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Showing most liked content since 05/22/2017 in all areas

  1. 29 likes

    Version 1.1

    363 downloads

    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - New Large Accessory Storage; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. In the same way the Accessory Storage Large can be integrated with the 3 story house. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  2. 22 likes

    Version 0.07

    6,026 downloads

    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.
  3. 20 likes
    * Housing by Despo, Turbulence is a WiP by Necora
  4. 11 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.)
  5. 10 likes
    How about some fresh teasers to help us with the wait?
  6. 9 likes
    A little update and a question: - I've realized the first accessory building: a small courtyard with a little vegetable garden. It works like a storage, the garden is just a decoration. - And here came the question! I set it as a generic storage with the five vanilla flags, but I would also include the new flags. What should I do? Simply add the flags at the code below, or are there more files to add/edit ? And what is the exact name of the flags to use to be compatible with CC? @Kralyerg, I need your help! Be patient with a newbie StorageDescription storage { RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile; bool _areaBasedLimit = false; bool _available = false; int _volumeLimit = 1000; } A pair of pictures of my new creation All my things together
  7. 8 likes
    I paused for a while the Medieval Houses project to dedicate myself to a small building that I saw in the Natural Diversity discussion. Thanks @taniu for the inspiration A pair of Work in Progress screenshots:
  8. 8 likes
    Banished Video Settings Quick Guide for Windows Please note that the document pasted in with a good attempt at the formatting, but missed! I will fix it later, please be patient. This short layman's guide provides a brief explanation of Banished's video settings. Some of these settings will have a large impact on how well Banished runs and some will help with "out of memory" crashes. I will approach each setting's explanation with these two particulars in mind. Our goal is to have Banished run as fast (and stable) as possible with little or no video degradation; a happy median. Even if your system seems to run fine with all the game's settings maxed out, I still recommend you review your choices as these can greatly impact other aspects of Banished, like modding and map size, for example. Before I get into the explanations, I have some general advise on keeping your game running as efficient as possible: 1. Make sure you are running the latest Banished retail version; see the first entry. 2. If you are experiencing crashes, report them to Shining Rock Software support (see the bottom of the linked page) after reading the FAQ to verify that your error is not already addressed. 3. Make sure your machine is in the best game-running shape that you can! This subject is much too broad to cover here, but there are many tweaking sites and free programs available to help. A few items to keep in mind are: · Make sure your hard drives are defragged on a regular bases. There are a lot of free defragging programs available (including the one packaged with Windows), but I use Puran because it allows the targeting of specific directories, boot time defrag, and more. · Keep the number of background tasks to a minimum. This is an expansive subject and I will not attempt to touch it here, but this is one of the main causes of poor performance on capable systems. Puran also offers free, a whole suit of utilities (some to help streamline the number of background tasks); please note, if you use the full suite, Puran Defrag does not need to be downloaded separately. Many people use CCleaner instead, which has been around a long time. 4. Beware of quick solutions, like editing your registry, unless you've fully researched the problem and solution and, you know what you are doing. 5. Remember, large maps can crash the game on any system, as stated on the official Shining Rock Software site: "...at some point very large maps will crash the game due to out of memory, or textures failing to be created." Banished Video Settings Graphic quality is subjective, there can be no doubt, but many of the standard graphic settings in today's games are unnecessary. For example, antialiasing was used on lower resolution screens to minimize pixelization (it softens pixel hard edges), but isn't necessarily needed on today's HiRes monitors. Turning off this setting alone can greatly improve performance, decrease resource demands, and help alleviate certain problems. Please be aware: · If you don't like the visual outcome of lowering a particular setting, feel free to change it back, but remember, there are consequences. Carefully weigh the visual gain against the benefits of performance, and in some cases, stability. · Hardware and or driver settings can (and usually do) affect your options and, in some cases, will override them. Hardware and or driver settings are beyond the scope of this guide. Renderer: The renderer option lets you set your DirectX version for the game to either DirectX 9.0c or DirectX 11. For the purpose of this guide, I'd recommend going with DirectX 9.0c. 9.0c requires fewer resources and is more stable, but it does not have all the features of version 11. With a game like Banished, the differences should be virtually unnoticeable. Adapter: The adapter option allows you to select which video card and or driver to use with Banished. Most computers will have only one video card, but may still offer two choices, one usually being generic. It's hard to point you to the correct option because this depends upon your hardware, but I can tell you what not to choose! Stay away from generic options, such as: Generic PnP Display, Standard VGA Graphics Adapter, etc. Generic choices typically utilize a built-in Windows VGA driver whereas most video card manufacturers will supply a much better choice. Two very popular gaming cards are ATI and Nvidia, but other valid option may be Intel, ASUS, and a few others. If your choices are still ambiguous, the best way to choose the proper adapter is to identify what you have, but even these steps can vary depending upon which Windows version you are running. You can try looking here, or Google "identify windows video card" and append your OS version (i.e. "identify windows video card windows 10"). Resolution: The resolution option has a very big impact on performance, but you should generally stick to your monitor's native resolution. If you choose anything but the native resolution, the pixels will not be one-to-one with the game's rendering, but approximate, which means your graphics will be blurry, especially text. Most newer, standard monitors are 1920x1080 (if you use an HDMI connection, it is 1920x1080). Generally, the native resolution will be the largest of your choices and at the top of the resolution list. If in doubt, Google your monitor's model number. As a last ditch effort, if your game's performance is still unsatisfactory, you can lower the resolution setting, but make sure this is the last thing you try. Quite frankly, if you have to resort to lowering this setting, it might be time to update your system! Refresh Rate: Refresh rate is the number of times the monitor is refreshed per second. In most cases, you'll stick to 60Hz, which is pretty standard nowadays. This setting generally does not affect performance (see VSync below), though some people claim they can see 60Hz refresh rates (if your monitor appears to strobe, you are one of these folks). If your eyes are this sensitive, you can increase the refresh rate if the option is available with your hardware. Personally, I could see strobing on the old CRT monitors at 60Hz, but never had this problem on modern LCD monitors. VSync: The Refresh Rate described above determines the number of times the monitor is refreshed per second, but in most cases, this does not correspond to the number of times Banished redraws its screen, which can vary significantly. When on, VSync assures that Banished does not redraw its screen while the monitor is in the middle of a refresh. If this happens, you may notice a "tearing" of your graphic screen (only part of the scene is redrawn resulting in a horizontal line somewhere on your screen, but only for a split second or, 1/60th of a second, to be precise). If VSync is on, your scenes should never "tear," but in most cases, you will never display more than 60 fps (frames per second). Unfortunately, turning VSync on can result in stuttering (skipping, dropping frames, etc.) if your system cannot keep up with the monitor's refresh rate. Without getting too technical, I suggest leaving VSync turned off (not selected) unless you notice a lot of "tearing." Fullscreen: I recommend running all games in full screen for a number of reasons, most importantly of which is performance. Most video cards are tweaked to run in full screen because they can write directly to the graphic system without going through a Windows' buffer. In window mode, all screen output is filtered through a Windows' buffer and will always result in a slowdown, though in some cases, the performance hit is negligible (on fast systems). Another reason is CPU resources, which are spread thinner when running programs windowed. Antialiasing: Pixels are aligned in a grid. With this technique, drawing a curve or diagonal line will result in jaggedness, or pixelization. Antialiasing is a method used to help diminish this jagged effect. But, as previously stated, today's HiRes monitors have very small pixels compared to their brethren of yesteryear, so antialiasing has become superfluous, in most cases. My recommendation is to set the option to None. If you are still unconvinced, change the setting and judge the difference for yourself. Just remember, with antialiasing on, at a minimum, the neighbors of over 2 million pixels (1920x1080) have to be examined, judged, then redrawn, ~30+ times per second. This, alone, is a huge resource drain, even with hardware optimization. Texture Filtering: You can think of texture filtering as antialiasing on steroids! I don't have the room to properly explain this here, so I will direct you to Wikipedia, if you want a better understanding. Just remember, texture filtering, in most cases, will have the largest impact on quality versus performance and, it also has the largest impact on the amount of video RAM used. In other words, if you are having bad performance and or crashes with Banished, you can lower this setting to help with both. Again, I cannot simply tell you which setting to choose, but I would start with the lowest (Bilinear) and work your way up (I use Bilinear on my laptop and am happy with the results). Keep in mind, texture filtering is not the only determining factor of graphic quality. Many times, a lower texture filtering setting can be compensated for by adjusting Banished's other settings. In other words, if the Bilinear setting doesn't look as good as you want, don't just choose a higher setting, try tweaking Banished's other settings first. Shadow Resolution: Shadows, in a game, can compensate for other graphic shortcomings, but at the expense of resources. Even so, from a purely visual point of view, I'd recommend keeping this setting as high as possible. If, after lowering other settings, you are still having performance problems, you can think of lowering shadow resolution or simply turning shadows off (see Shadow Quality below). Shadow Quality: Unlike Shadow Resolution, Shadow Quality can have a significant impact on graphic resources (performance and memory requirements). With this setting, I recommend you start with the lowest setting (excluding None) and work your way up, stopping on the lowest acceptable setting. I find Low does what I need. Reflections: Reflections can help compensate for graphic shortcomings, but can also significantly deplete available video resources. I consider reflections eye candy. But, if you can afford the overhead, I suggest you keep it set for Terrain, at a minimum. If you've lowered other setting and are still having trouble with performance and or crashing, you can simply turn reflections off. Quick Video Settings The following table is a summary of my recommended settings, depending on whether you are after performance or stability. If you are crashing, there is a good chance you are running out of resources, so my recommended settings are just a starting point (with trial and error, you should be able to minimize crashes, if low resources are indeed the cause). You will need to contact Shining Rock support once you narrow down the problem. See this guide's description for clarification of the recommendations below. Setting Performance Diagnosing Renderer DirectX 9.0c DirectX 9.0c Adapter Manufacturer Driver Manufacturer Driver Resolution Your Monitor's Native Resolution Your Monitor's Native Resolution Refresh Rate ~60Hz ~60Hz VSync Off Off Fullscreen On On Antialising None None Texture Filtering Lowest Acceptable Bilinear Shadow Resolution High Low Shadow Quality Low None Reflections Terrain None Quick Settings' Table If you find any problems (grammatical or technical) in this document, please let me know. I will let the guide simmer awhile before releasing it as a PDF, if a PDF is requested. This document is Copyright © 2017 by Troy A. Dalton and permission is given only to link to it from other sites, but not to reproduce it electronically. It may be printed for personal consumption. The only reason for the copyright notice is document control, so if you find this on any site other than Black Liquid's, please let someone know.
  9. 7 likes
    I was working on trying to make a nice looking native village to go near my colony, so I made a small test. I really like how it looked in winter so I took a screenshot. Also got one in spring for good measure.
  10. 7 likes
    http://worldofbanished.com/index.php?topic=1723.0 NMT3.0Series: Canal Set 1.0.7 is now available. This is the version 3.0 of the famous Redketchup's Medieval Town : Canal System. NMT3.0Series: Canal System is gettting improvements it is now using the Bartender's Liquid Water Technology ™ All the canal pieces will have living water which will flow in a direction (left or right). Each pieces has been doubled to meet all flow directions. 2 different sets : Classic NMT bricks "CL" and Old bricks (CC style) "OB". Each set have 3 different sizes of canal : 4x 6x and 8x Each size have a set of same pieces : Straight 3 tiles, Filler 1 tile, Corner, 3-Way, 4-Way, End, Gate, Dock, Fishing Dock, Trading Post and Watermill. Each footprint have been optimized to show you which direction the living water will flow. I strongly suggest you to pause your game before starting to design your Canal System for an optimal enjoyment. Each pieces now have an enhanced color icon to tell you which direction the water will flow. Warning: Not compatible with 1.0.6. If you want to enhance your old canal system from NMT 2.04 : you need to delete all your canal pieces from your save first and add this one on top of your NMT2.04 Enjoy !!
  11. 7 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.
  12. 6 likes
    A little site edit today here, you can go to a users member profile by clicking their name and if they have contributed any files to the community downloads section there is now a Files tab on their profile that will display them all in chronological order. Downloads remains the central repository, this is just a little quality of life edit i thought might be useful.
  13. 6 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:
  14. 6 likes
    I've got lots of catching up to do
  15. 6 likes
    Thanks @KevinTheCynic! Ok guys! The time has come! In the download section you can find "D20 Medieval Houses" v1.0 Report to me any problems
  16. 6 likes
    Hello from New Zealand, a bit of a lurker at the old CC site, knew about the new site from reading the post at World of Banished forums, didn't get any emails and it took two goes at resetting the password as still didn't get any emails ... here now New site is looking good, a vast improvement on the old site ... well done As for me was a very long-time simcity player, been a moderator over at SC4 Devotion, was a member of the RTMT Team (public transport Mod) mainly post at Simtropolis, spare time these days is either playing Banished or running my own website ... I host all the old official SC3/SC3K and SC4 plugins, plus a few other things. -catty-cb (Cathy)
  17. 5 likes
    Medieval Thrillseekers At Kawarau Bridge
  18. 5 likes
    Perhaps the little pop-up blurb that describes what each building is (the one in the menu, before you build it) should give the modder's name.
  19. 4 likes
    Or... keep it empty. There are so many ghost decorations available now, and things like @Ketchup ghost firewood storage would be a great addition to a place like that. Or, make some ghost storage shacks that are useful. Personally, I like having the decorations minimal on my buildings so that the player can do it as they want.
  20. 3 likes
    In late 2014 and early 2015, I made a town named Navanthiers. I was already using CC. But I can't remember the version number. Back in that time, I shared the pictures with some descriptions on the old forum. I want to share again with you all the screenshots of that town that have stayed on my website. I made a script to display thumbnails of the images, but you can click on each one to display it in full size, direct link. ( Best on Chrome, feel free to notify me of any bug. ) The town started with only Adam and Eve. Visit: Navanthiers Takit.
  21. 3 likes
    A few more Port Royal teasers... Joining up with the bakery, blacksmith, tailor, and mill we now have some row houses. There are single story, small houses for 4, over handing two story houses for 4 to be build above the small ones, a two story central house (both floors) that takes a family of 5, and 3 versions of a corner house that takes a family of 6. I have quite a few things remaining in this set, and am not sure if I will finish them before I leave. But I'll wait on releasing it in case I do manage to get the time to finish some more up.
  22. 3 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!
  23. 3 likes
    I've fallen into the trap of The Long Dark, getting devoured by wolves or freezing in the snow several times a day...
  24. 3 likes
    Hi there I've taken to building 3+ lane roads lately (late to the party styling my villages) and have been enjoying using the Market Carts, I think they're excellent and with the ghosted deco items, your horses and @Ketchup's horses in his mods, I've been developing a terrific little road system. The problem I have come face to face with though is that they are solid, so I can't place them on roads. I've had the workaround of using the ghosted road tile square to place in, but the problem lies in that I can't use different roads from other mods (the tiles don't match them all), and that it's just ... not on a road. Would it be possible to please in the next installment upgrade them to being on a road tile? Or, release them as a separate market mod as a road tile / ghosted market, please? And, if possible please add a diagonal version, and a couple more texture choices? Edibles market cart + a couple of extra ones: protein, grain, fruit & veg, etc Add: textiles / clothing / tools I know there's a bit of work involved, so will accept any decision, but, there's no harm in asking either Thanks for reading!
  25. 3 likes
    I decided to try out an idea I had and this is the result.
  26. 3 likes
    I dunno, I must be a "the more the merrier" type. I start medium mostly, sometimes even easy! And I invite people asap. And I build excess houses so they fill up quickly. My biggest challenge is often how to feed the population explosion after I have them build 10-20 houses. Plus I confess, after food and fuel are (pretty much) stable, I run on 5x or 10x speed. I enabled 'proper time' mod once and was just about bored outta my mind.... I love happy folks and pretty neighborhoods (gazebo!), and I love new starts. i play up to around 800-1200 people, then move on to the next map.
  27. 3 likes
    Bit of a photo upload here...
  28. 3 likes
    Hi everyone Yep, Vrayna ! Vive la France Française ou français ? (pure curiosité) Mon anglais n'est pas trop moche ?
  29. 3 likes
    This changed the look of the game world completely for me; I like a lot of open spaces and wilderness with copses(?) of trees in my village maps and this makes them so much better to look at. They've gotten a little thick in the attached image, but it's an example.
  30. 3 likes
    Gatherers eating poisonous mushrooms
  31. 3 likes
    I think I use mods from all of the modders who have made replies in this thread and with the look of that building @despo20 I'm going to be adding another name to the list very soon! I'm also one of the people who likes buildings with odd angles, nooks and crannies so I'm really looking forward to your ideas for future mods.
  32. 3 likes
    Exactly what I meant. Someone prefer a toolbar ordered by modder, someone by function, but the goal should be to give the same order, the same structure, for all mods and buildings.
  33. 3 likes
    i agee with estherhb and paniscus. the vanilla toolbar with a community icon. CC and modders under that. BUT if the mod is just housing then it should be under the housing.city buildings under the service icon and production under a production icon. then sets should go under the community icon also. kind of the best of both worlds in 1. theres times you build a village and want the buildings to match. there are also times you just want to add a school or a church without going thru every icon to see what looks good in this particular area. some of the expansion of the vanilla toolbar was good. where the confusion and clutter started is when mod sets came about. sometimes a mod will place under the icons and sometimes it becomes a set and adds another icon to the toolbar.each mod seemed to add itself in differently. wish the game itself would move all traders under the trader icon or all markets under markets,all barns under storage,etc. more uniform and done without modders having to rewrite all their mods.
  34. 3 likes
    personally , i would love to see the vanilla toolbar totally free , untouched. and have everything inside MM icon. inside the MM icon we can maybe have icons for CC,Red,Kid,DS,NC,TS,..... not classed by mod but by moddler.
  35. 2 likes
    Yeah, that would be grand * thought of leaving this as a small rocky inspiration to Bartender...
  36. 2 likes
    Hi @Stoker_akuma Welcome. When running any new mods, you need to do it in a certain way, or you will get crash errors. Exit the game entirely Drop the mods you want to use in the WinData folder Load Banished Navigate to the mod menu Enable the mods you want to use Load them in their proper order (as below) -->> Important: Exit the game completely Load Banished Play on Mega Mod (MM) & CC load orders - these must be done in this order When running Banished 1.06 the load order for MM & CC is: CC 1.7+ (any CC 1.7 & over is covered in this point) MM 0.07 MM 0.07 Deco Pack When (if you do decide) to update to Banished 1.0.7 then the load order is: 1.0.7 Compatibility ( http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/ ) You will need the compatibility mod as it changes the way some MM items act in game from Banished 1.0.6 to 1.0.7 CC 1.7+ (any CC 1.7 & over is covered in this point) MM 0.07 MM 0.07 Deco Pack It is extremely important that you Exit the game completely after enabling and moving the mods around - they will cause crashes if you do not follow these steps. If you are still having problems after you've followed these steps exactly, then please post what steps you are also perhaps doing, and what (if any) other mods you are using. Please let us know how you get on.
  37. 2 likes
    Thank you! Finally got this squared away so I can play these mods during the summer.
  38. 2 likes
    Yes, it really does work... though often it may feel as if it doesn't All jobs you "order" are put into kind of a queue and are worked off in some sort of sequence, with their own order of priorities - which are not easy to understand, even for the boss/mayor/god, whatever you think you are in the Banished universe... when you hit "priority", that job is usually elevated in the queue, but how fast it is done depends on how far (or near) a worker is, how many workers (builders, laborers or vendors) and needed materials or goods are available, and probably some other factors as well... Consider that 3 builders may work on one building, now you change priority to another building far away across the map, they need to walk there (with all their usual breaks), gather new materials (even more breaks) and so on... so it can take a while.
  39. 2 likes
    @ShockPuppet et al, I have a few hours under my belt in the game, and what I can say so far: **disclaimer, I last played: In Dec/January (until today after the update) - In fact I can't even see the 'last played' info on it, and my Son can't see it on my 'Friends' data page on Steam Better: Night / day cycle: you can actually have a cycle - making it longer gameplay - it also add diversity to what you build, and makes things more usable (lamps etc) Better camera: I think we can all agree that the Banished one needs an overhaul. You get some really good angles natively, and the First Person 'for the day', is good (though I got severe motion sickness so I won't do that again) Better terraforming: Says it all really - we got none in the base game, but thanks to some clued-in modders, we got add-ons - which I'm thrilled with - but they have limitations. I keep cutting my bannies feet on all those hard edges - not to mention the unsightly way the texture is finished (which is why I hope someone puts out a mod that is a ground covering to change the 40x40 hill I collapsed ). BUT - whilst it's better terraforming, it also falls into the 'con' category (below); Native flora & fauna, and those amazing bears Initial load time was zippy fast Con: Terraforming: Whilst its 10x better than Banished (100% better as it comes in Vanilla), it is extremely awkward to use. It took me a full night/day cycle to level out some land for a new house, only to realise it was out by a 1/4 tile, and my builders wouldn't build there - I had to level it again, then it went too low. I managed to get it right, but I lost man power, and my food wasn't all harvested in time. Slowness: Look, Bannies are slow arsed at the best of times, so my 10x speed is 'normal' for me, but, the same has happened to FV. I feel that it's like walking through Mumma's potato & bacon soup, thick and lush, but, in a game - it's too thick. I remember in 1st person chopping a log, OMG, was sooooo painfully slow Large, chunky buildings - but this is also personal preference so some may like them this way Notes: As for the mods that are out now: Most I would definitely use. The game is ... it is good and I like the graphics, but like Banished, it has it's "Danger Zone", you will be punished swiftly ingame for failing to supply XYZ or you will not get certain resources etc - like Banished - but, I feel that the game had too big a learning curve, and was too slow. Definitely the wood mods, food mods, and the climate mod. In the first few hours I played, it got through to Winter in what felt like overnight, and you had very small chance of getting things done, with what you needed to do so before then. Some players will really like this style of gameplay - the survival game vs the settlers game; and some will really enjoy the pace, but for me I like to build and explore, and face some night terrors - but I don't want to die within 5 minutes either I originally wrote about it in December 2016 over at World of Banished, http://worldofbanished.com/index.php?topic=1012.msg26540#msg26540 for those interested in seeing what my initial thoughts were. ----- It took me a good couple of hours to get into the game, I started again today - it's not bad, but, my patience is a little thing.| Maybe in a few days when I'm back in my routine.
  40. 2 likes
    Hi @Jafar_the_Barmecide ! I wish I could say that I will make an update to The Mission... More of everything is nice and I understand you want to build in the same style. It will land on the to-do-list. I don't know where to begin. It's too large for me now.
  41. 2 likes
    When we start a new game, Is it possible, according to the type of terrain we choose, to display a thumbnail image as a preview of the terrain texture of the map ? Something like that :
  42. 2 likes
    Hi @Kerlyssa the answer you seek is in the description It's no more complicated than that - it takes unnamed vegetables, then changes them to game veggies It's a small quirky fun mod to add another dimension to the game.
  43. 2 likes
    I believe that is a crack in space-time. Look out for prisoner 0
  44. 2 likes
    Thank you guys! @Jafar_the_Barmecide I'm not a youtuber, my videos are definitely boring I follow Keralis on youtube. He has a natural talent for building games and has just started a series on Banished
  45. 2 likes
    Yes, I have tried that, my last game I had that Nomad Well and the Mission Church. At a poulation of 400 or so the well would attract up to 60-70 or more nomads which would completely cripple me on food and resources but the Mission Church at the same time would attract only 12- 20 nomads which I could more reasonably accomadate. I found the Mission Church very useful but the Nomad Well- I would always see them filing into town and thought no- not enough food or houses for these mob.
  46. 2 likes
    Ah yes, that's why. Peppers stop growing if it is over 90 and the climate I was using got up to 110. That's probably why they wouldn't grow during the summer but would be alright in the winter. Thanks all!
  47. 2 likes
    One of my builders - right after they started work - instantly died. They fell from a ladder… while building a bridge. xP
  48. 2 likes

    From the album Busy town market

    Teaser image for my town exhibition video and album. Coming soon!

    © Slavepetrich

  49. 2 likes
    Yeah, that would be me same... Seems like a long time in the past already... Thanks for your kind words, glad you enjoy(ed) my stuff
  50. 2 likes
    Must it be either-or? Is there a reason that both can't be done? Personally, I prefer to find things via function; I cannot ever remember who modded what. However, I can understand the need for accessing buildings, etc. via modder/collection when one wants consistency in style or has a themed town. I wouldn't be mad if, say, the same bakery could be found by clicking its creator's icon in the toolbar and also via the generic "processed" food category. I'm not a modder, so I don't even know if accommodating both ways is even practical, much less possible in this game.