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Showing most liked content since 02/19/2017 in all areas

  1. 5 likes
    I have finished updating the NS Inshore Set, but poor internet is preventing me from uploading for the time being. In the mean time, I'm moving swiftly on to the Pine Set, and starting to extract it from the main mod and get it stand alone. The whole pine collection will be in one download. As with the others, I'm taking my time to go over the buildings and coding to make sure everything is working well and as clean as possible. So far, I've done the maple boiler and cider press, easy ones first, then moved on to the cabins and church. The cabins took a while longer, because I have changed them slightly to make the fronts overhang less, so you can see more of the building, and also make the back squares lower than the middle, to break up those very long roofs. I found the roofs too long and imposing on the last iteration. Oh yeah and I also added the Cabin Upgrades!
  2. 5 likes

    Version 1.0.0

    46 downloads

    Are you having issues where you're collecting hundreds and hundreds of Domesticated Animals on your map? This mod should fix that problem. This will require a new game. The wild Domesticated Animal resources are placed when your map is generated. In order to fix their problems, they have to be re-generated; which means a new game. If you use this on an old game, nothing will change. Place this ABOVE CC or MM on your map. A new version of CC won't be released until it's ready for the new Banished 1.0.7 game. This fix will be included in that update, but in the meantime, use this. Of course it's going to turn the mods red, that's on purpose.
  3. 4 likes
    Here is that lumber cutter...
  4. 4 likes
    Thanks @Kristahfer! I'm glad you're enjoying it. A bit of an update... I am not only pulling these sets out, but am going over each individual building and making tweaks/cleaning up/improving. It gives me a great excuse to do so, and also the perfect opportunity to add the improved ambient occlusion to all buildings. But, it takes some time. Also, I realized I needed more fore sight into the new toolbar, or at lease my sub toolbar, so there will be a sooner than anticipated update to the PEI set. Nothing major, just re-ordering it. If you don't update, it will still work you'll just have some missing icons and a cluttered toolbar. I have just finished doing the Dory Builder, Rope Maker, and NSInshore Fisheries and storage. I made some adjustments to the buildings; All of them now fill the tiles, so as with the PEI Shore set no empty dock pieces. I also added more variation to F-variants of the fishery buildings, and improved the height variation of the storage building. Although, I have decided to add at least one new building, a lumber cutter, so that this set can be completely stand alone. So far, the new AO looks fantastic on the fishery buildings...
  5. 3 likes
    I used to be irked by that, too... but it's the way it goes in Banished... I now take upgrades slowly, 1 by 1... so I hit the upgrade button for one building only, then move on and just do my thing... before I know it, I have restructured whole areas, without actually seeing a single rebuild...
  6. 3 likes
    I use a "stockpile conveyor" that I saw Skye Storme use in his Golden Llama YouTube series. You build 1 1x30 log stockpile from the Forester next to the road into the town and put professions that use a lot of logs right there. The Forester can put logs into the stockpile at his end and the Joiner can take logs out at his end. At first it felt like a cheat, but I got over it.
  7. 3 likes
    They're like cats - you leave food out and you can't keep them away!
  8. 3 likes
    I made the mistake of putting in the lighthouse, the nomad well AND the Mini Town Hall and I got nomads knocking on the door every late Spring and even got them at separate places at the same time. Nothing like getting 89 nomads one place and 75 another. It was a madhouse! I shut my eyes when I turn them down so I don't have to see the disappointment on their faces.
  9. 3 likes
    I think the actual variable name is called "fuelperresource" or something like that. I think of it as "how much warmth do you get per unit of fuel burned" . So the higher the number, the better.
  10. 3 likes
    Hello everyone. I'm from Italy. I bought Banished last week and I can't stop playing it. Soon I'll install CC.
  11. 3 likes
    Little update... I have expanded the dock set. There are now 3 'middle' level pieces, which are -.4 m to ground level (blender units at least, about half a bannie). These will fit up against the storage units in all sets, and I will be removing the stairs from the front of the PEI storage to make them more flexible like the rest. The three pieces are a straight, corner, and T. There are also new stairs to go to this level, which are plain or roped. The old stairs are still there, they go right down to almost water level and I have nothing for them to lead to... yet... I have also added my first ghost decoration! It is a lobster trap, with a few F-variants (5 I think) of them stacked up.
  12. 3 likes
    looks fabulous @Necora can't wait to see them
  13. 3 likes
    Hello everyone ! Jon T. here from the northwest of UK I've had this game since it came out back in Feb. 2014, so I'm not sure why it's taken me around 3 years to find you guys, anyway I'm pleased that I finally have. I love this game and still play it quite a lot, it's very addictive and once I start I can be at it for many hours at a time, I've not added any mods to it before so I'm really looking forward to seeing what kind of difference can be made to the game. It's going to take me awhile to catch up with most of you guys but anyhow, I'm here now. Oh yea, and thanks to all you very clever people that have made so many interesting additions to Banished, I've had a quick check through some of the stuff that's going on here and it's amazing.
  14. 3 likes
    I'm not sure. It's going to be a lot of work either way. Even if I took exactly what is in .07 and updated everything with the new kit I would probably call it .08 anyway.
  15. 2 likes
    Following 3 vendors as they take a walk around probably the ugliest town I have ever built - no text or audio just a glimpse of life in Banished Apologies for the lousy quality - its my first go at video capture and pretty sure I need a better programme than this free one ps at about 1.43 look out for the kid hitching a ride on the wheelbarrow at one point looks like she is riding it like a bike
  16. 2 likes
    Totaly agree with KevinTheCynic here, theres more than plenty of games with locked stuff, its refreshing to not have to chase some predetirmend goals but to enjoy open game and play any scenario i think off. I even dislike the house upgrades in banished, not the upgrade idea, i am sure thers plenty of people who enjoy that aspect of the game, but the fact that you have to empty a house of resorces, demolish it, clear the remains, bring new materials and build it to reach new tier of house. Thats something that doesnt suit my style of play so theres a lot of houses i never get to build, but luckily now thers so much options with MM that i dont feel left out
  17. 2 likes
  18. 2 likes
    @Bro there is a limit of how deep you can go with optimizing efficiency cause of the games shortcomigs. Game and bannies sometimes act against human logic and theres a lot of aspects you either cant control or would take too much micromanaging. For example sometimes someone dies in a house you built for your forester/hunter/gatherer hub. Someone else takes his work but he could live on other side of map and your efficiency goes way down for some period of time. Theres a lot of examples like this, plus a game can make some very strange decisions sometimes so going too deep for efficiency could sometimes be ineficient itself As for your example with foresters bigger circle wouldnt be more eficient, as can be seen with smaller circle foresters from MM. Forester usualy just cuts old trees and leaves a log whitch then a laborer picks up so a big circle could mean that he has to travel a lot if a log is on far side of a circle which can be ineficient, especialy if he decides he is hungry or cold just before reaching that log
  19. 2 likes
    @stiles righty-o thanks. By wood I meant logs, forgot they were named different. I get confused sometimes by the game terms for various things, like wood is logs but they are log limit but wood flag. Coal is coal limit but coalfuel flag, food is food limit but edible flag (plus protein etc.). Herbs limit but Health flag, Tools limit but Tool flag... I don't understand why the same term couldn't have been used throughout! It has been for others... iron limit and flag, stone limit and flag, all of the custom ones have the same name. So basically it is logs, but I forgot to add the log storage flag to the building so the worker has no where to put them. As for maple sap, I believe that is because I made it a 'natural resource' using the textiles flag as it is not a food, but CC has it as a food with no edible flag (so an inedible food). I can't decide where to put it, and the new limits do not help. Might have to ask what CC will do with it and make it the same. On this note, the new flags have meant a lot of code updating, so there are bound to be things I have missed (I can't even imagine what CC etc. will have to go through!!). So I will put up a new beta test of the pine set and NSInshore fishery before a full release, probably tomorrow evening. @taniu there is a hospital in the pack. No apothecary yet, but there will be, also hopefully getting a market done before release.
  20. 2 likes
    Well the silverware, bedding, furniture and so on are specifically required to build certain types of house in CC as well as for updating lower level houses to that standard so you have the situation that once you have enough of them to build the houses you want, you don't need to to keep producing them. But as you pointed out, they do come in somewhat useful for trading. Edit: I also meant to say that while the silverware, pewterware, bedding, furniture, fancy furniture, copper pipes and so on all go towards creating "building supplies" or "fancy homewares" and so on to allow you to create the higher tier buildings and houses, I have a feeling that the CC crew included so many of them so that you would have options in case a particular item in the production chain was not available and you needed to switch to another one.
  21. 2 likes
    Let's see - at lunch I watched an episode of Thomas the Train. This afternoon I watched a video from Autodesk University (AU) called "Worrying too Much About Materials? Start with a Clean Slate." I understood all of Thomas; AU? not so much.
  22. 2 likes
    Best wishes @ShockPuppet for a trouble free op and a speedy recovery.
  23. 2 likes
    I've started watching Frontier on Netflix. In terms of time and place it's very CC, but from what I've seen so far that's where the similarity ends. I wouldn't say the trailer gives a particularly accurate portrayal of the show. Just looks like a bunch of random scenes with lots of tension/violence. (so yeah... the trailer is a violent, for those who might find that sort of thing unpleasant)
  24. 2 likes
  25. 2 likes
    Well, technically I could fix it myself. But it is a bug from the Mexican fantasy mod itself. Not sure if there's going to be another release of MegaMod for 1.0.6. I'm working right now to update CC for 1.0.7, and many of the other modders are doing the same, as well as using the new modders toolbar that necora did. So a 1.0.7 version of MegaMod will need a big overhaul to work correctly again.
  26. 2 likes
    I love it all-thank you for your creativity and hard work. Can't wait to get my hands on them-think I'll hold off on starting a new town until these are finished.
  27. 2 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.7. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.7 Construction Spreadsheet: HERE CC 1.7 Production Spreadsheet: HERE CC 1.7 Storage Spreadsheet: HERE
  28. 2 likes
    Oh, my goodness, mods make it so completely different! More to do; more to make, huge variety of buildings, careers, crops, animals, etc. Folks say 'vanilla' when they refer to the base game without mods or custom content. And it really is like that: vanilla's vanilla, even french vanilla and vanilla bean are not much different (base game valleys vs. mountains). But mods - especially Colonial Charter by Black Liquid! - are like every flavor you've ever tried and many more you haven't, including exotic ones like Goat cheese marionberry habanero ice cream... Have fun! CBLily
  29. 2 likes
    I keep smaller storage areas right next to production buildings. I then put a market in town to collect the goods for the people that happen to live in town. This way the people producing or harvesting goods do not have to go far in order to drop off their goods.
  30. 2 likes
    Hey everyone, I am Jesse from Windsor, Ontario. I have been using the CC mod for a while now and love how much it adds to the game. Brockenspectre informed me I should be on here in case I have any bugs to report.
  31. 2 likes

    Version 0.07

    3,381 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.
  32. 2 likes
    Since you are working with a copy that is an exception to the rules (sounds like a bootleg copy ), please don't use the contortions you have to go through as an example of what people need to do.
  33. 2 likes
    A little about the domesticated animals: There should only have ever been a handful that are pre-placed on the map when you start. I'm not sure why some people have been getting spammed with them. I haven't been able to reproduce the issue myself Yes, you can find them randomly when clearing a site for building. And yes, the "clear all" tool will also mark them for collection. Or you can build the Wild Shepherd and he will specifically go out and collect them. So, if you're okay with random finding, then you don't technically need the wild shepherd.
  34. 2 likes
    Describes one of the problems, albeit not very well.
  35. 2 likes
    I am still using the full Maritimes edition, and I like it a lot. Fantastic work. Modular sounds like a great idea.
  36. 2 likes
    hi @Necora all the pieces are looking great. With the changes to the PEI set, and no front (rear) pieces, will the Bannies walk through the buildings to get to the next, or do each need to have their own piece of dock, or be connected to land? As for the set themselves, I like the idea of the dock pieces by themselves, and if you add any decorative dock pieces, BUT, I am happy if you include them with the PEI pieces as well. I'd love to see in future storage dock pieces, like the DSSV by @Discrepancy each piece of the dock can be storage, as an optional part of the docks. I'm still (stuck isn't the correct word ... maybe hovering) still with the idea about having the new forestry items by type of forest. So, all the Maple & related are together, and all their core production elements, then all the Pine, and then vanilla, with common then in the "production" tab. I keep going to build my areas by theme, and production line and I found myself going backwards and forward between each tab as I was building the Maple and the Pine. Honestly, it could just be me, so, ... Fences & gates are on my current wishlist, ghosted, or "roadbound", so that they sit flush with buildings and roads. That's a decorative piece, on the wishlist, but not my priority list. haha. Can't wait to see how all of this comes together!!!
  37. 2 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  38. 1 like
  39. 1 like
    That's a new mod and is not included in MegaMod 0.07
  40. 1 like
    Very excited, excellent work @Necora
  41. 1 like
    That's probably Clay. You can't disable CC 1.6 *in* MegaMod. I think the advice meant "if you have a separate CC 1.6 mod, make sure it is disabled"
  42. 1 like
    I think @estherhb that @darthC# meant that when he upgraded the Shepherd's building up to the next, the Gatherer's Hut, that the gatherer's started to gather the dropped fruit. I don't think that @darthC# had any gatherers in the foresters region, not realising that the Foresters don't harvest their own fruits, they simply tend they trees, and as such you need a dedicated gatherer to work the area.
  43. 1 like
    Lol ya. It only snowed the first winter. Got down to 32 degrees so just cold enough. I didn't mind at all just was confused.
  44. 1 like
    @Reino you're correct that there should be no issue with other versions of CC if they are not enabled, I have CC-TFA still in my mods list but not enabled and I have had no problems. I would suggest checking the load order you have for your mods to see if there are any that are affecting CC. The other question to ask is what build version of Banished are you using? You should have at least version 1.0.6 if you are using CC-TFA or CC-Journey. It might also be worth checking the file size of your download for CC Journey, it should be 1,480,849 KB (see the image below of CC-Journey from my WinData folder).
  45. 1 like
    wood butcher stands for a wooden replacement for the Medieval Butcher of Medieval Town. It has been requested by people in order to get a "wood" looking replacement instead the "stone" looking one. Here a screenshot of it:
  46. 1 like
    Edible Food So 10 new limits on top of the current ones? then I would personally like to see the following, or along these lines... Inedible Food Lumber Advanced Health (potions etc.) Industry Fuel - to separate things like furnace fuel, coal, charcoal etc. from being burned in houses, but a different limit to other materials. Raw goods - un processed textiles, resins, saps, etc. - although this could be split into 'animal' and 'plant' limits to stop your feathers from filling up you flax space. Processed goods - cloth, linen, canvas, etc. Raw Materials - sand, clay etc. Processed Materials - bricks, glass etc Some other suggestions would be things like... Perhaps another food level Luxuries other than alcohol Building materials - perhaps a different limit for things like building supplies?
  47. 1 like
    Hi folks! I'm Seona, which is pronounced SHOW-nah rather than as the spelling suggests. I live in Melbourne, Australia with my mum and two cats. When gaming, I divide my time between city-builders and RPGs. I also role-play with some real-world groups a couple of times a week, because I am just that geeky.
  48. 1 like
    Hello, I am Lelisia, and I live in Kansas City, Missouri. I've been playing city-building games for twenty years or so. Banished is one of the best, and it keeps on getting better.
  49. 1 like
    Yeah probably, but it's inelegant when it could be great. One day if I feel like torturing myself, giving myself a migraine and crying I'll add something like rabbits. I would have to reduce wild ducks, and add a fur clothing option. Otherwise it'll be the "feathers not leather!?" debacle all over again. The trapper will then just be like a small Hunter really.
  50. 1 like
    I want to take this time to THANK YOU! This is meant for every member of BL also <3 You all! If it wasn't for all of you, I wouldn't still be playing Banished. You all have given the game something to get excited over. I personally think Luke should just hand the game files over to you or share them with you , at the very least, so you can expand it further. And he could still partake in it so he gets a cut of the profits. Like a joint deal between BL and him. I say this because... I personally don't think Banished would have made it as far as it has if it wasn't for BL. Sure there are some other good modders out there that aren't or weren't part of the BL team. (Some of them have now become part of the BL team) But for me, BL is what brought life to this game. I am Disabled and live on a little over $700 (USD) a month. I intend to Donate but have been waiting to do so, because when I do Donate I want it to be a $50 - $100 (USD) type of Donation. Why that much? Because I feel you all deserve it for all the great things you have put into your Mods/Banished Expansions.