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Banished&Used

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Banished&Used last won the day on July 16

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About Banished&Used

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  1. The clerics life is full of dangers!
  2. This one? For me it's still there in MM 0.07
    Could you make eggs same as in CC? Currently, there are two eggs in the game. Still testing out other stuff, but it looks amazing ingame. Great job
  3. More like a general thing, but there seems to be some medium zoom level, where the grass disappears. From zoomed out, to zoomed in. Initially there is grass visible, it becomes less and less, then it gets more visible again. Is this intentional? @KevinTheCynic How did you get that massive amount of blueberries? Could use some food boost, as well Using Necoras Pine Set & RKs Garden Wall Utility, too. Maybe they prevent a blueberry invasion by spawning other stuff? Here are two screenies with storage and landscape 14 years into a new game. (not even 400 blueberries )
  4. Thank you so much. It's crazy. The game doesn't crash anymore with that mod order
  5. Could anyone take a look at my current mod list? It keeps crashing every few min, even on new maps. I followed the above/below install instructions, whenever there where any, but apparently, there's either an oversight on my part, or an incompatibility. Any help is appreciated Mod List (from top to bottom): - Banished UI: Mod - Busy Pastures - Bigger Wheelbarrows for 1.0.7 - EB Natural Irrigation System - Garden Walls: Utility for 1.0.7 - I See Fire v1.0 for 1.0.7 - Kid - Alotofseeds Trader 1.4 - Kid - Broadway Tower V1.1 - Kid - House Boat V1.3 - NMT3.0Series: LittleHousing - RK Minimized Status for 1.0.7 - RK StoneWalls Kit1 for 1.0.7 - Crystal Cliffs - FastRoad75 - Forest Deep V3 - Maritimes Riffle - Maritimes Storage Collection v100 - Sherbrooke Village - Tree House V3 - Maritimes Dock Set - Maritimes PEI Shore - NS Inshore Fisheries - Better Stock Piles - Natural Diversity v1.0.1 - Increased CC - NMT3.1Series: Canal Set 1.0.7 - Blacksmith Tools - 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) - NMT3.0Series: Clay Chain 1.0.7 - Quiet CC - 1.0.7 Compaibility - CC: 1.75 Journey - Pine Set - MegaMod 0.07 - MegaMod DecoPack 0.07 - Cathedral - CC: Light Rain - Better Rain sound - Grass Guardian - Time Is Money (Alternative)
  6. Would it be possible, to mod a forester, which plants both, trees & grass, just randomly switching between the two? The idea being, that by having a forester plant both, the landscape will look less like a farm and instead more naturally diverse.
  7. The black screen load time heavily depends on free RAM. Done some testing, monitoring load time & RAM usage. With just CC&MM, Banished starts fairly quickly and my 8GB RAM usage is about 90%. Adding some more mods, Maritimes Set, Blacksmith Tools, etc, RAM usage is near 100% and takes almost 3 times as long to load.
  8. Really nice dock set and somehow one doesn't even need to build a "connector" quay tile, like in the other dock set. Would it be possible, to separate the roofed from non-roofed docks? When building multiple docks, the game rotates between the different versions, which does look really odd. Right now, to build a same looking dock in a straight line, it's: click -> f+click->f+f+click, whereas it could just be: click->click->click.
  9. There is an alternative download link at the bottom of the very first post: or go straight there: https://drive.google.com/file/d/0B2nh4ixEBQ-kaEZSRFRva0hEQkk/view
  10. So I've been pondering this question, whether it would be possible to build a village on water with no land connection. Using CC, Mega Mod and Maritime Sets, food, basic clothing, lumber, herbs & fuel can be made solely on water. which should covers most of the basics. The main production buildings will be fisheries (for food), chicken breeders (for food&feathers), reed farms, rice farms & ale brewer Some Problems: Graveyard cant be imported, or rather dead bannies can't be exported, so an exception will be made. Graveyards will be built on those smaller central islands. Lumber can be made, however the building requires iron. Iron needs to be made from iron ore on land or traded. The dock workshop only makes rough tools and survival coat. Low durability! Feathers for survival coat can be produced at the chicken breeder, however, how to get the 12 required chicken early? Hunting ducks is unreliable, too The idea was to build only on water, while initially harvesting resources on land, before I could overproduce for trade with tools, reeds, rice & ale to import missing goods. However, before the dock could be finished, iron ore ran out. And with the amount of items in the game, it can take many years for the trader to deliver useful goods. Then all nearby trees were cut and the driftwood finder doesn't nearly produce enough wood to fuel a wooden village growth. And so on. With the land barren, people starving, without tools and the trader delivering year after year useless items, a change in plan was required. So until the production is further advanced on water, some supportive buildings have been built near the cost. Currently, the following buildings are on land: dense tree shack iron shack iron ore shack coal shack boarding house nomad well (needed to replace starved & frozen bannies) old castle (from Old Castle - Hard starting condition) small fuel refinery small iron smelter wild shepherd (for early goods to trade) Any feedback, comments, on how to best proceed? Are there any other mods with contains buildings that are buildable on water? And here's the currently not sustainable village Edit: Officially broke contact to all land in winter 18. Turns out the building set is designed to be almost selfsustaining. It can produce all required materials & goods to survive&expand, except for iron ore. One does need to acquire once 100 rice and 12 eggs though to get started. The only buildings on land were two graveyards on two small islands and the village was growing quite nicely, until... a disease spread. With no waterbuildable hospitals and the dense population, it spread like wildfire. Well damn, so much for this attempt:
  11. Loving the smuggler's cave so much! It is absolutely glorious! Best used right next to a bunch of taverns, to make a loop. Pirates smuggle ale, i.e. for pear, brewers make ale from pears. Brewers use 30 fruit for 10 ale, pirates use 7 ale (21 fruit) to smuggle for 65 fruit. So a loop uses 21 fruits and yields 44 fruit extra. 200% return.
  12. Suggestion: One harvest button, which will start harvesting on all farms. (for harvesting during tough winters on large maps with many farms)
  13. Somehow the dory builder only has 2 inventory, even though it requires 3 inputs
  14. Where can you get the "Pitch" required to build dories?