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Showing most liked content since 03/20/2017 in all areas

  1. 13 likes
    Colonial Charter 1.75 is available for download. Rearrage Refined Production toolbar to better reflect the new resource flags and limits. Fix general markets that should not be storing Luxuries Allow Trading Posts to set autopurchase for new resource flags Add new subtoolbars for Market Stalls, Market Carts, Specialized Storage Barns No real big changes. Just some minor updates. Unless there's some big bugs that are found, this should be the last update to the 1.7x line.
  2. 10 likes
    Enjoy! Map Old Redoubt, Native Village Silent Brothers Monastery Old Ferry Landing, Distillers Village, Millers Point Nomad Settlement and Market New Farms, Stables, Ketchup- and Fodder Production, Fishmarket Fuel Village Old Central Markets Small Trader Overview Some Data...
  3. 8 likes
    Since I registered on the site, a few days ago, it has grown in me the desire to create mods. Obviously the first mod is a house And obviously again I'm following the Discrepancy's tutorial on WoB (thank you very much @Discrepancy ) I'm still trying to understand how to position in the right way the model over the placeBitArray and the placeBits, and I want to perfect the textures, but this is the result for now. I'm quite satisfied I have a question about AO: I used "Smart UV Project", like suggested by @Necora, I made the bake render and I've inverted the Image Colors, like suggested by @Discrepancy. Everything works fine, but in game there are a few white stripes between the faces, especially between wooden beams and the plaster facades. Did I do something wrong? I rely on you experienced modders
  4. 8 likes

    Version 1


    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
  5. 7 likes
    Now we also have blue and yellow. Once I got the pointy bit figured out, manipulating it for variation was pretty simple. Seeing as though the white and green house is meant to seamlessly go side by side with the tailor, it was build with absolutely no overlap on the left or right, just a bit of roof overhang on the front and back. I did the same with all other houses, because I hope to add a bit more 'shop front' industry like seamstress/weaver/butcher/baker etc as I really like the row house type feel. As I did that, I realised that it also means all of the houses will fit together really well in a row! So these can be used stand alone with a nice little garden, or placed in a row if you like.
  6. 5 likes
    Alternatively, there should be a link at the top of the page that says "Downloads". This page has the latest updates, with CC and MM at the top. I'm not sure when the next update of MM will be. With everyone updating the individual mods for 1.0.7 and the new community toolbar, it's going to take a bit of work to update MM. There has always been a desire amongst players for a CC Lite version. A version of CC without the crazy production chains. I've been thinking about it. In the next version of CC I'm going to attempt to rebuild things in a more orderly fashion behind the scenes. It won't affect game play much, but it will make things easier to work with under the hood. At the same time I'm doing that, it might just be possible to concurrently make a CC Lite without too much trouble. Maybe.
  7. 4 likes
    Great! I'm glad to have helped. I love this community. Very creative and collaborative
  8. 4 likes
  9. 4 likes
    Just for future reference, if other people see this. Hardwood foresters will take several years to actually produce any hardwood. They have to remove all the "regular" trees from their circle and then plant the "hardwood" trees. Then the hardwood trees have to mature and then they can be harvested for hardwood. So it will look like they're producing Logs for a while, but that's just because they're still clearing out the non-hardwood trees that they don't want in their circle.
  10. 4 likes

    Version 100


    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!
  11. 4 likes
    alright , i guess i ll do that just finished what i ve been asked : Japanese cheery trees in 3 different models (1 normal, 1 in a umbrella shape, and 1 in between), in 3 different colors (white, rose original, and red) now i need to make a bamboo forest
  12. 4 likes
    Thanks @Ketchup. but my experience ends where yours experience starts. Blender is totally new for me (I like to learn new software); UV mapping and Ambient Occlusion are used in a different way in game design. Not to mention the code!!! I've a lot to learn from you. For the timing... I do not know exactly how much time I spent on it. I started Monday I just completed this week the final design of an airport terminal on the job, all in 3D modelling... I work on this small house in the breaks to relax @Necora I don't use the alpha channel. I simply painted on a new upper layer with multiply overlay. In summer it seems just a little dirty or worn. Probably on a white or light colored surface it can be much evident. I used RGB 50,50,50. 100% black is excessive. You can use also the alpha channel, but don't use a 100% black.
  13. 4 likes
    It's quite easy and fast to do and add a bit of realism
  14. 4 likes
    @Ketchup don't delete! More trees! Plus I'm looking forward to your berries bushes and grasses. I still want one of those grasses as seaweed though So I realized I never take pics or test with shadows turned on, because I don't like them. Horrible diagonal lines on EVERYTHING. But, they do make for some good pictures. So I decided for some eye candy, i'd load up a few things and make some scenes. Unfortunately, it is using the mod kit because Steam is stuck downloading the update and my internet is too slow to handle it. So I couldn't use any of the ghost decorative fences and goats oh well... Here is Crystal Cliffs, Sherbrooke, and NS Inshore with the new trees as starting trees in winter and summer... (the trees might be a little big...)
  15. 4 likes
    'm not drinking with NECORA if he adds mushrooms to his cider. yukk
  16. 3 likes
    Thanks! I'll try to build on yours tips! For now I made it in this way:
  17. 3 likes
  18. 3 likes
    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.
  19. 3 likes
    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.
  20. 3 likes
    Well, my play style is slow natural growth... I never power up baby booms just to get a huge population, and I don't mind if families stay together even as their children get older... I only watch to always pair up enough couples to ensure a steady birthrate to keep my schools full (and "harvest" a steady stream of educated workers), and a good sized labor force to fill all job openings and avoid old-age-death gaps... I seldom go larger than 1000 peeps, my favorite towns are in a range of 500 to 800... beyond that towns start to feel like anonymous anthills, with me doing nothing more than administrative chores... not my idea of immersion
  21. 3 likes
    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
  22. 3 likes
    ^ I couldn't have said it better myself. All indeed depends on what your reason is to play the game. One option I'm concidering is to create two separate versions of the mod; one that is only a visual update without any gameplay changes, and one that would include new resources and the likes. To steer the discussion back to Natural Diversity (I have enjoyed the conversation so far, though perhaps if we want it to continue it would deserve it's own thread), I have finished the Herbiversity part of the mod (for now at least, new ideas might pop up like flowers in spring). These are the herbs that made the final cut. Each again with three meshes, and the ones with flowers will have those wilt in winter. I'm not yet sure what the next part of the mod is going to be. I have been playing around a bit with some Alternative Rocks, but the recent discussion has also given me ideas for some Berryation. I'm also not sure on when to release the first version of the mod. Is it common to release partial mods and update them regularly, or would people find it annoying to have to redownload it every few weeks?
  23. 3 likes
    A simple food override mod should be possible but it would be a huge job. If you don't make these foods or buy these foods they won't show up in your town hall list. For traders, just tell them to bring only a small number of foods that you actually want. You do have to wade through the long list once for each food trader to select what you want, but after that you never have to worry about them again unless you change your mind and want to order something different. Personally I like the food variety. I do agree that we don't need 10 different types of cider or 10 different types of jam. But I do like having all the different raw ingredients such as all the berries. I wouldn't want all berry crops to grow generic berries. For the purposes of this natural diversity mod though, generic mushrooms and herbs is fine. Making the forest look more interesting is what's important. I'm very much looking forward to this to being released. I guess what it all boils down to is that there are a number of different ways to play Banished. Survival game, medieval city builder, or town life simulator. If you are aiming for huge cities then details like 6 different egg recipes will just be annoying. If you enjoy growing fresh food and feeding your people hearty recipes then foodmania mods are almost essential.
  24. 3 likes
    @Ketchup so I turned shadows on. I have to have them at high quality otherwise you get those horrible horizontal lines everywhere. And low resolution just makes them look like squares everywhere. Any hints on making shadows less system intensive? Unfortunately, on high res/high quality, I can barely scroll! It does look good for pictures though... Trees as natural trees, without shadows... And with shadows...
  25. 3 likes
    I think I've tree'd myself out for the day.
  26. 3 likes
    Thanks! I think perhaps the maples need some height variation. And what do people think about the red one? I think it looks cool... but there are no year round red maples... so should it stay as a variant in the natural trees or should it be just decorative? Firs are much better now... and so are the aspens! Getting close to a full tree addon here...
  27. 3 likes
    I used the white house from red ketchup in this city, so the name for the map was easy. only thing wich is imported on this map is tequila....the billboard did the job I used the upgraded version of the boarding house and coverings to make something that had to look like a train station in a city
  28. 3 likes
    I'll have a look into it and see what can be done On a more natural note, all this talk about bushes and berries has inspired me to improve the natural components of the Pine Set. So far, I have re-modeled the Spruce, White Pine, and Maple trees. I think they all still need some tinkering, and am not sure if the foliage on the maples is perhaps a little too much. Spruce... White Pine... Red and Green Maple... All together... So wintry and white!
  29. 3 likes
    ^^ do you need a scotch pine ? they are high of 4 tiles height last screenshot has a high of 5 tiles i think it look better at 5
  30. 3 likes
    CC 1.74 is now available for download. Little Changelog: Fix Edibles Market storage bug Fix Precious Mine limit bug Added Market Carts for Construction, Minerals, Raw Materials, Industrial Fuel Added Market Stalls for Crafted, Forged, Fabrics, Misc, Precious Added Storage Cellars for all new Limits Added Materials Warehouse for Construction, Minerals, Raw Materials, Industrial Fuel Added Small Barn specialized storage for Crafted, Forged, Fabrics, Misc, Precious Fix Stable to use Misc Limit Fix Wild Shepherd to use Misc Limit Allow Clear Tree to remove Hardwood Trees Just so everything is clear, because there's bound to be questions: There should be a Storage Cellar for every limit. Luxuries, Clothing, Construction, Crafted, Fabrics, Food, Forged, Fuel, Health, Industrial Fuel, Minerals, Misc, Precious, Textiles, Raw Materials, Tools. There should be some kind of market for all the limits. Generally, if it normally goes in a stockpile, it should now have a Market Cart. If it normally goes in a barn, it should have a Market Stall. There should be a specialized storage for the new flags. Crafted, Fabrics, Forged, Misc, Precious. These all use the Small Barn model. Eventually, these will probably be changed, but I thought it was best to have *something* rather than wait to make new models for each one. There should be special warehouses for the flags: Construction, Industrial Fuel, Minerals, Raw Materials, in addition to the Iron, Fuel, Stone, Wood ones that are already there. These new flag warehouses use copies of the models of the existing ones. The bigger warehouse, which was called the "Materials Warehouse" is now called the "General Warehouse" and is flagged for all 8 of these flags (everything that normally gets stockpiles)
  31. 3 likes
    Time for another sneak peek! Thanks to Necora's excellent explanation of how the BillboardMaterial works, and after some fiddling with the code by myself, I have managed to add a neat little feature. The flowers will now emerge from the ground in spring, and will wilt and wither again in autumn. https://webmshare.com/play/OVDWn Next to this, I have some more herbs to present. Their names are Camomile, Echinacea and Oregano.
  32. 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" ] }
  33. 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!
  34. 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
  35. 2 likes
    Old video I made about 9 months ago, it's showing some orchards using for decorating my city. Thanks for watching!
  36. 2 likes
    yeah sure why not ! maybe the texture of the leaves is better than i have cause it was very bad ^^
  37. 2 likes
    I use Real Time Aging in all my gameplay, my favourite aging mod. The city develops slowly and I taste the evolution. I tried Adam & Eve a few times, but I don't really like it. It's a bit too much... incestuous
  38. 2 likes
    Cool... yeah, when I read "first mod" I thought "model?" and got sort of weak knees... LOL
  39. 2 likes
    backfaces being invisible is a problem with the material you're using, most materials cull these. You can either solve this by creating faces on the inside for the build meshes, or by changing the code in your material.rsc (if you are using a custom one). Inside the material.rsc there is probably a line saying 'CullMode _cullMode = BackFaces;' If you want no culling to happen, change this to 'CullMode _cullMode = None'.
  40. 2 likes
    It never fails. My village gets to 50 people in the current playthrough ... and @Kralyerg releases an incremental bugfix for CC. -headdesk-
  41. 2 likes
    Oh and one more thing.. I'm not sure what this UI is called, it is the one that pops in or out when you hit 'N' on the keyboard in 3D Veiw and has the transformation options and things in it. If you scroll down to the shading menu, you can tick AO and it will display your values and some shading on the building (which I have made red here for fun). It is a rough estimate of how your values will come out, the result is a lot grainier than a proper bake in game, but you can play around with them to see the difference of changing certain things.
  42. 2 likes
  43. 2 likes
    Ummm... but you have done some modeling before this, or? No matter, you're doomed, lost to the dark side Looks good, like Bartender I'm a big fan of odd angles, nooks and crannies...
  44. 2 likes
    I'm not sure if my channel has some of the info you're looking for, but I do my best to explain the "why" behind everything. Plus I tend to play on the more Harsh settings so I do spend most of my time focused on mechanics. One of my first series was on an Adam & Eve start, as I saw so many post along the lines of; "How do you DO that!" My Channel
  45. 2 likes
    Wow, this looks great! I love buildings with little nooks and crannies like that, it makes things look so much alive.
  46. 2 likes
    Hi again No I haven't but......I've just played for 7hrs without a crash/freeze and all I did was change directx9 to 11 and for some reason it seems (so far) to have worked!!
  47. 2 likes
    Besides the trees, I've been working on improving the natural resources and raw material models, so they all have much better texturing and things. So far I'm about 1/2 way through the pine set raw materials. I'm also planning on adding more secondary and tertiary things like tools and clothing so you can actually start to use some of these things other than for trade. Like pitch or twine on tools to make them grip and last longer (steel tool category). These are the models I've improved so far.
  48. 2 likes
    Those maples look much better. I agree with everyone else, it's amazing how far you have come with this mod.
  49. 2 likes
    I wholeheartedly agree with @KevinTheCynic, your development is very impressive. I spent some time yesterday looking through all the screenshots in this thread, and even though your first models were already good, what you are making now is amazing! I wanted to overhaul the tree meshes for my mod, but I don't think I can top this. I do agree with you that in summer the maples seem a bit too 'full' with the foilage. Perhaps some transparency between the individual leaves could create more depth. I also feel that they are perhaps a bit short compared to the other trees.
  50. 2 likes
    I actually never use that option, because I still don't have a clue how it works