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Showing most liked content since 02/27/2019 in all areas

  1. 22 likes

    Version 1.0.1

    1,160 downloads

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  2. 13 likes

    Version

    7,203 downloads

    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.
  3. 7 likes

    Version 6

    790 downloads

    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.
  4. 5 likes
    Hello all, I've been keeping a blog for my latest town project over on worldofbanished.com, and thought there might be some people over here as well that might be interested. It's fully modded and, as far as I can get it to, historically accurate. Besides reacting and enacting to various historical events that come along, the gaenealogical database and resulting family trees are a great way to keep track of the narrative and might inspire some people. The colony started of in 1639 and we're almost up to 1670 now. I've been holding myself to some strict rules: -Among the many mods to use is the One year is One Year mod. It is both slows down the game’s pace considerably and increases the difficulty of job management. It is simultaneously a boon and obstacle to the project. -Keep a genealogical database for all settlers, allowing for more personal and dramatic storytelling. I have done this before in a town reaching a population of 250 over 90 years. I use the GRAMPS open source software to accommodate this process. -Keep track of relevant historical events that might impact the colony as well as enact the progressively harsher taxation and laws imposed by England. The Trade Tax Implementations can be found in the attached table. -I will try to keep it fun for myself. The previous iterations have been some of my most fun gaming experiences in years, but it can be very taxing. So, I hereby welcome any to have a read and/or join in historical discussions!:)
  5. 5 likes

    Version 1.0.0

    275 downloads

    Welcome to the Final Frontier... No, not space. As your civilization pushes into the unknown, build a Fort to protect them, or barter with the Natives for a more peaceful route. Included is the themed Fort Set and Native Buildings from Colonial Charter, as well as a few new buildings. There are no terrains included, but there are a series of themed Starting Conditions that come from Colonial Charter. As with the other sets, this uses the "Community Mod Toolbar".
  6. 2 likes
    Hello everyone... Sorry that I didn't introduce myself back in November. I only came here to ask about MM 8.01. I got an answer. :-) I am Oathknyght. I have no idea what else to say. :-)
  7. 2 likes
    Hello, I'm s long time Banished player with a love for history, so CC has been a staple of my mod list for years. I love looking through the towns everyone build on here, so I thought I'd share my own.
  8. 1 like
    Hello Everyone, I just got into Banished a few days ago (and already spent 47 hours playing it lol) and came here for helpful mods (particularly the MegaMod that groups a bunch of mods together). That's pretty much it!
  9. 1 like
    if you have any question about making models / mods with blender, ask on worldofbanished.com there are many modders that use blender as 3D program. i personally use 3dsMax
  10. 1 like
    Hello All, I live in North Wales, started playing Banished in January 2019 and am now addicted. Just started with Megamod. Many thanks for all the work by the modders (and original creators).
  11. 1 like
    Just came back to the game to check out what's new. I got the black screen like other people but I'd just like to share that waiting a long time for the game to load hasn't been necessary, for me or my friend, like I have seen suggested in other posts here. After starting ALT+TAB out of the game and right click on Banished in the toolbar. Then select the application again. It fires right up. Hope that helps some people and maybe gives a clue to the cause. Cheers
  12. 1 like
    The problem is solved once I updated to the latest version, my bad, sorry. The mod works perfectly!
  13. 1 like
    170212 is the 1.0.7 beta. the final one is 170910. there is something between those 2 ....
  14. 1 like
    Was your 1:1 aging mod created or updated after the last update to Banished in September 2017? Are you using Banished version 1.07 build 170910? If that's not the problem, maybe Red Ketchup can help. Let me know.
  15. 1 like
    how long did you play the vanilla game before adding mods? what you describe sounds like understanding of the game issues not a mod issue. bannies idle for many reasons. they hit the limits and cant work,they have no tools,they are waiting for materials,happiness or ill,etc. moving into houses is also dependant on other factors. you fatal error could be as simple as enable mod and EXIT THE GAME ENTIRELY. then re-start the game and play. failing to exit after enabling mod is by far the biggest reason for crashes. the game will reload once you enable the mod. you must exit after that.
  16. 1 like
    Hi everyone, i'm a new Banished player, and i play vanilla version, but now I'm looking for some mods that make the game more engaging.