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Black Liquid Dev
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Everything posted by Kralyerg

  1. 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.
  2. General MM8 Discussion can go here. Fixed the darker looking trees. Fixed the EB Village Storage Yard toolbar from crashing.
  3. There is 1 line in the map generation code to tell it how big the map is. "int _mapSize = 128;" I assume that the number is the number of tiles across, but I've never actually verified it. Just for future reference, so everyone knows: Tiny = 128 Small = 256 Medium = 384 Large = 512 Very Large = 640
  4. That's always been a great idea. It's just a ton of work and no one wants to do it.
  5. You can't really check the values used in other mods. There's no way to unpack a pkm and peek inside. But you're in luck. CC doesn't alter that section at all. So nothing you do to that section would be overwriting CC at all.
  6. Version 1


    Enables the Debug toolbar option.
  7. Version 0.07


    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.
  8. List of resources in Colonial Charter. If you're using CC 1.71: http://blackliquidsoftware.com/uploads/monthly_2017_01/Icons1.7.png.c8524bf6f957eaa3bee0e4a526e2598e.png
  9. Version 1


    Here is the Llama Livestock standalone.
  10. It's not really a bug, exactly. But a long time ago, somehow it was decided to turn that option off because there wasn't actually a use for Gold. You can turn Silver Ore into Silver and then into other things like Silverware. But with Gold Ore, there's no chain, it would just go Gold Ore into Gold. So at some point we decided to just disable the Gold altogether.
  11. Based on the icon that LokaleMahlzeit has, it looks like it is the Pub Meal as translated to German. So yes, Pub Kitchen is your best bet.
  12. Version 0.07


    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. About: Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods.
  13. Version 7


    By popular request. A series of small buildings to do basic tasks. ncluded: Mini Wood Cutter (Mini Wood Cutter is the same model as the Wood Chopper included in CC) Mini Hunters Lodge (Radius 15) Mini Gatherers Hut (Radius 15) Mini Forester (Radius 15) Mini Fisherman (Radius 10) Mini Workshop (The Workshop can build either Iron Tools or Hide Coats) New In Version 2: Mini School (5 Students) Mini Herbalist (Radius 15) New In Version 3: No new buildings, but work times for Mini Wood Cutter and Mini Workshop changed to be a little slower to encourage you to use the full building eventually. These shouldn't be replacements for the originals, just starters. New in Version 4 Mini Trading Post Mini Town Hall Gatherer and Hunter have expanded production history boxes. New in Version 5 Mini Food Market (radius 15) Mini Hospital (5 attendance) Mini House Mini Storage Hopefully fixed the Town Hall crashing problem for 1.0.4 users. New in Version 6 Mini Chapel (10 attendance) (not pictured below) Hopefully fixed the strange problem of two people sharing single jobs when you place two buildings too close to each other. New in Version 7 Mini Workshop now has the ability to make Rough Tools from Iron Ore, as well has Iron Tools from Iron. Tweaked the Trading Post a little bit, there was some odd things happening so Materials weren't getting delivered. Not incredibly widely tested, so let me know if there's anything wrong. And since these are mini vanilla buildings, this doesn't require CC to use. Note: This mod has been included in MegaMod.
  14. 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.
  15. Version v2


    Requires Banished 1.0.7 Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day. This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7. (I say should, because this is extremely untested. ) It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them. It does not change the little limit spinners on each of the buildings, and this little mod never will. There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out. Load this above CC and MM. And load CC above MM. Like so: 1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested. Thanks estherhb for doing the boring parts while I was at work so I could get this done faster. And if you complain that it turns everything red, I may just slap you.
  16. Version 1


    Let's you buy Rice Seeds and grow Rice in your crop field. Requires CC to use. Place BELOW CC on your mod list.
  17. Version 1


    Make your Wheat not able to be eaten by your citizens, but used for production and/or trade. Place Above CC.
  18. Version 1.0.1


    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.
  19. Version 8


    This should allow all of your crops to grow in any of the Climates from CC 1.6. They will grow in temperatures up to 130 degrees, and die when it's freezing. If your climate choice never gets freezing, the crops won't die in the field. Place this ABOVE CC for it to work. V3 Updated for CC 1.6 V4 Forgot Tulips V5 Added crops from other mods V6 Added Sweet Potato crop. V7 Added Agave and Brussel Sprouts V8 Added Carrots by Discrepancy
  20. Version 2


    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.
  21. Version v17


    This requires Banished 1.0.7 to use. This gives all the various storage buildings in The Forge Awakens a high storage volume (2.5 times the capacity). Place above CC on the mod list. V2 Includes the Specialized Storage Yards that weren't working in V1. V3 Updated to include Excellent Adventure storage buildings. V4 Updated to include Golden Llama storage buildings. V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities. V6 Updated to include the CC:GL Market Carts that got left out in the cold. V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand. V8 Updated to include CC:NF buildings. V9 Updated to include CC 1.6 buildings V10 Updated to include NMT 2.01 buildings. V11 Updated for CC 1.61 V12 Updated to include Fuel Market Cart V15 Updated for CC 1.7 and MM 0.07 Skipped some version numbers to stay current with Ridiculous Storage.
  22. Well, it's not really a bug. That's how it was originally designed. It's just a little bit different than normal. You plant the Vegetable seeds and you harvest Vegetables (which are not edible). But then you need to take them to the Garden Workplace to sort them. This will turn your generic vegetables into edible foods. The oddities with the Village Crop Field and Village Pasture are also as they were originally created. I went and bumped up the max workers allowed for the crop field for the next update.
  23. CC 1.75 can be downloaded HERE.
  24. Version 2


    A Tropical Greenhouse will take Fertilizer and will give you tropical foods, or foods that there are no seeds for. Version 2 no longer requires CC to use. It is standalone.
  25. Version 4


    For those that prefer not to have Iron Ore, and keep Iron production as it was in vanilla Banished. - Iron surface deposits that are harvested will yield Iron instead of Iron Ore - Mine will produce Iron instead of Iron Ore - Iron Ore & Coal Mine will produce Iron instead of Iron Ore - As of Version 3, the Blacksmith requires Iron instead of Iron Ore to build Place ABOVE CC 1.7+ to override. Requires Banished 1.0.7 Beta or above.