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Black Liquid Dev
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Everything posted by Kralyerg

  1. Version


    All of the mills from Colonial Charter, now standalone. Small Windmill, Large Windmill, City Windmill, Watermill. Convert your Corn, Wheat, Barley, Rye, Oats, Sorghum, Rice into Flour. I know the toolbar is a little weird, but that's how it fits into the standard CC toolbar.
  2. I made a little addon mod. FewFlowers.pkm The flowers will grow the same in the forest, but when you pick them, you will only get 1 Flower in your inventory, instead of 15-20. This should be savegame compatible. It won't do anything to what you already have in inventory, but anything new that is collected should be way less. Make sure this is above MM. And of course it's going to turn red, because it's modifying MM files.
  3. So, currently the CC mills should process Barley, Corn, Oats, Rice, Rye, Sorghum and Wheat. If I were to make a standalone version, I would want to keep all of those options intact. But this will cause your traders to also bring all of these items. (They wouldn't bring seeds, just the raw resource). Is that okay with you?
  4. Version 3


    Allows you to cure Hemp at the Curing Barn to produce Marijuana. Requires CC. Place above CC to work.
  5. I don't have the code for the standalone version anymore (hard drive crash a while back) but I had uploaded it to BanishedInfo https://banishedinfo.com/mods/view/869-Labor-Window
  6. This begs the question: Why don't you try MegaMod, if you're using just about every mod you can find already?
  7. That's' true, RedKetchup got in touch with a guy who actually knows what he's doing, as opposed to those of us who just muddle through. Will definitely be interesting to see it all n action.
  8. That's actually a good question and I don't have a good answer for it. Each of the terraforming pieces create a completely flat 1x1 square, so trying to create a mountain would result in strange rocky steps. It was never really designed for mass building, but more of a simple tweaking of existing formations. But, maybe someday I could try and make some sloped pieces.
  9. 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. Here's the place for discussion and bug reports for RC5. Hopefully there won't be too many more crazy bugs and we can move to a final version. This is probably save game compatible with RC4. There may be issues if you have ordered any Flax from the trading post, because it may not exist anymore due to the merging of duplicate instances of flax. And there may possibly be issues if you have made extensive use of DS Jetty and Bridge pieces. Enjoy. -------------------- Here's a short list of the known bugs. If it's listed here, you don't need to post about it. New entries will be placed at the top of the list. Issue: Two Fig seeds exist. Status: Fixed. Both seeds produce the exact same Fig resource, so there's nothing to worry about on that side. Just buy one of the seeds, either one. There will only be 1 seed in the future.
  11. Yes, it' a weird graphical thing where only the vanilla tool types are displayed. I haven't' looked in a while, but I could never figure out how to make it display modded tools. They'e using the correct tools, it just doesn't display properly.
  12. Version 6


    I didn't thoroughly test this, so be careful. All of your Livestocks can fit twice as many animals in the Pasture. They will reproduce twice as fast, and and give their bonus resources (Eggs, Wool) twice as often. Probably a little cheaty, but hey, that's how some people roll. Load ABOVE CC to use.
  13. MM doesn't touch citizen aging or food at all, so all of them would be compatible with MM, just depends on your preference. But the thing to remember is that the aging mods and the less/more food mods are not compatible with each other. You can't have, say, Real Time Aging and More Food at the same time. They both alter the exact same section of code so only the one that is on top will be active correctly.
  14. Version 2


    By request. Edits the Fish Farm mod. No more blue roof. Place this above the Fish Farm mod to use. V2 - Citizens shouldn't idle inside the building anymore. V3 - Change the color of the water, because some people are never satisfied. Before: After: Just as a side note. I had never used the fish farm mod before. The mapping is all weird in it. People walk through the walls. You can download the Fish Farm HERE if you can't get it to work from Steam.
  15. There is an option in the game somewhere that will make the UI smaller. All of the icons and all of the windows will be smaller. That may help.
  16. I think the culprit is the 1.0.7 Compatibility mod. it isn't needed for MM8, because MM8 was made with the 1.0.7 modkit. It was MM7 that needed it, because it was using the 1.0.6 modkit. And the compatibility mod does some weird things to the Trading Post to allow the new resources to come at the Trading Post at all.
  17. Well, it is working. Kind of. Upon inspection, it turns out that CC and MM and Short Toolbar all do the exact same thing. Regular vanilla Banished sets the toolbar length to 30 icons. CC/MM/Short Toolbar all set it to 18. Do you need it even shorter? That would make it shorter sideways, but it would make some of them stack higher and take up more space up/down.
  18. Is also weird that they'e selling trade animals. Are you using any other mods?
  19. As far as my understanding, your citizens need food from all 4 food groups to be healthy, and food in general not to starve. Food with multiple food groups, like your flour and honey and pecan example, will count as 2 food groups for health calculations, but still only count as 1 food for starvation purposes.
  20. Version 4


    Allows your Bakery to produce the following: Hardtack [Flour] Bread [Flour] Fruit Cake [Flour + Apricot] Nut Bread [Flour + Walnut] Cheese Bread [Flour + Cheese] Sugar Cookies [Flour + Sugar] Croissant [Flour + Butter] Donut [Flour + Vegetable Oil] Flatbread [Flour + Salt] Garlic Bread [Flour + Herbs] Bagel [Flour + Egg] Muffin [Flour + Blueberries] Cake [Flour + Honey] (from NMT) Apple Pie [Flour + Honey + Apple] (from NMT) Cherry Pie [Flour + Honey + Cherry] (from NMT) Pecan Pie [Flour + Honey + Pecan] (from NMT) Affects CC and NMT Bakeries. Place ABOVE CC or NMT to use.
  21. So, some nitty gritty details. When I was merging all of the mods together for MM, ran I to a little issue. The EB Production Set had charcoal used as an Industrial Fuel, just like Furnace Fuel is. But other mods were using it as a fuel to heat homes. So I made a new resource called Industrial Coal, so that the production chain in EBs set was preserved without people stealing it for their houses. So, in MM, Coal is used as an intermediate production resource. Charcoal is used to heat homes, and Industrial coal is used in EBs chains as an industrial fuel supply. Although, I might be persuaded to put in the Industrial Coal as an option in the iron smelter.
  22. There's definitely 2 Fig seeds. If I was paying more attention, it would already be fixed in the most recent download. But I forgot. So it's fixed for next time.
  23. ExtraFlowers.pkm So, I made this. It should make it so that the flowers grow lots and lots in the forest. There's only one little issue. It might not work right on an already started game. If you load your game and then turn this on, all of the flowers that are already growing in the game will still be the old flowers, that don't grow extra. But during the game, new flowers will eventually appear in the forest, and *those* new flowers will be the kind of flowers that will overgrow your forest. So try it out and see.
  24. I re-uploaded a fixed version of RC5 that should fix that In Transit toolbar. I just replaced the file on the Google Drive, so it should seamlessly transition over in the Downloads section. The download counter is at 32 right now, so hopefully there aren't many people that would have to redownload. In the future, someone may complain about this problem, and the fix is to redownload this new version.
  25. Hm. That's not good. You're right. The toolbar in the Storage section is empty, that's why it crashes when you click on it. The ones in Kids Transit toolbar are duplicates because half of those are supposed to be in the storage section.