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Showing most liked content on 03/27/2017 in all areas

  1. 3 likes
    Thanks! I'll try to build on yours tips! For now I made it in this way:
  2. 3 likes
  3. 2 likes

    Version 104.4

    351 downloads

    PEI Shore Fisheries and Dock Set Based on small fishing huts in Prince Edward Island, Canada. Dock Set. 1x1, 1x2, 1x3 dock pieces with corners, T-s, and stairs. Some with covered and roped F-variants. Small shore fishing hut that produces your choice of mussels, clams, scallops, oysters, or seaweed. Has 5 F-variants. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). A small lighthouse that provides happiness. All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants. Shipbuilding Industry Dock based rope maker and boat building to start a maritime ship building production chain. Rope maker - makes rope from flax. Dory shed - makes small boats (dory) from lumber and rope. New materials (to the vanilla game) including lumber, dory, rope, flax+. Crystal Cliffs Farm A farm set based on Crystal Cliffs Farm, Antigonish, Nova Scotia, Canada. Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above... Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk! Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat. New food items including Barley+, Corn+, Milk and Oats+. New materials Building Supplies+. New dry good Domesticated Animal. Port Royal Habitation A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada. Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school. Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20). Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread. Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate. Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles. Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform. Peggy's Cove Inshore Fisheries A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada. New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna. New dock general storage building. New food items (to the vanilla game) including lobster, shrimp, herring, mackerel, and tuna. This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building). This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC. Usage Notes - Important! + This mod will work stand alone. However, while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game! Compatibility. > CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer! > Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set. > Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up... See the development thread here... and give me feed back! Enjoy! Alternate Download Link for V104.4 --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kS1hlUjVROG5kejQ
  4. 2 likes
    you just add a new line in your MyModResources.rsc like this ExternalList resource { External _resources [ // toolbar - references building and everything else - nothing else need be listed here "Japanese.rsc:JapaneseCherryTreeWhiter" "Japanese.rsc:JapaneseCherryTreeWhite" "Japanese.rsc:JapaneseCherryTreeRose" "Japanese.rsc:JapaneseCherryTreeRed" "Japanese.rsc:JapaneseBambooTree1" "Japanese.rsc:BambooRoad" ] }
  5. 2 likes
    It is simply by making another template file for the building and all required model files etc. In your DespoMods/D20House/D20House.rsc file, you can simply add another toolbar call section like this: Toolbar D20House2 // this needs to be called up in your D20HouseResources.rsc file like the first entry { Toolbar _parent = "Game\D20toolbar.rsc:Housing"; // this calls up your community game/toolbar button int _sortPriority = 200; // change this number to set the location of this button in the toolbar. Action _action = Tool; ComponentDescription _tool = "Template/D20House2.rsc"; // this creates the link to the building template file. bool _autoHotKey = true; } as long as you are calling up all building like this you should have no problem. If you are referring to adding more than one building as an F-key variant, you will need to create a similar template file to the WoodHouse.rsc or StoneHouse.rsc in the modkit. Create the model and materialInstance files for each new house and then call up them files in the single template file like the WoodHouse.rsc. I see you made your community toolbar, great job!
  6. 2 likes
    Community Toolbar = done! Now it's time for the second house! I want to build 3 or 4 houses before releasing the mod, so in the meantime I can improve my first model with what I'll find out. I have another question for you modders: How do you put several buildings in one single mod? I'm sure you have discussed and explained it somewhere here or on WoB, but I haven't found it
  7. 2 likes
  8. 2 likes
    yeah sure why not ! maybe the texture of the leaves is better than i have cause it was very bad ^^
  9. 2 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
  10. 1 like
    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
  11. 1 like
    I finally understood how to accurately position the model in game! Now the road fits perfectly with the building. Maybe I can add a road tile in point (1) and a toolshed or something like that in point (2).
  12. 1 like
  13. 1 like
    Hello, If any modders are interested I would be willing to pay for a custom Japanese style mod. Could be fairly simple or advanced just depending on the amount of time available someone might would have. I also could pay a little bit in advance so you know I am not wasting your time and you guys could also publish it as part of any of your mod collections you desire as a nice update.
  14. 1 like
    that would look amazing leading up to a lakeside asian inspired garden! The tress & deco would need to be ghosted though And cos I know @Paeng loves them (me too), some could be placed diagonally. I see them all now, and it's beautiful, a stunning sanctuary
  15. 1 like
    OH ! And Welcome in the Community Toolbar
  16. 1 like
    @despo20 love the buildings Where the dirt is in the footprint will you have that as road tiles, or blank, so we can place road tiles or decorative pieces there? (please ) Can't wait to try them out
  17. 1 like
  18. 1 like
    So as I think more and more about city builders, I come to a common problem. Is it better to have specific resources (salmon, granite, mangoes) or generic resources (fish, stone, fruit.) Generic resources have the advantage in that they keep things simple, and make it easier for wide-encompassing production chains. Specific resources have the advantage in giving more life to a game and allow for more variety in harvesting. Now some of the best games use a variety of these. For example, Banished has specific foods, but generic fish, herbs, stone, and wood. But what do you guys thinks, what's the best way to implement resources in city builder games?
  19. 1 like
    Great! I'm glad to have helped. I love this community. Very creative and collaborative
  20. 1 like
    It worked! Thanks again @despo20! left is before, right is after. Photoshop is amazing indeed. I have been messing around with it for quite a while, but I'm still discovering new things every time.
  21. 1 like
  22. 1 like

    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
  23. 1 like
    If you follow that link and download the mod, and then I come by tomorrow and update it, that link will now point to the new version, but you will still have the old version. I don't know when you downloaded it, so that link doesn't actually tell us what version of the mod you're using.
  24. 1 like
    Hooray - no more primecuts sitting in the dust! The one says thank you, much appreciated
  25. 1 like
  26. 1 like
  27. 1 like
    @Ketchup Do you want to look at the bamboo trees we have? I think they originally came from IdleWorkTeam.
  28. 1 like
    lol now i am swimming in the Unknown Darkness ^^ i need to see how 1 bamboo looks like in game before i multiply it by a dozen in the same tile ^^
  29. 1 like

    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!
  30. 1 like
    @Ketchup I agree with some of the others here, I'd like to see more Asian themed buildings and I think your models would work well for that. I think calling them "Asian themed" would stop the criticism of them "not being Japanese".
  31. 1 like
    It's quite easy and fast to do and add a bit of realism
  32. 1 like
    Very clear, very helpful and many many thanks @Necora!!! Thank you very much for the compliments everybody! I want to model a lot of medieval buildings full of odd angles, nooks and crannies! And now that the AO is perfect (thank you again Necora), I have to solve a little problem with the normals of the stone walls in the building phases
  33. 1 like
    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.
  34. 1 like
    it is not the first time someone ask for japanese the thing i always found difficult is : when you search for japanese model to get an idea, a visual to base your 3D creation.... all you get is : japanese temples or japanese courtyard door. you dont get anything else. oh and the Himeji castle. so you dont get any idea of how you will make your little houses... and other facilities like gatherers... BS...tavern..tailor..townhall..school...market....etc etc etc i did this once : for little houses (in front was a temple and in the back 5 houses) : and people told me : " No offense, but it's really inaccurate. Do a quick image search of Suzhou old town, Bukchon in Seoul, or Kyoto and it'd look nothing like that. So I might as well try my hand, even if it might take me a long time to figure out how." i was proud of these little house and it sounded like a slap in the face. i closed the project there.
  35. 1 like
    Thank you guys! A quick test with the default AO. It seems better. Maybe a little too dark... I need to run more tests! Yes, I know
  36. 1 like

    Version 104

    121 downloads

    The Maritimes Collection - Prince Edward Island Shore Fisheries Updated! Version 102 - See Change Log for Details. Based on small fishing huts in Prince Edward Island, Canada. Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries. What is new? 5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed. All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI. 3 Colour themes to choose from. Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual. New advanced placement options. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). The colour variations of the storage units are as F-variants. Unlike the fisheries huts, storage units have stairs etc. attached to the front. A small lighthouse that provides happiness. All buildings have been remastered, which includes... General cleaning up of the models, Improved texturing, New Ambient Occlusions. 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 ) Compatibility Issues and Usage <<--- READ ME!! 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! 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. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door. 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 104
  37. 1 like

    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