of the Maritimes collection, 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 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. Acts as a stand alone building or as the foundation for the Crystal Barn. Chicken Hutch. A small back yard (1x1) chicken hutch than produces a steady supply of eggs and feathers. Needs domesticated animals to build. Comes in 3 F-variants, yellow, red, and brown. Goat Pen. A small back yard (2x2) goat pen than produces a steady supply of goats milk and wool. Needs domesticated animals to build. 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 has 4 F-variants, 1x1, 1x2, 1x3, and a 1x1 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. There are a few compatibility issues to note... 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 for Version 100
  22. 4 likes
    Great! I'm glad to have helped. I love this community. Very creative and collaborative
  23. 4 likes
  24. 4 likes
    Just for future reference, if other people see this. Hardwood foresters will take several years to actually produce any hardwood. They have to remove all the "regular" trees from their circle and then plant the "hardwood" trees. Then the hardwood trees have to mature and then they can be harvested for hardwood. So it will look like they're producing Logs for a while, but that's just because they're still clearing out the non-hardwood trees that they don't want in their circle.
  25. 4 likes

    Version 100

    18 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!
  26. 4 likes
    alright , i guess i ll do that just finished what i ve been asked : Japanese cheery trees in 3 different models (1 normal, 1 in a umbrella shape, and 1 in between), in 3 different colors (white, rose original, and red) now i need to make a bamboo forest
  27. 4 likes
    Thanks @Ketchup. but my experience ends where yours experience starts. Blender is totally new for me (I like to learn new software); UV mapping and Ambient Occlusion are used in a different way in game design. Not to mention the code!!! I've a lot to learn from you. For the timing... I do not know exactly how much time I spent on it. I started Monday I just completed this week the final design of an airport terminal on the job, all in 3D modelling... I work on this small house in the breaks to relax @Necora I don't use the alpha channel. I simply painted on a new upper layer with multiply overlay. In summer it seems just a little dirty or worn. Probably on a white or light colored surface it can be much evident. I used RGB 50,50,50. 100% black is excessive. You can use also the alpha channel, but don't use a 100% black.
  28. 4 likes
    It's quite easy and fast to do and add a bit of realism
  29. 4 likes
    That moment when you start a new game to play with 1.0.7 and CC7.2 ... and you realise how many mods in MegaMod were part of your usual playstyle ... and you only have CC at the moment. @.@ my marble! my minibuildings! my dense tree shack! ... why won't that storage patch go away? What resource is salt part of now!? Which mod that I tried to put back just crashed the game!? ;_; can I grow patience? I think I might need some. What things are so much a part of your game play you get confused when they aren't there?
  30. 4 likes
    @Ketchup don't delete! More trees! Plus I'm looking forward to your berries bushes and grasses. I still want one of those grasses as seaweed though So I realized I never take pics or test with shadows turned on, because I don't like them. Horrible diagonal lines on EVERYTHING. But, they do make for some good pictures. So I decided for some eye candy, i'd load up a few things and make some scenes. Unfortunately, it is using the mod kit because Steam is stuck downloading the update and my internet is too slow to handle it. So I couldn't use any of the ghost decorative fences and goats oh well... Here is Crystal Cliffs, Sherbrooke, and NS Inshore with the new trees as starting trees in winter and summer... (the trees might be a little big...)
  31. 4 likes
    'm not drinking with NECORA if he adds mushrooms to his cider. yukk
  32. 4 likes
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  33. 4 likes
    @grammycat @taniu @josito Red and white eh?
  34. 4 likes
    That depends on what you want to get out of the game. Personally I always have disasters off because I'm more focused on building and designing my city, with the actual survival of my people being more of a shaping force than a desire for challenge. That being said, I wouldn't mind factors that limit or change what resources you have access to. Maybe have something like a geology setting when you make a map that determines what kind and what quantities of minerals are generated for the map. Forget steel, if the only metal you have in the region is copper, you better start either importing iron, or get used to copper housewares and importing tin.
  35. 4 likes
    regarding this issue, there was already a post about it and a reply from the Team. Just to let you know.
  36. 4 likes
    A rugged frontier town... Fishing, hunting, deep forest logging, some gold- and silver panning, a salt mine - and not much more... Winter Overview Seed: 166 526 837, med, marine, northern pines, hard ----- My Journals & Movies -----
  37. 4 likes
    Congratulations everyone in this thread. You win! Immediately after I posted above that I couldn't find any bug, guess what? I found a bug. It's not the Tool Limit, though. Everyone once in a while it's checking the Textile Limit. The code for the Precious Mine is a little bit weird in order to make it so that you don't get too many gemstones, so I missed it at first. And you guys were right, it works most of the time, but them suddenly it stops working.
  38. 4 likes
    but keep in mind, even if i voted for the community toolbar (great feature) and the modder toolbars... and explained my opinion... because it has been asked in this topic... and i think my opinion worth anyone else's opinion ^^ i will still always accept what will BlackLiquid will decide whatever they decide i always always supported them since Day 1 and i will always support them
  39. 4 likes
    He's doing okay.
  40. 4 likes
    And lastly a row of rose bushes at the village market. Most of my plants come in several colour variants so you can do things like this without it looking monotonous. There are a couple of clumps of mixed flowers in there too. They were a gamble. Before I saw them in game I though they might turn out horrible, but they aren't too bad at all.
  41. 3 likes
    ^ I couldn't have said it better myself. All indeed depends on what your reason is to play the game. One option I'm concidering is to create two separate versions of the mod; one that is only a visual update without any gameplay changes, and one that would include new resources and the likes. To steer the discussion back to Natural Diversity (I have enjoyed the conversation so far, though perhaps if we want it to continue it would deserve it's own thread), I have finished the Herbiversity part of the mod (for now at least, new ideas might pop up like flowers in spring). These are the herbs that made the final cut. Each again with three meshes, and the ones with flowers will have those wilt in winter. I'm not yet sure what the next part of the mod is going to be. I have been playing around a bit with some Alternative Rocks, but the recent discussion has also given me ideas for some Berryation. I'm also not sure on when to release the first version of the mod. Is it common to release partial mods and update them regularly, or would people find it annoying to have to redownload it every few weeks?
  42. 3 likes
    I think I've tree'd myself out for the day.
  43. 3 likes
    Thanks! I think perhaps the maples need some height variation. And what do people think about the red one? I think it looks cool... but there are no year round red maples... so should it stay as a variant in the natural trees or should it be just decorative? Firs are much better now... and so are the aspens! Getting close to a full tree addon here...
  44. 3 likes
    ^^ do you need a scotch pine ? they are high of 4 tiles height last screenshot has a high of 5 tiles i think it look better at 5
  45. 3 likes
    They came out pretty nice in game if I don't say so myself. I think I might make the tailor only 2 tiles wide, perhaps it will make for a less huge building when build side by side.
  46. 3 likes
    oh boy... I don't even remember, I'll load it up right now and check.... if that is the case I feel really stupid >.< EDIT: yep.... it was checked.... I feel so stupid..... *hangs her head in shame*
  47. 3 likes
    @QueryEverything Crystal Cliffs has been updated, with hopefully less bugs and some fancy new gates.
  48. 3 likes
    I know it's been a while that this was posted, but I finally figured out the problem for this. It will be fixed in the next update.
  49. 3 likes
    I don't think I've posted here before so let me take this opportunity to say Hello from the other side. I must have called a thousand times.
  50. 3 likes
    At this point I feel what's most needed are rowboats, barges, canal boats etc... of different sizes, shapes and colors