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Showing most liked content since 10/18/2017 in all areas

  1. 13 likes
    View File MegaMod 8 Beta Here is the newest update, MegaMod 8. Because of all of the changes with Banished 1.0.7, and the new Community Toolbar, I decided that it would actually be easier to rebuild MegaMod from the ground up, instead of trying to update the old version. Because this is basically a brand new creation, this version is still in a very Beta state. It plays fine, but there are probably bugs lurking here and there, so use at your own risk. The download is a single 1.25 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 (1.61 GB) MegaMod2.pkm (1.64 GB) MegaMod3.pkm (954 MB) (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 beta 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 individual mod (including CC 1.75) that is included in MM. You are free to remove or disable the pair of mods of MM7. Submitter Kralyerg Submitted 01/25/2018 Category MegaMod  
  2. 11 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
  3. 10 likes
    Things are happening. The wheels of progress turn slowly but they do turn.
  4. 10 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  
  5. 9 likes

    Version 1.76

    19,741 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!)
  6. 9 likes
    The village of Beagleville was unfortunately destroyed by marauding wild tigers (and a rumored walrus). The two lone survivors Adam and Eve Hound escaped by jumping on an Industry Supplier's passing boat and sailed upriver, spending many weeks on deck, grieving over their lost neighbors and lost reserves of fancy homewares . After giving the trader their last bucket of sand, they were forced to leave ship. Only with the clothes on their backs and 150 apples the Hounds started anew. Being a prideful sort, Adam Hound named the new settlement Houndtown. Eve Hound frets over the cumbersome size of the stockpile but with four children, one of them still 0 years old, she has more pressing matters on her mind as of late.
  7. 8 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
  8. 8 likes

    Version 1.0.0

    561 downloads

    An expansion based on the Tiered Houses found in CC. This space-saving mod allows you to build residences above various types of businesses. You can also build single or multiple-family residences of 1-3 stories.
  9. 7 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?
  10. 7 likes
    The latest version of CC is 1.75. The latest version of MM is 0.07 and CC 1.71 is included in this. I'm currently working on MM 0.08 which will include CC 1.75 and dozens and of new mods. There isn't a time frame on this, but hopefully relatively soon.
  11. 6 likes
    When there is something ready to announce, you can bet that shockpuppet will post something. He can't help it.
  12. 6 likes

    Version 1.1

    1,437 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 ).
  13. 6 likes
    There's already plans to do exactly what you're suggesting with the toolbar. It's just not as easy as it sounds. And MM8 has a lot more themed sets, so I thought it would be easier to release the beta versions to find the actual real bugs and work on the toolbar as I have time. You do not need to list them all. I know.
  14. 6 likes

    Version 2

    385 downloads

    Here is the newest update, MegaMod 8. Because of all of the changes with Banished 1.0.7, and the new Community Toolbar, I decided that it would actually be easier to rebuild MegaMod from the ground up, instead of trying to update the old version. Because this is basically a brand new creation, this version is still in a very Beta state. It plays fine, but there are probably bugs lurking here and there, so use at your own risk. The download is a single 1.25 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 (1.61 GB) MegaMod2.pkm (1.64 GB) MegaMod3.pkm (954 MB) (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 beta 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 individual mod (including CC 1.75) that is included in MM. You are free to remove or disable the pair of mods of MM7.
  15. 5 likes

    Version 0.07

    12,057 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  16. 5 likes

    Version

    2,524 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.
  17. 5 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).
  18. 5 likes
    View File MegaMod 8 RC3 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: Added/Updated a few mods since the last update. Urban Wood Cutter crashes when clicked on. RK's Colorful Two-Story House too dark Duplicate icons for Kids Garden Workplace Clicking on the Decorations -> Build Your Own Canal toolbar causes a crash. Wagon Workshop isn't on the regular toolbar but is doubled in the community toolbar. Florist has no Limit box. No way to force laborers to gather Flowers for the Florest / flowers taking over town Missing Seed name at Trading Post. Couple of missing icons in the CC Fences toolbar. Kid's WorkPlace Preservist is doubled in the Community Toolbar and absent in the regular toolbar. Kid's Decorative Plants is doubled in the Community Toolbar and absent in the regular toolbar. Submitter Kralyerg Submitted 03/18/2018 Category MegaMod  
  19. 5 likes
    View File MegaMod 8 RC1 Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions. The biggest change in this version is a major revamping of the toolbar. Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together. But many people like the format of the Community Toolbar and being able to find different mods by the same modder. So I figured, why not both? So the Community Toolbar is there, with the mods sorted by modder. And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder. Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod. For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths. Feel free to leave toolbar feedback. I do read all the comments even if I don't respond to them. The toolbar is a major beast and will always be evolving. The download is a single 1.28 GB .RAR file, but you need to extract the .PKM files into your games WinData folder (make sure the extractor program you use is a current version). There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing. MegaMod1.pkm (1.63 GB) MegaMod2.pkm (1.67 GB) MegaMod3.pkm (991 MB) (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 beta 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 mod that is included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog: Updated and added various new mods that came out since Beta 2 Some buildings required double sets of logs fixed. Forester build states. Jam House click crashing Tequila Distillery click crashing. Fantasy Castle click crashing. Various Town Hall click crashing. Library click crashing. Little Chapel click crashing. Blast Furnace click crashing. Various Town Hall minimize buttons. Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation. Submitter Kralyerg Submitted 02/19/2018 Category MegaMod
  20. 5 likes

    Version 1.0.0

    293 downloads

    A series of Forester buildings that will exclusively plant and grow the orchard tree that is chosen. These orchard trees will then grow the fruit or nut that is associated with your selection. Then you can build a special Gatherer building that will automatically go around and collect these foods. You know how the regular Forester plants regular trees, and those trees will grow Berries and Roots and stuff, and then your Gatherer collects them? Exactly the same concept. Plant some trees. Grow some fruit. Collect with the Gatherer. The Orchard Gatherer is the first icon on the list you see below. It is special in that it is the only one that will automatically collect these orchard foods. The Orchard Gatherer will also act like a normal Gatherer if you place it in a normal forest. Because these are still Forester buildings, when the trees reach maturity, they will be cut down for Wood and a new tree will be planted in its place.
  21. 5 likes

    Version 1.0.0

    13 downloads

    Instead of gravestones, your cemeteries will contain zombie hands reaching from beyond the grave.
  22. 4 likes

    Version 2

    649 downloads

    This little mod increases the quantities of the basic resources that you collect. Stone, Logs, Iron, and Iron Ore. Increase Stone from 1-2 to 3-5. Increase Iron from 1-2 to 3-5 Increase Iron Ore from 2-3 to 5-7 Increase Logs from 3-4 to 5-7. (Logs was already increased in CC from 2-3 to 3-4. This is even higher.) I had posted this in a random thread a while ago, so if you had downloaded that, this is exactly the same, just compiled for final 1.0.7.
  23. 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
  24. 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.
  25. 4 likes

    Version 1.0.0

    218 downloads

    Welcome to the Final Frontier... No, not space. As your civilization pushes into the unknown, build a Fort to protect them, or barter with the Natives for a more peaceful route. Included is the themed Fort Set and Native Buildings from Colonial Charter, as well as a few new buildings. There are no terrains included, but there are a series of themed Starting Conditions that come from Colonial Charter. As with the other sets, this uses the "Community Mod Toolbar".
  26. 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.
  27. 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.
  28. 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.
  29. 4 likes
    @crashdodgers In the future, when you want to look for mods over at WorldofBanished.com, here's some help: First, you have to login. When you do, the thread "Mod Downloads" will appear in the section called Mods Garage. Click on that. Then under "Category Name" choose Mods 1.0.7. This gives you a list of mods in order by when they were posted. Click on the header "Title" - this changes the order to alphabetical which makes it much easier to find a specific mod. You can also click on any other header to reorder the list; I find it helpful to click on "Membername" (aka Modder) when you want to see all of the mods by one modder.
  30. 4 likes
    if you want to have fun with it... go ahead ^^ it has alot of flaws that cant be adressed. i remade it so you get more "space" in the citizen's inventory for the traders and vendors (from 500 to 800 weight) but cannot speed their movements. Have Fun !!!! ROFL HorseWagen.pkm
  31. 4 likes
    Hello, first of all a big thank you to all modders ! My name is Julien aka VXL, I live in sunny south of France and I'm an avid fan of city builders. I played nearly all of them since the first of the genre : SimCity in 1989, but I keep going back to Banished. I played vanilla on and off for quite a long time and recently found myself in need of a change. I still have to give a try to Colonial Charter hence the reason why I'm here today. Edit : my english is not very good so don't be surprised if you see me editing all my messages, most of the time it's simply to correct my bad grammar and spelling (plus I'm a perfectionist).
  32. 4 likes
    Agreed! CC is an entire expansion that is phenomenal and completely free! Once I started playing with it, I could never go back. I play with Mega Mod now which is CC plus a thousand other things. Although, I would recommend getting to know CC first because MM can be overwhelming otherwise. But when you get the chance, you should check it out. If you think CC is amazing, MM just might blow your mind a little. It is like a whole new game without losing the Banished feel. Just CC but then some. : )
  33. 4 likes
    Have been playing vanilla Banished for a while now and recently finished all the Steam achievements. Was uncertain about going the mod route but took the dive. The content from the CC mod makes this almost an entirely different game. Still has the feel of Banished but with so much more added depth and complexity. I'm not sure who developed and worked on CC, but great job. I did make a contribution to the cause as this really does feel like a new game that is definitely worth paying for.
  34. 4 likes

    Version

    469 downloads

    Here is the newest update, MegaMod 8. Because of all of the changes with Banished 1.0.7, and the new Community Toolbar, I decided that it would actually be easier to rebuild MegaMod from the ground up, instead of trying to update the old version. Because this is basically a brand new creation, this version is still in a very Beta state. It plays fine, but there are probably bugs lurking here and there, so use at your own risk. The download is a single 1.27 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 (1.61 GB) MegaMod2.pkm (1.66 GB) MegaMod3.pkm (980 MB) (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 beta 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 individual mod (including CC 1.75) that is included in MM. You are free to remove or disable the pair of mods of MM7. Non-comprehensive changelog: Updated and added new mods that came out since Beta 1 Fixed: Beekeeper buildings crashing Crop Field Pickup Button Storage Cart cant store fuel Blacksmith UI Lumber storage issues Tiered Windmill/Bakery crashing Library Attendance Old Greenhouse CC Upgrade Buttons Blast Furnace TC Hostel crashes Tropical Greenhouse storage issues Windmill storage issues Friendly Tailor storage issues Fast Food Stand storage issues Missing Toolbar icons Added DS Starts (Jack and Jill)
  35. 4 likes

    Version 1.0.1

    1,045 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.
  36. 4 likes
    So before the holidays I started playing Banished again after over a year of not playing. I updated CC but didn't do much exploring after that and started a town. Then I found Maritime's dock system and added that mod, then I found the Sherbrooke and then the Pinetree set and added that. (First image) then I found a whole slew of "modular" mods I didn't know about and before corrupted my save completely I decided to start over from scratch. I have a 2 toned town going here. A wild pinetreeing, mushroom house living rustic side across the bridge is the spread out big country land folk and then by the canals a colorful mix of the two in townhomes. It has been a fun town to make but it can pretty much run without my intervention now so I am getting bored of it. Is that bad? Do you guys do that too and then start over? I am thinking of starting over with a new theme or different challenge. This challenge was how much I could fill out the map and our stores and people without being tremendously behind on one thing. I didn't fill out the map quite enough but ya bored.
  37. 4 likes
    here's some I'm working on.. not done yet of course...
  38. 4 likes
    any news ? it is been 2 full months since last update
  39. 4 likes
    Just for more visibility, there's several new standalone, modular pieces of CC available in the Downloads section. CC Docks CC Frontier CC Stacked Shops and Homes
  40. 4 likes
    Have you ever wanted to use just a single aspect of Colonial Charter alongside your other mods, without the enormity of other options that comes with it? Soon, this may become a reality. If you head over to the Downloads area, there's a new section called "Colonial Charter Modular". This will house the different pieces of CC that are created as standalone mods. Right now there's only a few things, but more will come.
  41. 4 likes
    This looks great. It's wonderful to hear that the game is progressing. Having seen everything you've done with Banished, with all the limitations, I can't wait to see (and pre-order!) your own game.
  42. 4 likes
    Here is an unpainted terrain island generated exclusively from code. It represents a size of up to 20 kilometers x 20 kilometers (our game is being created in a 3d scale of 1:1 with real life). It generates very quickly and is high performance, showing the cap of 120fps. This is not the standard unreal engine terrain system, we are not using that. We use C++ code to manipulate polygons into a terrain 3d mesh that will give us control of terraforming tools in game, such as flatten.
  43. 4 likes

    Version 1.0.0

    316 downloads

    The Maritimes Collection - Port Royal Preamble Inspired by the Port Royal Historic Site in the Annapolis Valley, Nova Scotia. Founded in 1605 by France, it was the first French settlement in North America and was capital of Acadia for a brief time before being destroyed by the British in 1613. The French relocated to a new Port Royal further down the Annapolis river at where is now Annapolis Royal. In 1939 the fort was re-created as a replica in its original site using duplicate plans recently discovered in France, where it still stands today as a vibrant visitors attraction. Included in Port Royal... Row Housing - a range of row houses have been made, modeled on the Port Royal buildings. While most of the original housing on site seems to be in quarters rather than individual houses, I've used the general look of the fort to style these houses. Small single story house Single story inner corner house 2 story over hanging house - right and left version - to be placed above the smaller house 2 story central house 2 story inner and outer corner houses - inner corners have 3 F-variants to transition between heights Town Civics, all which can be built in the row setting. Town Hall Church School Industry, all which can be built wall to wall. Blacksmith Forge - to make iron out of iron ore (also introduced in the set if you don't already have it) Lumber Cutter Tailor Food Production Buildings Bakery - makes various tasty breads Grist Mill - a mill to be placed besides a stream, that will grind various grains into flour. This is based off a replica Grist Mill near to the Port Royal site, which was the location of the first wheat field and mill in North America. Storage and market options Edibles storage cellar Large materials/construction warehouse Dry storage loft to be placed above the warehouse A central market building Various fort decorations including towers, palisade walls, and a cannon platform. Compatibility Issues None to report. 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!
  44. 3 likes
    Hello there! New members please take a moment to introduce yourself. If you're an existing member perhaps you can spare a moment to give us an update I live in Australia with my pet doggo Stevie. I enjoy city building and base building games. I also enjoy turn based strategy of all kinds.
  45. 3 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!
  46. 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.
  47. 3 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.
  48. 3 likes

    Version 2.0

    192 downloads

    DS Bridge Crossing - v2.0 **NEW VERSION -- 01 March 2018 Adds 6 Bridge Crossings that can be built over streams, rivers, or even lakes. Toolbar location: - 'Mod Collections toolbar' - 'DS Mods' - 'Roads, Tunnels & Bridges' - 'Bridge Crossings' Build a drag-able (from shoreline-to-shoreline) Bridge Crossing: - Rough Log Bridge (2 logs + 2 work per tile to build) - Log Bridge (3 logs + 3 work per tile to build) - Covered Log Bridge (5 logs + 4 work per tile to build) - Stone & Log Bridge (2 stone + 2 logs + 4 work per tile to build) - Town Stone Bridge (5 stone + 5 work per tile to build) - Guard Tower Bridge (2 stone + 3 logs + 5 work per tile to build)
  49. 3 likes
    I've been playing Banished (both vanilla and mod) for several years now. I've started numerous games under a variety of game conditions. I completed 100% of the achievements in the vanilla version. I can usually achieve a stable population in under 20 (banished) years or about 1.5 bani generations...sometimes less. There are indeed many ways to play the game, but when it comes to getting started...and you have played the game a lot, a little, or not at all...I can tell you this: A- Build a food resource gathering structure immediately. My go-to is the Gather's Hut, but a Duck Blind, Crop field, Hunting Lodge or even a Shore House works. An Orchard or Animal Pasture are not good ideas because they do not produce food immediately. Assign one Bani to what-ever the task is, once the structure (or crop field) is built, and you have an immediate jump your most fragile resource. Food can go fast; a surplus can disappear in two seasons. Many of the resources required to build a structure like a Gather's Hut (logs, stone) can be gathered by laborers while they are clearing a site for the structure. Don't forget to build a stock yard near the site of your food gathering structure so that builders don't have to walk far to construct the structure or clear the building site. Put your food gathering structure near your barn or supply wagon too. B- As soon as a food gathering structure is being built, start the construction of some sort of Fuel gathering resource structure. We are talking about a Wood Cutter, or Stacks Burner, etc.. Unless you are playing a tropical environment (where Bani's still put fuel in their homes, they just don't use it!), you will burn through all your firewood or fuel bundles during your first winter. If you don't get a surplus going right away, it is hard to play catch up later when you want a labor force to build other structures, like homes. Again...place stock yards for logs and fuel close to where this operation will be happening, AND use the activity of clearing the site for construction also as a means of acquiring the logs and stone your Bani's will need to build the fuel gathering structure. C- While food and fuel structures are being built (I usually assign 2 builders to these tasks, who move diligently from one building site to the next in the order in which I laid them out to be built) I assign laborers to gather pockets of stone, ore, and logs. My recommended trick here is to assign them to gather these resources in small pockets close to your starting point. You don't need many resources your first season so don't let your labor force get too far away. My third structure is almost always some sort of Forester. With C.C. Banished, this means a player can select the kind of forester structure that grows trees that produce edibles, AKA fruit trees. With a Gather's Hut built next to a Apricot forester for example, Bani's get an additional food resource (eventually). In the meantime, the foresters are cutting trees and producing logs. Building some sort of forester as the third structure allows a player to concentrate on other game dynamics while the log resource is being managed. I recommend assigning at least two or even three Bani's to the forester because early in the game, logs are a highly desirable and useful resource. D- Only after food, fuel, and foresters are set up would I recommend worrying about homes for your Bani's. They are quite comfortable working outside with no home until the middle of winter if they have to. Keep in mind, that as Bani's move into their newly built homes, they completely raid the fuel and food from the supply barn (or cart) for items for their home inventories. If your first homes are built one at a time, in different places, what often happens is that the first homes built have all the food and fuel in it, and the last ones built get almost nothing! To re-mediate this situation I recommend building your first four or five homes all at the same time, in a relatively tight cluster. Use the "pause" setting in the construction box menu to pause building construction as a home nears completion. When all the homes are 80 to 90% finished, complete them all simultaneously, and hopefully food and fuel resources get divided more evenly between excited Bani's moving into their new homes. After the first year, I have found that a regular, consistent pace of home building, whatever pace the player chooses that to be, is necessary to prevent large and sudden swings in population. Building multiple homes at a rapid pace and then stopping for several seasons (or years) produces an interesting death/birth rate cycle that becomes increasingly challenging to deal with as the game progresses. E-The last two "steps" to getting started playing Banished (C.C. or vanilla) is to construct a Blacksmith and a Tailor. Your Bani's will start to burn through clothes and tools as soon as they start working and by summer of year two they will have used up all these supplies unless you begin to replace them. Crude Tools and Survival Coats are better than naked, bare-handed Bani's so these two structures are essential to the game-play. From this point and on-wards... the game can unfold in a thousand different directions, as others have mentioned many times before. However, when it comes to "getting started" in this game, I have found that the pattern I have just described is particularly challenging to deviate from. Progressing from this stage of the game however, is indeed another discussion entirely! OK.....Now we have something to read under this thread!
  50. 3 likes
    Hi all. I'm an American living in Finland for the last 10 years. My husband just introduced me to Banished and I am utterly hooked. While the kids are at school, I'm playing Banished. I usually only play RPGs and The Sims so this is a new kind of game for me. Loving it. The CC mod really brought it to life. I just need to stop getting ahead of myself and expanding my city before it's ready. I keep sending poor builders to their deaths.