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Showing most liked content since 04/25/2018 in all areas

  1. 14 likes
    View File MegaMod 8.01 MegaMod 8.01 The download is a single 1.49 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE. A copy of the pdf is also included in the download. Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed the darker looking trees that people didn't like. Fixed the EB Village Storage Yard toolbar from crashing. Updated mods. Probably a few things I forgot to write down. Submitter Kralyerg Submitted 07/26/2018 Category MegaMod  
  2. 13 likes

    Version

    7,850 downloads

    MegaMod 8.01 The download is a single 1.49 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE. A copy of the pdf is also included in the download. Do not run any of the mods in the above list alongside MM. They are fully included. Disable CC before using MM. Changelog: Fixed the darker looking trees that people didn't like. Fixed the EB Village Storage Yard toolbar from crashing. Updated mods. Probably a few things I forgot to write down.
  3. 12 likes
    Things are happening. The wheels of progress turn slowly but they do turn.
  4. 8 likes

    Version 1.76

    23,483 downloads

    Colonial Charter 1.76 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual 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. Steam Workshop Download for version 1.76: http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998 Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  5. 8 likes
    Sandbox map creation video: <edited out >
  6. 8 likes
    Yes, we require an account to download, I'm sorry. But it's not like we're the only ones. Worldofbanished requires an account to access downloads. Steam requires an account to access the workshop. Nexus mods requires an account to download. Are you going around to all of these places and complaining too?
  7. 6 likes
    Hello all, I've been keeping a blog for my latest town project over on worldofbanished.com, and thought there might be some people over here as well that might be interested. It's fully modded and, as far as I can get it to, historically accurate. Besides reacting and enacting to various historical events that come along, the gaenealogical database and resulting family trees are a great way to keep track of the narrative and might inspire some people. The colony started of in 1639 and we're almost up to 1670 now. I've been holding myself to some strict rules: -Among the many mods to use is the One year is One Year mod. It is both slows down the game’s pace considerably and increases the difficulty of job management. It is simultaneously a boon and obstacle to the project. -Keep a genealogical database for all settlers, allowing for more personal and dramatic storytelling. I have done this before in a town reaching a population of 250 over 90 years. I use the GRAMPS open source software to accommodate this process. -Keep track of relevant historical events that might impact the colony as well as enact the progressively harsher taxation and laws imposed by England. The Trade Tax Implementations can be found in the attached table. -I will try to keep it fun for myself. The previous iterations have been some of my most fun gaming experiences in years, but it can be very taxing. So, I hereby welcome any to have a read and/or join in historical discussions!:)
  8. 6 likes
    Just a little heads up. When I was creating the smaller modular pieces of CC, I added a few buildings here and there to more fully round out the individual themed sets. These were all included in the subsequent versions of MegaMod, but they were never put into their own complete package. So I added all of the new additions from the modular sets into the main CC code and then uploaded it as CC 1.76. There's nothing really groundbreakingly new. Just a few minor updates. You can head over to the downloads section to find it. My game is being annoying when I'm trying to upload it to Steam, but bear with me and it will be up soon(ish).
  9. 6 likes
    When there is something ready to announce, you can bet that shockpuppet will post something. He can't help it.
  10. 5 likes

    Version 1.0.0

    183 downloads

    Maritimes Volume 1 - The Legacy Collection. Maritimes Volume 1 - The Legacy Collection is a link to all maritimes mods created circa winter 2016/2017. These mods will remain available to all who wish to play them, but will not go through any further development. Clicking the download link will take you to a list of .zip files for each of the individual Maritimes mods. Included in the collection are; Maritimes Coverings, Version 100 Maritimes Crystal Cliffs, Version 102 Maritimes Decorations, Version 100 Maritimes Dock Set, Version 104 Maritimes Humble Construction, Version 102 Maritimes Log Cabins, Version 100 Maritimes N.S. Inshore Fisheries, Version 103 Maritimes Patches Maritimes P.E.I. Shore Fisheries, Version 105 Maritimes Pine Set, Version 105 Maritimes Port Royal, Version 100 Maritimes Riffle, Version 105 Maritimes Sherbrooke Village, Version 101 Maritimes Storage, Version 100 Maritimes Trees, Version 100 Compatibility Issues - These mods were compiled prior to the last update to the game. Therefore, there may be compatibility issues/crash issues when used with the newest version of the game and/or mods created subsequently. I apologize for any inconvenience.
  11. 5 likes
    Welcome to Nellville I am putting up a new 'album' in the photo gallery. It's a "Sights around the town" sort of look at the town I am playing now. The album includes a few overview shots at the end, to show the map, and a snip with seed details. Enjoy!
  12. 4 likes

    Version 1.0.1

    1,171 downloads

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates. Usage details This mod requires the 1.0.7 Beta version of the game. When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash. This mod will require a new game in order to fully function. Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC. If you wish to use this mod together with mods that add resources that get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod. Content Meadows The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses. Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat. Thatcher’s Shed and Thatcher profession To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20. Seasonality for natural resources In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F). Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again. Many new models for herbs, onions, roots and mushrooms One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models. Their behaviour is as follows: Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn. Onions will grow in the meadows, and lose their flowers in autumn. Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C. Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C. Future plans As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me! Reeds (growing on the water’s edge) More berry bushes, including an update to the blueberry Twigs and branches in the forest (for firewood) Updates to rocks and ores Extended production chain for thatch, to add more uses. Information for Modders Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me. Grass: Template/NaturalResourceNatDivGrass.rsc Annual Herbs: Template/NaturalResourceNatDivHerbAnn.rsc Meadow Herbs: Template/NaturalResourceNatDivHerbGrass.rsc Annual Roots: Template/NaturalResourceNatDivRootAnn.rsc Thatch: Template/RawMaterialNatDivThatch.rsc Acknowledgements The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people. Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.
  13. 4 likes
    it is a very handy tool that saves us lots of time.moving mods in mod order is super easy and fast,no need to reload the game twice anymore.plus we can save the mod order profile and revert back to it with just a click. for us players that play with lots of mods, it is a must have. for those who might catch this page but have no idea: the mod manager is a tool so we can change the mod order and add mods without even opening the game.plus you can move them up and down and also save multiple mod orders. as i said super easy and very fast.
  14. 4 likes
    Hi I'm just getting started. I'm a 70 year young grandmother and love doing new things with my kids and husband. this seemed to be a fun game so here I am.
  15. 4 likes
    I like this map because all the lakes are realistically connected to a river or a smaller stream dividing the map up. Seed: 994070328 CC: Lake Waters, Very Large
  16. 4 likes
    Hello! I also am from Orlando. I started with King's Quest II. I purchased and played banished a few years ago but got bored and went back to Dwarf Fortress. I'm trying Banished again and am just starting with CC. Thanks for your work! Soupcan
  17. 4 likes
    Hello all. Here from Orlando, FL. 45 years old. Been a gamer since Pong. PC gamer since King's Quest I. Registered here in order to understand Megamod. I have lots of annoying questions to ask
  18. 4 likes
    the RK ED mod should not be included in Megamod for the moment , time to give my mod some visibility and being known as a great mod.
  19. 4 likes
    So. It sounded interesting, so I did create a Discord server to see what it's all about. If anyone is interested, and notices this post, you can join it by using this invite link: https://discord.gg/jTxKzvF I downloaded the app, but from what I understand, you can use it through your browser as well. We'll see what happens and if there's any interest in keeping it around long term.
  20. 4 likes
    Hey all. Been playing Banished for a bit now, after a few games thought I'd check out the Colonial Charter mod. I enjoy Banished, but I play most anything but Call of Duty type shooters and sports games. Just finished the original God of War's trophy list on my Playstation, for instance. I have three cats, they're all adorable little jerks.
  21. 4 likes

    Version

    918 downloads

    Here is the newest update, MegaMod 8. Hopefully, the biggest bugs will be gone and we can move to a final version. The download is a single 1.44 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.67 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (1.07 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Small Stone School has been fixed so it educates 14 students so it matches the description. The medium DSSV starting storage barn initial placement fixed. The code for Medival Grace Education Center has been fixed so it will take students. Herb Garden fixed to use the correct limit. Fixed the double flax problem and fixed the Tiny Workshop to use the fixed flax. Fixed the Marble Quarry text that erroneously references Jade. Fixed City Blacksmith to display the correct limits. Fixed the DSSV Stranded start that didn't have a storage cart resulting in having 0 supplies at start.
  22. 4 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.
  23. 4 likes
    I've seen it, yes. Hopefully they get it sorted out soon. I need my daily dose of WoB or I'll get the shakes soon.
  24. 4 likes

    Version

    1,085 downloads

    Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The download is a single 1.31 GB .RAR file, but you need to extract the .PKM files into your games WinData folder. There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.64 GB) MegaMod2.pkm (1.72 GB) MegaMod3.pkm (0.98 GB) (These file names subject to future changes) Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything. I can't guarantee that saves made with this version will be compatible with future updates. Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM. I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion. A list of mods that are included in MM8 can be found HERE This set of mods includes everything you need. You are free to remove or disable any standalone version of the mods that are included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog of fixes: The Stable that produces Domesticated Animals (KKKK version) is using the wrong flag Medieval Salt Mine using wrong flag (textile) IGhost Trees: 3rd tree from left (one of the Town Pines) cannot be deleted Kid1293's Medieval Grace Monastery does not take on students. Re kid1293's Stone Addon - Some of the pieces of the multi floor house do not align. Embx61's Bakery not taking on Sugar so can't make Sugar Cookies. Game, using DSSV starts, sometimes crashes when orchards, crop fields or pastures selected. The Stranded with Seeds start does not have a cart with initial supplies. The Small Crafted Barn - Crafted is misspelled Kid's Forest Outpost Workshop is not taking on Flax to make Linen Clothing RK's Choo-Choo is not accepting Coins Duplicate tabs for Wintin's End of Roads Two vanilla Woodcutters under Fuel Production ICanal Bridge need to fix appearance Kid1293's Fish Farm only in Community Toolbar Cozy House 3rd story will sometimes be wrong size Coal Shack has wrong limit displayed
  25. 3 likes
    Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets
  26. 3 likes
    Here's the place for discussion and bug reports for RC5. Hopefully there won't be too many more crazy bugs and we can move to a final version. This is probably save game compatible with RC4. There may be issues if you have ordered any Flax from the trading post, because it may not exist anymore due to the merging of duplicate instances of flax. And there may possibly be issues if you have made extensive use of DS Jetty and Bridge pieces. Enjoy. -------------------- Here's a short list of the known bugs. If it's listed here, you don't need to post about it. New entries will be placed at the top of the list. Issue: Two Fig seeds exist. Status: Fixed. Both seeds produce the exact same Fig resource, so there's nothing to worry about on that side. Just buy one of the seeds, either one. There will only be 1 seed in the future.
  27. 3 likes
    Hello everyone... Sorry that I didn't introduce myself back in November. I only came here to ask about MM 8.01. I got an answer. :-) I am Oathknyght. I have no idea what else to say. :-)
  28. 3 likes
    Attached is a list of the mods included in MegaMod 8 RC5 (as of 7/26/18). If you notice any "bugs" or have any difficulties, please let us know! Mods Included in MegaMod 8.01.pdf
  29. 3 likes
    CC: Journey on steam is now updated to 1.76. Some people have asked for that
  30. 3 likes
    It's not common but it is normal as far as I can tell. I see this happen a lot in games when there are many more adult females than males in the population (e.g. the adult population is about 1/4 or 1/3 male). The game mechanics revolve around survival and having children is a significant part of that. I suspect that if a female adult hits the right check-boxes (e.g. home with space for children, correct age for pregnancy and so on) they will automatically become potential mothers regardless of having a husband.
  31. 3 likes
    Hi. New to banished. Still playing the vanilla version. But loved the diversity in this mod seen in some YouTube videos. Will download this mod soon.
  32. 3 likes
    Hello everybody. I live in Alabama, USA. I enjoy city building and turn based strategy games. I have been in Banished for a few years and thanks to many great modders am still enjoying the game. Would like to take a moment to say thanks to all of the people that take time to create mods for game so we all can enjoy them more.
  33. 3 likes
    NEW GAME SETTINGS 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 Note: If choosing a sand or desert terrain, you may also want to choose the Antilles (Palms only) start as well as a no snow / low rain climate. CLIMATE TEMPERATURE Fahrenheit Celsius High Low Tolerance* Variance* High Low Very Mild CC 80 20 1 10 27 -7 Mild Original Banished 80 20 2 20 27 -7 Fair Original Banished 80 20 5 40 27 -7 Harsh Original Banished 80 20 15 50 27 -7 Very Harsh CC 60 -5 15 25 16 -21 Mediterranean (No Snow) CC 90 40 5 20 32 4 Marine CC 83 27 5 5 28 -3 Tropical (No Snow) CC 100 60 5 20 38 16 Warm Arid (No Snow – Low Rain) CC 110 50 5 20 43 10 Harsh Arid (Very Hot & Cold) CC 110 20 10 20 43 -7 Note: some crops don’t grow well in extreme climates. * 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): Like a Hard start, but with only one couple. 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. SPECIAL STARTING CONDITIONS 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. 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 – Easy, Medium, Hard or Adam & Eve (CC): Standard starts with new trees only. Nuevo Arbol – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with new trees only, excluding Palms Nuevo Arbol Lite – Easy, Medium, Hard and Adam & Eve (CC): Lite version of Nuevo Arbol for improved performance. Antilles – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with Palm and Tropical Trees Only Antilles Sparse – Hard (CC): Same as Antilles Hard but harder because there are fewer trees. Zhu Zhi Forest – Easy, Medium, Hard and Adam & Eve (CC): Standard Starts with Bamboo Trees only. Matacapan Jungle – Easy, Medium, Hard and Adam & Eve (CC): Standard starts with all the trees in original Banished and CC. Appalachian Forest – Easy, Medium, Hard and Adam & Eve (CC 1.6): Easy, Medium and Hard starts are standard except you are given Rice and Eggs as your initial quantity of food, allowing you to build a Rice Planter and/or Dock Chicken Breeder unless your citizens eat all the food first. (Adam & Eve gives you Apples as your initial supply of food.) Easy starts begin with a small flock of Chickens or Leghorns as your initial livestock; build a Reed Farm and you’re ready to make Survival Coats! Includes all the trees in Banished and CC except tropical trees and palms. Curse of the Golden Llama – Easy, Medium, Hard and Adam & Eve (CC 1.4): Curse of the Golden Llama is the closest thing to a mystery in the world of Banished. Towns start near the Golden Llama Monument which provides the option of adventure for the chance of treasure. Includes all the new trees. Other than that, these are standard starts. 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 Dock Chicken Breeder – if your people don’t eat all 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 number of tools, coats and firewood. All the Wild Things – Easy and Adam & Eve (CC 1.6): Standard Starts on an extremely easy map. The land is covered in all manner of edible plants and animals – ready to be gathered from the wild using the Collect Wild Foods tool located under Removal and Destruction tools. Stone and Iron Ore respawn. Note that livestock cannot be captured and put into pastures. Shipwreck (CC 1.7): Shipwrecked in an unknown land, your people have only their wits and what they can salvage from the wreck. Shipwreck – Hard: Standard Hard start. Map does not include any Tropical trees. Shipwreck – El Dorado – Hard: Standard Hard start. Map includes only new trees. Shipwreck – Jungle – Hard: Standard Hard start. Map includes only tropical trees and palms. Shipwreck – Northern Pines – Hard: Standard Hard start. Map includes only new and old pine trees. Shipwreck – Medium+: Standard Medium+ start. Shipwreck – El Dorado Medium+: Standard Medium+ start. Map includes only new trees. Shipwreck – Jungle Medium+: Standard Medium+ start. Map includes only tropical trees and palms. Northern Pines – Easy, Medium, Hard and Adam & Eve Starts (CC 1.73): Standard starts on maps with new and old pine trees. Abandoned Village (CC 1.7): Deep in the wilds your people come across the remains of a previous settlement which has fallen on hard times and is now abandoned. You have the same amount of resources that are available in a standard Hard start, however an Old Barn and some houses are already built or partly built Abandoned Village – Northern Pines – Hard: Standard Hard start with a map that only includes old and new pine trees. Abandoned Village – Jungle – Hard: Standard Hard start with a map that only includes tropical trees and palms.
  34. 3 likes
    Hello everyone, here from Spain, 36 years old. I love Banished, and I love megamod.
  35. 3 likes
    Hello everyone, Black jack here from Brazil, 36 years old, playing all kinds of games, but mainly RTS, builders of cities and strategy in general.
  36. 3 likes
    hopefully, next update will contain some RK Ed code i ve got yesterday the permission from Troy to pass the animal code around to whoever i trust
  37. 3 likes
    Well, ideally yes, except for the fact that "the next release" was already in the process of being compiled and uploaded before you posted that question. Kid is fairly consistent with providing the code I need whenever he's at a good point. He usually waits a few days to see if theirs any bugs so he can make updates. So, hopefully in the next next update.
  38. 3 likes
    I started with King's Quest myself!
  39. 3 likes
    I did two test runs. To set it up I created a new hard game and then used Debug to create three 20x20 pastures. I added 10 out of the 25 sheep each pasture could hold. I placed mountains of food and firewood right next to the housing, which was right next to the pastures. First pasture 1 worker, second 2 workers, third 4 workers. Then I let it run on 10x speed and waited for the sheep to reproduce. Number of workers absolutely does not matter. In the first run, the pasture with 2 workers grew to the max population first. In the second run, the pasture with 1 worker got there first. It did appear that the pasture with 4 workers produced more wool, but that might just be chance. I'd want to do quite a few more test runs to be sure it wasn't a fluke. And, well, I don't want to do anymore test runs.
  40. 3 likes
    Yes. There is now a release just titled Mega Mod 8, and not beta or release candidate. This should hopefully be the actual release version.
  41. 3 likes
    Your concerns are part of the problems I can see. I think of all of the negativity at the Steam Discussion group and don't want to encourage that. However the Chat we had on the old BlackLiquid Forum kind of let us get to know each other better. Fortunately we weren't overwhelmed with people using it. I think it would function better where players could hang and talk to each other. If you ever felt like it, you could always schedule an hour where you could answer questions - like when you release a large new mod.
  42. 3 likes
    I made a little addon mod. FewFlowers.pkm The flowers will grow the same in the forest, but when you pick them, you will only get 1 Flower in your inventory, instead of 15-20. This should be savegame compatible. It won't do anything to what you already have in inventory, but anything new that is collected should be way less. Make sure this is above MM. And of course it's going to turn red, because it's modifying MM files.
  43. 3 likes
    a couple of pictures
  44. 3 likes
    Hey everyone! My name is Don and live in Kansas. I've traveled extensively throughout the U.S., partly because of my jobs and because I wanted to get out. I grew up in a time when traveling outside America was a luxury which is why I didn't take trips like so many do now. I also love to read and am a new student to American History which makes me love this game too. My other hobbies include baking, cooking, bird watching and doing jigsaw puzzles. I've played many types of games but the original SimCity (the old one) got me hooked in city building and simulations. Thanks so much to all the modders who have made Banished into what it is today.
  45. 3 likes
    You people who made this game + the mods available to us are brilliant, the wife says it could save our marriage cause she see's less of me.
  46. 3 likes

    Version 1.1

    1,602 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 ).
  47. 3 likes
    Welcome, Please post in the introduction section first. We are a community afterall. As a community there are no restrictions on downloads for members, we believe in freedom. To download files simply log in and browse the downloads section. The wiki is community run, and we appreciate edits and additions by anyone. We would love to see the towns you have built. Feel free to make suggestions of any kind. We always try our best to accommodate. Mods are in active development, I'd recommend hitting the "Follow" button on files or around the forum to get the latest updates. I'm keeping an eye out on a number of games that have modding potential, not just banished. Some of us are actively involved in game development. Any details will be posted to announcements. The forums are here for everyone to use as they like, but please keep it civil. Thanks for stopping by.
  48. 2 likes
    but i will still up my 30x30 pasture maximum workers to 3 (i mean for my RK Ed mod ^^)
  49. 2 likes
    Some foods don't grow as well when the weather is too hot or too cold. This chart should help you: Temperatures in Colonial Charter
  50. 2 likes

    Version v17

    1,237 downloads

    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V13 Updated for C 1.72 and MegaMod 0.07 V14 Fix Fuel storage bug.