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Necora last won the day on November 14 2017

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About Necora

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  1. Version 1.0.0


    Maritimes Volume 1 - The Legacy Collection. Maritimes Volume 1 - The Legacy Collection is a link to all maritimes mods created circa winter 2016/2017. These mods will remain available to all who wish to play them, but will not go through any further development. Clicking the download link will take you to a list of .zip files for each of the individual Maritimes mods. Included in the collection are; Maritimes Coverings, Version 100 Maritimes Crystal Cliffs, Version 102 Maritimes Decorations, Version 100 Maritimes Dock Set, Version 104 Maritimes Humble Construction, Version 102 Maritimes Log Cabins, Version 100 Maritimes N.S. Inshore Fisheries, Version 103 Maritimes Patches Maritimes P.E.I. Shore Fisheries, Version 105 Maritimes Pine Set, Version 105 Maritimes Port Royal, Version 100 Maritimes Riffle, Version 105 Maritimes Sherbrooke Village, Version 101 Maritimes Storage, Version 100 Maritimes Trees, Version 100 Compatibility Issues - These mods were compiled prior to the last update to the game. Therefore, there may be compatibility issues/crash issues when used with the newest version of the game and/or mods created subsequently. I apologize for any inconvenience.
  2. Version 1.0.0


    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!
  3. This leads back to an idea I had a while ago of having a more advanced clothing option of a bundle of things, hat + shoe + jacket = full clothing or something along those lines. Unfortunately, we only have 3 levels of clothing in game - no clothing, clothing, warm clothing. So it is very limited in terms of making more useful value to the clothing other than expensive trade items that are used at the same rate as much less expensive winter clothing
  4. @Goblin Girl let me know how it goes, and if you get any other problems. It has been a while since I looked at these mods and I can't remember how far I was with bug fixing etc. although I think I sorted everything that as broken/not compatible with other sets.
  5. That's my charcoal, and for the maritimes stuff it is an industrial fuel. Move CC above any maritimes sets and it will be usable in houses, and should still be usable in any maritimes production buildings that need it.
  6. Way to make the best of a bad situation! I'm not sure what causes it but it has happened to me before where the UI got its wires crossed. Nothing you can do really but set your auto save to 5 minutes.
  7. I don't think this is possible. Ghost items are a bit of a hack in the code where the footprint is removed, hence why they can't be used with a typical remove tool. They are also hard to test because they crash the mod kit. I guess some those deco don't have their edges visible, which is why you can't click on them. Report it as a bug and hopefully it can be fixed in a later update, but for now test ghost pieces in an unimportant area before you use them to make sure they can be removed.
  8. @QueryEverything and @estherhb if you look closely at the picture by @ShotDead then the UI is calling for wood choppers not builders, it is the wood cutter's icon there not the builder's icon. I think this particular instance bugged perhaps if you demolish it almost instantly as it finished building? I don't now if there is much you can do apart from checking you have enough laborers to pick up supplies.
  9. @QueryEverything I do still play... sometimes... and it is always good to share ideas about mods. The reason I started modding is because I had such a large wish list I decided to give it a crack myself because I wasn't sure if many others had a similar tastes. @Bartender Glad to hear about the grasses being denser, even if it is just making the models take up twice the space. I'd be interested to see the new fuel. I certainly think that you should increase the amount of wood per tree in the mod (high/low create of wood) as the main way of compensating for reduction in trees, vanilla was already under powered. IMO fuel still needs to be a two step process though, you have to harvest something and turn it into fuel rather than taking directly from the map. That in itself would remove the easiness of it and make any addition similar to the firewood chain. Another issue with the thatch in V1, although by removing it's use as a fuel you have probably fixed this already, is that the material counts towards the fuel limit but the thatcher uses the construction limit, so there is a miss-match between the two there. And I also think his medieval stuff looks fantastic, it wasn't meant as a knock against that at all, especially as most things in CC and a lot at WOB are very medieval looking. It would just be nice to have a wooden version of things as well as the stone versions. Anyway, looking forward to seeing the next version!
  10. I've just downloaded the Norseman mod, will give it a go this evening. I've been wanting to have a go at the North after reading Tom's play through blog on it at WOB, but forgot to download it while at work earlier so it will have to wait. There are some fun ones coming out from Kid and Discrepancy, the house boats look very fun!
  11. There better be decorative versions of those reeds/grasses in this set Will the reaper grow thatch denser than the thatcher in the current version? Not sure if you saw my comment in another thread somewhere, I would like to see the fields of grass develop a bit denser around the thatcher/reaper. What did you decide about fuel? I found that the thatch as fuel as is in 1.0 is not really worth it, you can't support more than a couple of houses without clearing vast areas and the thatcher doesn't produce too much of it as it is a construction material. However, now you have the reaper > thatcher > thatch chain, having a fuel option in the thatcher (fire bundles eg) would be a good option as you can increase the output and make it worth while. EDIT - the models are awesome, and that fish trap is inspired. However, you are really pushing the medieval style... not that there is anything wrong with that, but fancy giving some of the buildings a colonial/coloured wood panel version? EDIT 2 - it's actually just the thresher I'd like to see in a colonial skin the other two would fit in great
  12. @QueryEverything take that lid, and put it firmly back on the can of worms you just opened. Tight. Make sure you pick up each and every worm too. Yes, it can be done, however... terrain can be raised to any height (not sure if there is a limit, but there is a limit as to how high the bannies will walk so probably no point in going higher than that) however the question is, how high? We can make the height increase in .0001 of a mm if you want. The problem with this sort of thing is that it will need a very comprehensive set of tools, unless we just do a short 1m height or something. The terrain in Banished is a lot less forgiving than that in SC4, we won't be able to make the great terraforming tools that people made for that (the god mode ones I'm talking about) unless someone finds a hack in the code. So at the moment to change the terrain height we rely on models, with the same method of placing normal buildings. The riffle set only has 3 levels, with the minimal number of transitions between them, and already it has a lot of tool bar pieces. Also, making rolling hills will be much different than sharp inclines as we can already, bigger buildings and either a stricter placement regime or a tonne of different tools for different parts of the hill. I was thinking of making some hill tools, and a set of buildings to go with them, and another idea I won't let on to, but that will have to wait for the fall.
  13. @Jafar_the_Barmecide hmm I have had a similar thing happen a few times, mainly with storage yards. They seem to stack everything neatly on the ground right next to a perfectly good, empty storage yard (vanilla version). I have a feeling this might be a bug in the code of the new storage limits, has it happened with any other barns or this one only? If none others, re-build it and maybe it will correct itself. If it is happening a lot it might be something that has to be reported to the game developer.
  14. I've yet to use this, so I don't know what the footprint lay out of the house is. The squares under the wall there, are they road tiles or does it over hang the lot? If they are road tiles then there is nothing you can do to make them impassible. If it over hangs the lot, I have just the thing for you. I made a small mod called 'NEC Empty Square' which includes, wait for it, an empty square. This square is impassible, so if the walls over hang the footprint of the building you can pop the square beneath them and no one will walk over them. You can find it here = http://worldofbanished.com/index.php?action=downloads;sa=view;down=294
  15. Oh... if only we had that terraforming, the ability to build on different levels... oh my. Awesome pics!