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Showing most liked content since 01/14/2017 in all areas

  1. So, 1.7 is technically nearly ready. Screenshots have slowed down as code bugfixing and toolbar icon creation is now the priority.
    8 likes
  2. Sample of the new forest audio. This sound is only present during warm months. This sound is my own composition of 3 different sounds of outdoors.
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  4. There is Meanwhile: Here's some of the new farming components (modular). You can also see ive built a custom garden bed at the back of one house.
    7 likes
  5. ive just changed the ambient insect noise in the forests to birds... its amazing.
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  7. Busy weekend with some retexturing and 3d alterations, including for the food trading post and the dry good trading post. If you play megamod you should be familiar with them. Kralyerg has been doing some more code based edits, much Also, we store our code on bitbucket, today I spent hours shifting everything cc related over to GitLab. Sadly it wouldn't auto import itself. This gives us 5 times the storage so we won't ever have to worry about going over the limit. Lots of little bugs found and more to fix. Shouldn't be too long until you'll be able to play 1.7
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  8. @Ketchup cheers I'll give it a go the next time I compile and let you know. @Denis de la Rive I also had a go at a Turpentine Still. It is a mash of pretty much all of the images of smaller shacks in the files you shared. I had to make some of it up, because I couldn't make out from the pictures exactly how it went, but I think I got a pretty close representation. All of the main aspects are certainly there. I'll put together a few raw materials, turpentine, pine pitch, pine resin, charcoal, etc. and code it up tomorrow, then see how it looks in game.
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  9. I've been working more on my towers, which comprise of three parts: the tower body, the tower cap, and the accessory. These are the tower bodies, Scaffold, Round, Square, Octagonal, and Pyramidal. All the towers can have "caps": The Conical (as seen on french chateaus and castles) The Box, seen here with an egyptian style facade The Residential style, with hipped rooves and dormers And the Pavilion style.
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  10. Lumber cutter was lonely so a blacksmith and tailor decided to accompany him in a few more humble industry set ups. I hear word that a few other professions are thinking about setting up too, they are just deciding on a colour...
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  11. Thanks It came out a bit larger than I thought it would, but sometimes the squares of the game are quite restrictive. By default do you mean without the extra 20 % post bake brightening? So remember I made a small lumber cutter a few iterations ago, but it got dropped for a while? Well it has made a come back! Or at least, a re-modeled version of it has. It is slightly smaller, better proportioned, and has had a face lift. Now comes in a dark wood scheme to fit into the forest these with the pine set, and a green scheme for some colour variation.
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  12. Original... +20% brightness... I like it (to my untrained eyes).
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  13. Here are a few more shots to show the rugged side of 1.7... Getting closer...
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  15. Well, since you're into torture... Okay... one more...
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  16. One of the new items from the Forest Deep Mod v2... * Available at WoB
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  17. I've been playing around with Ambient Occlusions lately, testing what works and what doesn't. I will be updating all of the buildings, but it might take some time. It's not necessarily a time consuming process, just a boring one and I get distracted easily with things like this... I think the AO might actually be a bit too strong on these buildings. I didn't really notice it on the darker buildings, but when you do it on white ones it really stands out. I wanted some good shading, but that church might be too much! The tailor house and school don't have any AO (well they do, but it is all white and doesn't produce any shadows) so you can see the difference. I need something more inbetween (but slightly more to the church than the school).
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  18. The new dairy barn looks fabulous, and the detail on the Choo Choo mod are amazing!
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  19. This morning, somewhere in Banished lands...
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  21. I've just emailed Luke asking for some help with the Materials limits. Let's hope something can be done there.
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  22. If we would only know a group of genius and ambitious people who would love to make their own Banished like game.. Oh wait, we do!
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  23. The kids probably won't know the difference In one of the first games I played, I had a Physician who was 8 - a regular Doogie Howser!
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  24. for turpentine just show a barrel pouring a black liquid and for pine itch just use a pine cone and some needles. keep it simple.
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  25. 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.
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  26. Reflective isn't really the issue, it's transparency or semi-transparency. I asked Kralyerg about his glasshouse and he said he tried to make the glass partially transparent but the glass texture went from being totally opaque to totally transparent. There was no middle ground, it was one extreme or the other. Ideally you'd want a texture that is mostly transparent so you can see plants and workers inside, but you also want the glass to get some snow cover in winter. There are two greenhouse mods. Kral's is totally opaque and Red's is totally transparent. For it to really look good you need something in between but it seems that it can't be done. I don't know if materials can help, but I'm guessing they can't, because if they could then someone would have used them to make water that isn't opaque. But maybe I'm wrong? Imagine how good one of these would look in the game.
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  27. After a boring speech by the mayor and receiving their Citizen's Document along with a generous gift of fresh clothes and soap, they gather in a meadow for a spontaneous "Dance of Happiness" - Now the villagers are not sure if that was such a good idea -
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  28. You mean my little Amish buggy? Yeah, would make a nice decoration <hint>
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  29. I've been learning modelling, and I wanted to share some things I've been working on. I always loved Age of Empires since I was a young kid, and I've been designing a modular set that - when combined - could mimic the layout of a Barracks. COMBINED THEY FORM... I suppose that I could make the house itself either a domicile, or perhaps some kind of workshop that turned weapons and work into an exportable and/or usable resource that simulated combat experienced mercenaries. If anyone wants the models, they are welcome to them. This one is the first of many different styles that I plan on adding, all modular and enabling the simulation of many classical game buildings. What do you folks think?
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  30. Thanks mate! I've also got a bunch of walls I'm working on. These plus the towers and Tower caps, plus the rectangular buildings should be able to replicate all the different archery ranges and barracks. Then comes the central square buildings for the town centre, plus different styles of eaves that you see in the sprites. Then I'll make curved corner eaves that can replicate the ones you see on the market sprite, which could fit any existing CC or Market Puzzle bits beneath it. Any other ideas? I'd be happy to hear suggestions!
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  31. NECORA,this mod set is looking better all the time.well done.i'm glad u set that lumberjack up like that.sometimes people don't want the large mill. that will be a good edition.
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  32. god ! we really made wayyyyyyyyyyy too many things for this game LOL
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  33. I just missed getting the school built before my first child grew up. When I hired a teacher, guess who got the job?? Apparently there is nothing wrong with my teacher being 10 years old and uneducated...
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  34. So new Ambient Occlusion for the Pine set... The storage has no AO for comparison, the still, forager, and kiln do have AO. @ShockPuppet what do you think? Too dark, at least in places? I'm not sure if I find some of it too dark, such as the base of the chimney in the turpentine still which is almost black. Either that or if it is because I'm just not used to seeing them with shading! It does add some fantastic contrast to the models, and makes them look 'used' in a way. I love how it brings out the seams in the wood panels on the ends of the roof. Only thing is I have no idea how to reduce the contrast in the AO, is it acceptable to edit it in Photoshop or something after the fact, just to tone down some of the more extreme contrasts such as that chimney? The crops are also way too dark still, so going to have to play with those a bit more.
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  35. I was thinking a while back about apples. I wanted to make a small juice and cider press, but without an orchard you can't get them. Nothing wrong with an orchard, but around here there are loads of 'wild apples'. 'Wild' in the sense that settlers came across with apple seeds, and planted them everywhere. Not just in orchards, but along the sides of roads and things too. However, apart from having a bundle of apples spawn in a similar way to onions etc., or a small apple tree that is removed when the fruit is harvested, I was wondering if there would be a way to make a gatherer type building act like an orchard, i.e. instead of clear the resource when collected, tend to it and harvest from it like an orchard, but in a radius like a gatherer. Is this possible? It would be great for the pine boughs and pine resin. At the moment I am planning on having them as resources that appear as if fallen from a tree, and the gatherer picks them up. But it would be neat to be able to make a pine tree natural resource that has a resin tap on it, and instead of hacking down the tree every time resin is collected, the gatherer just taps a bit off.
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  36. Yep that broadly the gist of it Basically all we need do is mirror a mesh and put the points list as a sub object. The points list is the internal system of "work here, create item here, chimney smoke here" etc
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  37. thanks for replying shockpuppet I recognise the elevation views and think I understand what you said. If the mesh attachments are looked for first, then these sub objects are defined in a separate earlier process - the model design, (within the model fbx / points files I guess). I didn't fully realise that every RT aspect is also a sort of f variant. If there are four cardinal rotations for each model then there would be four sets of points files for each model within the these files? If just one set, (that the RT keys manipulate) then that would be where I thought a coefficient on the x or y coordinate to mirror the model may be applied at the time of user placement and orientation. I wondered if the RT keys could re-orientate a predesigned model then maybe they could also, with tweaking, do a reflection. Sorry for taking your time away from the most fine, it truly is!, cc work you're doing. Great site and members you've got!
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  38. heres a screen grab of something that shows how to do it in the fbx: The game knows when the rsc says FBX > Points, how its attached to the mesh its looking for. (sub object) PointList resource { String _meshName = "Models\logcabin.fbx"; String _subObject = "points"; } it will always look for the sub objects of the mesh its searching for first. Usually i just rename the points but this is an easy way to allow F's to have different use/smoke positions etc
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  39. More Aussies! And as for being geeky, nothing wrong with that. There's a few of us here that fall into the same category
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  40. Pitch Kiln turns Pine Boughs (branches and roots) into Pine Pitch (charcoal will also be added soon) while the Turpentine Still turns Pine Resin into Turpentine. Pine Pitch and Turpentine will be then used for a variety of things including naval stores (construction type and health type), corking, improved rope and lumber etc. I have made new resources - pine boughs, pine resin, pine pitch, and turpentine. Need to make a pine forester or gatherer or forager type building that will go out and collect these resources, plus maybe a few others such as hemp and flax. I have not yet decided if they will be wild versions that will actually be gathered, or if they will be produced out of nothing. I do like the idea of making a pine tree for the orchard to tap resin for a constant supply. Thinking of also making a couple of houses and some storage areas using the Turpentine Still theme. I really like how the still building came out, it is exactly the style I was thinking of for the basic industry buildings. Now I know how to build it, expect more buildings along this line with some variation to colour etc. Now, for some community involvement! I suck at making icons - I have no idea why - it is something that I am not very good at. So, I decided to ask you guys for some help. If anyone can make icons, or can at least find good icons, I will be very grateful. So grateful, in fact, that if you do find me some good icons, I will be willing to name a building after you. That is right, you will be forever immortalized in the Banished world. The Sherbrooke industry set, IRL, does not just say 'Blacksmith' or 'Tailor' above the door, as I have done in my set, but has a name... "Joe McLane. Blacksmith" and "Donald McDonald. Tailor.". So, if you contribute with icons, I will name one of these buildings (or another coming out of that set) after you (or your handle, or you can come up with a name if you wish). But wait, the stakes get higher... if you make me a set of icons I will not only name a building after you, but will even build a building or a small set of buildings of your choice (I am thinking about those beach huts there @QueryEverything...) as a way to say thank you (you'll have to make the icons for them haha). Now, some of the icons in the maritimes set I do like, the dock pieces, a few others. But most suck, buildings and resources. You'll notice a lot of the produce icons are black and white and any that are not were probably borrowed from CC. Some are so small you can't see what they are. At the moment, all new resources above are just a picture of a barrel. I don't care if you just write 'Turpentine' or 'T' on that barrel tbh, as long as it represents turpentine. Buildings need 1 icon that is 32x32 px, resources need two icons, 1 32x32 and 1 16x16px (I use the same icon just scaled down, which is why it sometimes looks bad). ...Over to you...
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  41. uses mod "EBOilPreess" - there is a crop Flax without CC
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  42. First crack at a pine pitch kiln using the pictures that @Denis de la Rive provided...
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  43. Not a month. We are adding a special building, making it function correct. A few minor edits, I want the new city wall bridge system to have darker colour underwater for example. Then some balance. Then a test. We've got a spreadsheet of stuff we want for 1.7 and technically it's been feature frozen for a while. I have this habit of making more entries every time we tick one off... We've gone rogue a bit, I mean "off spreadsheet" in that there's still stuff being added. I think it's winding down now, the problem is I really, really want to make a banana orchard.
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  44. hello all and g'day! Looks like this is a welcoming and helpful place to be so thought I'd say well done and thanks in advance for all the work, advice and oodles of inspiration I find here. I'm from Scotland and been playing a variety of games since zx81 (with tape recorder file loaders!). I've played all the Civs extensively since the very early 90s and always wished they would allow building placements so started SimCity, stronghold and others to get my fix! Played 1000s of hours of very heavily modded skyrim and managed to get some medievally looking villages together - lots of winding alleys, nooks and crannies! Banished is a delightful game and the mods are like icing on the cake for it. I see many more an hour playing and hopefully creating new mods for others to use once I get my head around the tutorials. Well done again down under, up over or inside outside. You contribute fantastic additions and have my gratitude.
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  45. NEW GAME SETTINGS When you start a new game in Banished, you can choose the type of Terrain, Climate, Size of Map and Starting Conditions. TERRAIN TYPES Valleys original Banished Mountains original Banished Flat Plains CC Lake Waters CC Marsh CC 1.6 Swamp Valleys CC Bleak Mountains CC Verdant Plains CC Sand Lakes CC Desert CC Red Desert CC Swamp Lakes CC 1.7 Water World CC 1.6 Jungle Rivers CC 1.7 Cold Valleys CC 1.7 Temperature CLIMATE High Low Tolerance* Variance* Very Mild CC 80 20 1 10 Mild Original Banished 80 20 2 20 Fair Original Banished 80 20 5 40 Harsh Original Banished 80 20 15 50 Very Harsh CC 60 -5 15 25 Mediterranean (No Snow) CC 90 40 5 20 Marine CC 83 27 5 5 Tropical (No Snow) CC 100 60 5 20 Warm Arid (No Snow – Low Rain) CC 110 50 5 20 Harsh Arid (Very Hot & Cold) CC 110 20 10 20 * These parameters are included in the game code; however, the exact purpose is unknown. J TERRAIN SIZE Small Original Banished Medium Original Banished Large Original Banished Very Large CC STARTING CONDITIONS STANDARD STARTING CONDITIONS - All of these starts use only the trees found in original Banished. Easy Original Banished Start with six families. A large amount of clothing, food, tools, firewood, and building materials are provided. Homes and storage areas have already been built. Seeds for crops and orchards are available (usually 2 of each) as well as a herd of livestock. Medium Original Banished Begins with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Medium+ CC Begins the same as a Medium game, except a herd of livestock is included. It starts with five families. Clothing, food, tools, firewood, and building materials are provided. A storage barn has already been built. Seeds for crops and orchards are available (usually 1 of each). Hard Original Banished Begins with four families. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. Adam & Eve CC Similar to a Hard start, but start with only two people. A small amount of food, clothing, firewood and tools are provided in a small storage cart. No homes have been built and no seeds or livestock are initially available. Missionary CC Start with three families – two of them are uneducated. The fenced compound includes a Parish House and two homes. Some basic supplies are provided in a small storage cart and a stockpile (firewood, clothing, tools and building materials). Some seeds for crops and orchards are available (usually 1 of each) and a small herd of livestock. SPECIAL STARTING CONDITIONS New Frontier CC 1.5 Start with three families living in a small frontier outpost next to a friendly Native American village. Two log cabins have been built in the fort. A small storage cart and a stockpile contain an initial supply of firewood, building materials, coats, tools and food. A herd of livestock has been provided. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. Native Village CC 1.5 Start next to a Native American village with a Ceremonial Ground. In exchange of goods and treasures found at the ceremonial ground, the natives will let you convert their buildings to homes or other uses. · Native Village – Hard Start with three families. A small storage cart contains an initial supply of firewood, coats, tools and food. · Native Village – Adam & Eve Start with one couple. A small storage cart contains an initial supply of firewood, coats, tools and food. Silk Road CC All Silk Road games starts with the ability to feed and harvest Silkworms for their precious silk. A Silkworm Hut and Weavers have been build. A Dense Orchard has been built and White Mulberry seeds have been provided. · Silk Road – Easy Start with six families. Six homes have already been built. A large amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. Crop seeds are also provided (usually 2). No livestock is provided. · Silk Road – Medium Start with five families. An initial amount of clothing, food, tools, firewood, and building materials are provided in a Storage Barn and Stockpile. One type of crop seed is provided. · Silk Road – Hard Start with four families. A small amount of clothing, food, tools, and firewood are provided in a small Storage Cart. El Dorado CC Standard starts with new trees only. · El Dorado – Easy · El Dorado – Medium · El Dorado – Hard · El Dorado – Adam & Eve Nuevo Arbol CC Standard starts with new trees only, excluding Palms · Nuevo Arbol – Easy · Nuevo Arbol – Medium · Nuevo Arbol – Hard · Nuevo Arbol – Adam & Eve Nuevo Arbol Lite CC Lite version for performance. Same as Neuvo Arbol. · Nuevo Arbol Lite – Easy · Nuevo Arbol Lite – Medium · Nuevo Arbol Lite – Hard · Nuevo Arbol Lite – Adam & Eve Antilles CC Standard starts with Palm and Tropical Trees Only. · Antilles – Easy · Antilles – Medium · Antilles – Hard · Antilles – Adam & Eve · Antilles Sparse – Hard Same as Antilles Hard but harder because there are fewer trees. Zhu Zhi Forest CC Standard Starts with Bamboo Trees only. · Zhu Zhe Forest – Easy · Zhu Zhe Forest – Medium · Zhu Zhe Forest – Hard · Zhu Zhe Forest – Adam & Eve Matacapan Jungle CC Standard starts with all of the trees in original Banished and CC. · Matacapan Jungle – Easy · Matacapan Jungle – Medium · Matacapan Jungle – Hard · Matacapan Jungle – Adam & Eve Appalachian Forest CC 1.6 All of the trees are included except tropical trees and palms. · Appalachian Forest – Easy Similar to standard Easy start except the food consists of Rice and Eggs, which means you can build a Rice Planter and/or an Egg Farm (from the Dock Set) unless your citizens eat all the food first. Chickens or Leghorns are your initial livestock. · Appalachian Forest – Medium Similar to standard Medium start Similar to standard Easy start except the food consists of Rice and Eggs, which means you can build a Rice Planter and/or an Egg Farm (from the Dock Set) unless your citizens eat all the food first. Chickens or Leghorns are your initial livestock. · Appalachian Forest – Hard Similar to standard Hard start Similar to standard Easy start except the food consists of Rice and Eggs, which means you can build a Rice Planter and/or an Egg Farm (from the Dock Set) unless your citizens eat all the food first. Chickens or Leghorns are your initial livestock. · Appalachian Forest – Adam & Eve Standard Adam & Eve start with Apples as the initial food. Curse of the Golden Llama CC 1.4 Includes all of the new trees. Curse of the Golden Llama is the closest thing to a mystery in the world of Banished. Towns start near a Golden Llama Monument which provides the option of adventure for the chance of treasure. · Curse of the Golden Llama – Easy Standard Easy start. · Curse of the Golden Llama – Medium Standard Medium start. · Curse of the Golden Llama – Hard Standard Hard start. · Curse of the Golden Llama – A&E Standard Adam & Eve start. Bayou – Easy CC 1.6 Comes with everything needed to get a Dock town up and running: Dock Large Storage, 5 homes (2 Dock Homes and 4 Dock Shanties). Food includes Rice and Eggs, allowing you to build a Rice Planter and/or Egg Farm – if your people don’t eat all of the food first. As with other easy starts, tools, clothing, firewood and some building supplies are provided. You will receive either Chickens or Leghorns as your initial livestock. Old Castle – Hard CC 1.6 A standard Hard start; however, the small Storage Cart has been replaced with an Old Castle, offering a huge amount of storage. Some preserved food is included in addition to a small amount of tools, coats and firewood. All the Wild Things CC 1.6 An extremely easy map type. The land is covered in all manner of edible plants and animals – ready to be gathered from the wild using the Collect Wild Foods toll located under Removal and Destruction tools. Stone and Iron Ore respawn. Note that livestock cannot be captured and put into pastures. There’s a Wild Things Forester you can use to grow all of the trees included in Wild Things starts; it’s located under Themed Sets – Kralyerg’s Kave of Krazy Kontraptions. · All the Wild Things – Easy A standard Easy start with an abundance of food and other resources constantly throughout the wild. · All the Wild Things – Adam & Eve A standard Adam & Eve start with an abundance of food and other resources constantly throughout the wild.
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  46. I always wanted a larger port with really high capacity - well, here it is Mod by Kid1293 / Nomad, available at http://banishedinfo.com/mods/view/812-Large-Port
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  48. No, mostly this one is streamlining many existing items, filling some gaps, improving others, and so on... Plus a big, fat, handsome bag of new goodies of course - structures, textures, starting scenarios, and and and...
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  49. hmm is there a limit to how many items a gatherer can find?? or you can just add more and more to the resource rsc??? we could do honey too then.
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  50. Potatoes, everyone gets a bucket o' spuds
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