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Showing most liked content since 06/21/2017 in all areas

  1. 14 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.
  2. 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  
  3. 10 likes

    Version 1.75

    16,890 downloads

    Colonial Charter 1.75 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 1.75: 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!)
  4. 10 likes
    Attached is a list of the mods included in MegaMod 8 RC5 (as of 5/19/18). Note that this is a BETA version and there may be some details we've missed. If you notice any "bugs" or have any difficulties, please let us know! Mods Included in MegaMod 8 RC5.pdf
  5. 10 likes

    Version 1.1

    1,299 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 ).
  6. 10 likes

    Version 1.0.1

    951 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.
  7. 10 likes

    Version 1.0.1

    270 downloads

    Welcome to life on the water! This is one of CC’s most popular features. Included is everything needed to expand your town along shores and across lakes. Also included are two watery terrains: 'Lake Waters' with multiple lakes and the more challenging 'Waterworld' which is one large lake. The first in a (hopefully) series of themed modpacks from Colonial Charter. And now using the new "Community Mod Toolbar" to centrally locate modded items.
  8. 10 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.
  9. 10 likes
    Its been a while, I am sorry for that. Real life is a heck of a thing. So after some time away being busy with work and other things, the team (and a few new people who arent on the forums) has started further development of a new game which doesnt yet have an active title. Using Latest Unreal Engine, we are establishing a terrain generation system (procedural), and working on the save system. Theres also been some discussion around oceans, which will be very important. Theres not very much at all to show, as theres an incredible amount of engine work going on that isn't visual (code). Actually, as ive just returned i was asked to make a house building for testing some parts of the engine (Night time indoor lights and some other things). So i'll share that building with you now: You can expect more updates from me in this thread over time. Thanks for stopping by
  10. 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.
  11. 9 likes

    Version 0.07

    11,651 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.
  12. 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
  13. 8 likes

    Version 1.0.0

    466 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.
  14. 8 likes
    I am amazed at the size of the buildings and everything i am making for the Unreal Engine. It is 1:1 real life scale. By comparison, the buildings of CC are ants sized. I had to correct a scale issue today that was noticed by our terrain programmer. Regarding animations, all of the citizens movements are handled by motion capture (MoCap) and we are excited to have true to life looking movements.
  15. 8 likes

    Version 1.0.0

    267 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!
  16. 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.
  17. 7 likes

    Version 1

    259 downloads

    The Marble Quarry lets you excavate Marble. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  18. 7 likes
    Some more little buildings going into the Unreal Engine for testing
  19. 7 likes

    Version 2

    514 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.
  20. 7 likes

    Version 1

    254 downloads

    The Jade Quarry lets you excavate Jade. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  21. 6 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?
  22. 6 likes
    Below are links to the Production, Construction and Storage spreadsheets for CC 1.75. To print, make sure you specify Landscape and Fit Columns on One Page. (Best to print preview before printing so there are no surprises.) CC 1.75 Construction Spreadsheet: HERE CC 1.75 Production Spreadsheet: HERE CC 1.75 Storage Spreadsheet: HERE
  23. 6 likes
    View File MegaMod 8 RC5 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. Submitter Kralyerg Submitted 05/19/2018 Category MegaMod  
  24. 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.
  25. 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.
  26. 6 likes
    I made this windmill to test the rotating animation in Unreal Engine. Once we get it into the engine fully, it will serve as an example to us for animating a wide range of buildings.
  27. 6 likes

    Version 1

    239 downloads

    Here is a standalone compilation of all of the Roads and Bridges from Colonial Charter. Because this is standalone from Colonial Charter, you don't have any way to make Bricks or Lumber, which some of these would normally use. So I slightly modified them to use Stone and Logs instead. So you need Stone to build a Brick Bridge. Brick Road Red Brick Road Gravel Road Soil Road Quay Road Moss Road Sandstone Road Country Road Dock Road Stone and Wood Bridge Stone Bridge Split Stone Bridge Draw Bridge Brick and Wood Bridge Brick Bridge Creek Plank Bridge Rock Bridge Dock Bridge Covered Bridge Old Creek Bridge Alternate Download Link From Google Drive
  28. 6 likes
    These last few weeks were pretty crazy... Banished updates followed by a host of new mods, new modding discoveries and techniques... No time to do a "proper" journal - so here a little collection of things I played with in recent days, many centered on water... I tried to peel out most of my personal highlights, but I'm quite sure I missed some - such is the nature of beta-play... Enjoy! The Big Dig - real Canals with real Water The Mission revisited, away from the southern hemisphere Fodder, Flowers, Perfume, Irrigation, Salt Sunset At Weaver's Village Nomad Settlement European Village... kinda Jetty System, Housing, Markets Herbalist, Apothecary, Glassmaker Turbulence Moonlit Rapids * Well, this last one actually is an old SC4 shot... but it fits all the water themes
  29. 6 likes

    Version 2

    179 downloads

    This is a standalone compilation of only the Terrain options included in Colonial Charter. The Terrain option only changes what the ground looks like (color of the land, number of rivers/lakes). Valleys Mountains Flat Plains Lake Waters Marsh Swamp Valleys Bleak Mountains Verdant Plains Sand Lakes Desert Red Desert Swamp Lakes Water World Jungle Rivers Cold Valleys
  30. 6 likes

    Version 105

    688 downloads

    Updated to Version 105 - September 28th 2017 The Maritimes Collection - The Pine Set V105 Preamble I started making this set because I had a need for certain forestry resources, so wanted to make the forest centers to get them. I also wanted to add a bit more maritimes diversity to what can be gained from the forest. Rather quickly, this snowballed into a large set as with the more buildings and chains I added, I figured I had may as well do other things too so that it is more complete. This set took a lot of time an effort, far too much perhaps. There are chains and buildings that I really like, and others which on hindsight could do with being improved. It also diverted away from other Maritimes sets, in that there was no real inspiration from Maritimes areas to make most of this set. I have learnt a lot, the limits of the mod kit, my limits as a modder, and have developed some interesting techniques and mechanisms, some that work, some that don't so much. With that being said, this is the last update I will be making to the Pine Set, apart from any necessary bug fixes or balancing changes. I will continue supporting it in terms of making sure it is still compatible with other sets, but any improvements to chains will come as seperate stand alones, back in more of the Maritimes theme I've been trying to create. Introducing the biggest (so far) installment of the Maritimes collection, the Pine Set. Small prodution buildings including blacksmiths, tailors, looms, spinners, and lumber cutters. All small, all slow, all with 2 F-variants, one colour and one wood. New forestry production chains including a turpentine still and a pine pitch kiln. New storage options including some small food cellars, barns, and material storage. New forestry lots. 3 1x1 forester towers, one vanilla, one with a new maple tree set consisting of maple trees, aspens, apples, and oaks, and one with a new pine tree set, including fir, spruce, and white pine. New gatherer and forager resources... see the read me in the first reply to this topic below for more details. New fur trapper and skinner... see the read me in the first reply to this topic below for more details. New foods (to vanilla game) including Game (meat), eggs, cranberries, maple syrup, and more. New alcohol (to vanilla game) including cider and maple whiskey. New materials (to the vanilla game) including feathers, lumber, hemp, flax, pine boughs, pine resin, turpentine, pitch, charcoal, and more! New fabrics (to the vanilla game) including linen, canvas, yarn, and twine. New civic buildings including church, school, town hall (all with F-variants) and a hospital. New housing including an up-gradable cabin in wood and colour versions, and an up-gradable lodge. More housing will be added in the future. And probably a load of other things I forgot about! When I remember, I'll add them. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest. Compatibility Issues I have tried to make this set fully compatible with all other mods. There are, however, a couple of points that I just could not solve. They are listed below... Charcoal and Colonial Charter Part 1 = This is an interesting one. Due to CC charcoal being linked to the brick making facilities, the high:low produce values are astronomical, from a comparitively tiny amount of logs. Therefore, if you use the Pine Set above CC, the output of charcoal from CC buildings will most likely be very low. It, on the other hand, you use CC above the Pine Set, the output of charcoal from Pine Set buildings will be very high. You have been warned Charcoal and Colonial Charter Part 2 = Another difference is that in CC, charcoal is a fuel, where as in the Maritimes, charcoal is an industrial fuel as I don't want it used in houses. So if you want charcoal to be burned in your houses, put CC above the Pine Set. Otherwise, it doesn't matter. New Flora = In order to use both New Flora and the Pine Set, you need to use the Flax Patch and New Pine Flora patch. Put these two, and New Flora, above the Pine Set in your load order. Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. This set does not need the Maritimes Tree mod as it is included. All other mods - Compatible! I don't know of any instances where this will not work. 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!
  31. 5 likes
    When there is something ready to announce, you can bet that shockpuppet will post something. He can't help it.
  32. 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  
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    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
  34. 5 likes

    Version 1.0.0

    10 downloads

    Instead of gravestones, your cemeteries will contain zombie hands reaching from beyond the grave.
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    Hey ShockPuppet, I'm a fan Banished is only what it is because of CC. It was just a skeleton, which was fleshed out into the rich game I have now and dumped hundreds of hours in. There is NOTHING else like it. Banished may go, but I believe that the BlackLiquid team is on to something here. Make your own robust banished game, put it on Steam early access and I will buy it. Use the proceeds to develop the core game and release it. Then use the proceeds to finance the development of tons of DLC crap, and I will probably buy them too. With each new DLC release, put the core game on 30% off to attract attention. Now you are basically printing money. You want marketing guys, let me know. How old is Crusader Kings 2 now? How much more money have I spent on DLC vs the core game? Some will always complain about the DLC model but I believe Paradox has the right formula. They get a lot of my gaming budget and I'm still a happy customer. This is your chance guys, I'm pulling for you but time is always against you.
  36. 5 likes
    Hello, from USA. i've been playing banished off and on since 2015 and the black liquids mods have been a big part of the game for me.
  37. 5 likes
    Today our terrain programmer submitted the new "endless water" code. Good for staring out longingly from shore. We are starting a discussion of fire. Besides the internal lighting on buildings, and the sun, we need to have a full fire with firelight system. I've promised to make a campfire with pot in 3d for the programmers to test the FX.
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    When thinking about food decay, it comes to mind that there is only 1 solution. The problem with having food decay as a percentage over time is how to present that information to the player. 100 old beans go into a barn, the beans are decayed to %50. The barn already holds 100 fresh beans (%100). It would be lazy to assume there are now 200 beans at %75 combined freshness. But, we can't make a slot for every percentage of beans, its bad for performance, its bad visually. My idea now is to allow 3 states of decay, Fresh, Stale, & Rotten. Different foods will have different amounts of storage time before fully rotten. Rotten food will be edible, with less nutrition and a risk of poor health. It should be converted to compost, or ideally preserved before rotting fully. There should be storage options that greatly extend the life of foods. Food kept at home should never go rotten, because the people should be smart about how they manage their pantry at home. We assume they take steps to live their lives in their best interest. This includes getting their own wood before freezing to death, or gathering wild food.
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    Yes that's the idea. 2 things are certain, modding (powerful) and huge population simulation. We are setting up an automatic LOD system to allow for massive amounts of buildings. The citizens will also take advantage of LOD, and are using the standard unreal skeleton meaning its fairly simple to mod new animations for them or change their appearance. For example, same as xcom 2 has many different characters on the mod scene. This is because it's using the standard unreal engine skeleton.
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    On a completely different topic, just in case there is any confusion - Governor is not her name, it's her rank in this forum. Her name is estherhb. In regards to the hunting blinds, if they are causing a problem for you then the short-term solution is to ignore them and not build them. Unfortunately Shock and Kralyerg are both away from the site at the moment due to real life issues so they are not going to be able to answer your questions at the moment. Probably the best long-term solution for you would be if someone made a separate mod that alters the the hunting blind. That way you could instal it to affect your production but those of us, like me, who rarely see such high numbers, can choose not to instal it.
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    @Banished&Used try this, as a quick fix. Some notes (if you're using my screenshots): - Where you don't have a mod (say, the Flax & New Flora mods, ignore them - the other mods, NatDiv & Maritimes, still are in that same order) - Disregard version numbers, these are screenshots from last month, the version numbers are outdated, however, the load order is still correct. - Make sure that the files are downloaded completely - check the file size - Once you have got the mods in the order that you would like, then make sure you press OK, let the game reload itself, but then you EXIT completely, then load again. ------------- - Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles - Banished UI: Mod - RK Minimized Status for 1.0.7 - Busy Pastures - Bigger Wheelbarrows for 1.0.7 - FastRoad75 - Better Stock Piles - Blacksmith Tools - Increased CC ** Insert the Rain mods here (as a test) - Quiet CC ------------- - Beginning of 'map start' mods - NatDiv, Pine etc (any in the NatDiv, NewFlora, Pine - would go here, in the order nominated by the modder) - Pine Set - Natural Diversity v1.0.1 ------------- - Beginning of 'game play' mods - themes, buildings, general etc These are only in the remaining copy/paste by modder list, no real order otherwise. Check each modder for special notes. Sometimes Necora, Kid, Embx & Red have notes on which mod needs to be higher due to icons etc, if you have odd icons showing, just changing your load order, put one of their other mods higher than another will help etc, you won't need to alter the whole mod list!! Just 1 or 2 in each modder group. - Maritimes Riffle - Maritimes Storage Collection v100 - Sherbrooke Village - Maritimes Dock Set - Maritimes PEI Shore - NS Inshore Fisheries - Crystal Cliffs - EB Natural Irrigation System - Kid - House Boat V1.3 - Kid - Alotofseeds Trader 1.4 - Kid - Broadway Tower V1.1 - Forest Deep V3 - Tree House V3 - RK StoneWalls Kit1 for 1.0.7 - NMT3.0Series: LittleHousing - NMT3.1Series: Canal Set 1.0.7 - NMT3.0Series: Clay Chain 1.0.7 - Garden Walls: Utility for 1.0.7 - I See Fire v1.0 for 1.0.7 - Inedible (Beef, Bison Meat, Charge, Cheval, Milk, Mutton, Pork, Venison, Rye, Wheat) (just bundled them here for convenience, they are listed in that order from top to bottom) * You could put these up the top, I normally do, before the regular mods, between the - Beginning of 'game editing mods' - mods that change the way the game looks (UI) or handles and the - Beginning of 'map start' mods - NatDiv, Pine etc mods. It makes sure it covers all mods that may otherwise alter the foods, this is an 'umbrella', I'd move them up ----- - 1.0.7 Compaibility - CC: 1.75 Journey - MegaMod 0.07 - MegaMod DecoPack 0.07 ------ - Below, only if they stipulate Below CC- I think only a couple do. If you don't get answers, then save the mods with them above CC, and try the game, see if it works - Cathedral - CC: Light Rain (check, I thought that was above CC for some reason, the quieter mods need to be above, so I thought this did too) - Better Rain sound (again, check if it needs to be above) -- I think you need to put these 2 above the CC/MM chain - Grass Guardian - Time Is Money (Alternative) Remember to help stop crashing: 1) Load Banished 2) Navigate to mods screen 3) Arrange mods into required order 4) Press OK 5) Wait for game to 'enable' the new order 6) Back to main screen 7) EXIT game entirely 8) Load Banished 9) Check mod load order, make sure all is ok 10) Load a new map If you are loading into an existing map, go through 1-9, then for 10: 10) Load existing map 11) Go to mods menu, scroll down until you find the new mod, enable it 12) Go to main menu - SAVE the map, in a new save space 13) Personal preference: I will EXIT & LOAD Banished again, just to be sure, others have said they don't need to - this comes down to personal preference. There you go. I hope this information help you. Please let me know if you have any problems.
  42. 5 likes
    I see that Banished is on sale on Steam for 75% off - just $4.99!! No reason to still use a bootleg copy or to refuse to buy your spouse and kids their own copy
  43. 5 likes

    Version 1.1

    333 downloads

    compiled with Banished ModKit107, but works on 106 also. Better Stock Piles v1.1 This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone. Place above other mods that reference the model code of these RawMaterials. Download & Installation: - Download from above the latest version of the file. - Extract/Unzip the contents of the .zip folder, - place BetterStockPiles.pkm inside your Banished/WinData folder. - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save. - Place above other mods that reference the model code of these RawMaterials. Change Log: BetterStockPiles.pkm - v1.1 -- 15April2017 --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB) - added replacement models for Coal & Iron stock pile models. - optimized Firewood, Logs & Stone models for poly reduction. - v1.0 -- 14April2017 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.
  44. 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.
  45. 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)
  46. 4 likes

    Version 1.0.0

    234 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.
  47. 4 likes
    Non grid buildings. Maybe some easy way to snap them to be grid placeable because some people like that. Large worlds. Combination of the terrains you can imagine, land, beach, mountains, island. For the outside edge of the map there is no preference, we can put anything - land, sea, mountain.
  48. 4 likes
  49. 4 likes
    Unfortunately the tree never survived the next stage of development ....
  50. 4 likes
    I found an interesting one. My first thought was using the castle & fort stuff in those mountain bowls at the bottom.