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Necora

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  1. Maritimes Pine Set

    Caution! This is a pre-update BETA. Use at your own risk 
    Updated to Version 104 BETA - 22nd May 2017

    The Maritimes Collection - The Pine Set V104 BETA
    I needed woodland production chains for future fisheries/boat building things, one thing lead to another, and this set happened! This is a big set, and I am bound to have made mistakes, so treat this initial version as a trial/public beta.

     
    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.
    Other Modular Maritimes Mods - Compatible! 
    New Flora - Compatible with the following patches! In order to get both New Flora and Pine Set resources on the map, you need to download the New Pine Flora patch. In order for flax to be compatible between the two mods, you need to download the Flax Patch.
    Colonial Charter Journey - Compatible but with a warning! The pine set is compatible with CC 1.75J, however there is an issue to look out for. The charcoal chains are coded differently, resulting in quite a large difference in high:low create values for charcoal. At the moment, I can't think of a good way to fix this, so until I do you must take note: If using CC above the Pine Set, the CC charburner and bricks works will run as expected, however the Pine Pitch Kiln will be WAAAAAAY overpowered when producing charcoal (like, crazy overpowered). If using the Pine Set above CC, then the Pitch Kiln will run fine but the CC charburner and bricks works will be incredible weak when producing charcoal. All other productions from these buildings (bricks, pine pitch) will not be impacted.
    Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod, which has now been discontinued.

    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!

     
    Alternative download for Pine Set V104 BETA

    389 downloads

       2 reviews

    1 comment

    Updated

  2. Maritimes Collection - Prince Edward Island Shore Fisheries

    Maritimes PEI Shore Fisheries V105 - May 16th 2017

    The Maritimes Collection - Prince Edward Island Shore Fisheries V105
    Based on small fishing huts in Prince Edward Island, Canada.

     
    Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries.
    What is new?
    5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed. All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI. 3 Colour themes to choose from. Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual. New advanced placement options. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). The colour variations of the storage units are as F-variants. Unlike the fisheries huts, storage units have stairs etc. attached to the front. A small lighthouse that provides happiness.  
    All buildings have been remastered, which includes... General cleaning up of the models, Improved texturing, New Ambient Occlusions.  
    Compiled using Banished Mod Kit 107 Beta  
    Compiled using the new Community Mod Tool Bar.  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 independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial  )
     
    Compatibility Issues and Usage <<--- READ ME!!
    There are a few issues to note...
    Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.  
    Colonial Charter Journey - Compatible!  Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. All other mods - Compatible! I don't know of any instances where this will not work.   
    Needs a dock set to work!!!!!  This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door.  
    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!
     
     
    Alternative Download for Version 105

    244 downloads

       1 review

    3 comments

    Updated

  3. Maritimes NS Inshore Fisheries

    Updated to Version 103 - 16th May 2017

    The Maritimes Collection - Nova Scotia Inshore Fisheries V103
    Inspired by fishing buildings in Peggy's Cove, NS, Canada, around the province, and my imagination.

     
     
    Introducing the next installment of the Maritimes collection, NS Inshore Fisheries.
     
    New dock based fishery building with 5 F-variants. Produces your choice of lobster, herring, shrimp, tuna, or mackerel. New dock based industry buildings including a rope maker, lumber cutter, and dory builder. New crops including flax and hemp. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including lobster, herring, shrimp, tuna, and mackerel. New items (to the vanilla game) including flax, hemp, rope, lumber, and dory (small boats). A dock based general storage. 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 independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial  )

    Compatibility.
    There are a few issues to note...

    Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.

    Colonial Charter Journey - Compatible! 

    Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them.

    All other mods - Compatible! I don't know of any instances where this will not work. 

    Needs a dock set to work!!!!! 
    This set only includes the buildings, any connecting docks will be in a seperate mod. Obviously, I recommend the the Maritimes Dock Set, after all it does include a decorative ghost lobster trap . You can position these buildings on the shore, as long as access is given. Access to all buildings is via which ever side has a door or open dock.

    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 @RedKetchup 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!

     
    Alternative Download for Version 103

    196 downloads

       1 review

    3 comments

    Updated

  4. Maritimes Sherbrooke Village V101

    Version 101 updated 15th May 2017

    Maritimes Sherbrooke Village Version 101
    Inspired by Sherbrooke Historic Village, Nova Scotia.

    Introducing the Sherbrooke Village collection! This set includes...
    Sherbrooke Church - a large church with room for 120 devout souls and a radius of 30 tiles. Sherbrooke Shoool - a school with capacity for 30 students. Sherbrooke Market - a large market building. Capacity 18,500 units, accepts all storage flags, and has a radius of 30 tiles. 3 Variants, red, white, and black. Sherbrooke Medium House - a 'medium' sized house with 4 variants, blue, red, yellow, and a white with green trim that fits next to the tailor. Medium houses have an occupancy of a family of 5, fuel of 80 per resource, and 1,200 units storage. Sherbrooke Small House - a smaller house, with 4 variants, blue, purple, aqua, and red. Small houses have an occupancy of a family of 4, fuel of 70 per resource, and storage of 900 units. Sherbrooke Blacksmith. A red blacksmith building. Produces the following range of tools; Bough tool - a cheep, rough tool made from pine pitch*. Cheaper to build but does not last as long as the vanilla iron tool. Iron tool - vanilla. Pitched tool - a sturdy tool made from wood, iron, and pine pitch*. Same stats as vanilla steel tool. Twined tool - a sturdy tool made from wood, iron, and twine*. Same stats as vanilla steel tool. Steel tool - vanilla. Fishing Tackle+ - a crafted item made from wood, iron, and pine pitch*. Sherbrooke Tailor. A tailor that produces the following range of clothing; Leather coat - vanilla. Wool coat - vanilla. Pelt clothing* - clothing made from animal pelts*^. Same stats as vanilla leather coat. Canvas clothing* - clothing made from canvas*. Same stats as vanilla leather coat. Linen clothing* - clothing made from linen*. Same stats as vanilla leather coat. Down coat - coats made from leather and feathers*. Same stats as vanilla winter coat. Winter coat - vanilla. Fur coat - coats made from fur*. Same warmth as vanilla winter coat, but much more valuable. Sherbrooke Water Mill. A mill building to be built on streams, quickly produces lumber or firewood. Includes the following puzzle pieces; Lower bridge pieces - 1x1, 1x3, 1x1 corner. Ground level bridge pieces - 1x1. Upper bridge pieces - 1x1, 1x3, 1x1 T, 3x3 trade boat passable. Stairs between all levels. A dam for smaller streams. Sherbrooke Boat Shop. A large water front boat shop that builds boats and fishing supplies for the NS Inshore set. Expensive to build. * Resources are cross overs from the Pine Set and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for.
    ^ Resources are cross overs from the Crystal Cliffs Farm and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for.
    + Fishing tackle is a cross overs from the NS Inshore Fishery where it is used in building fishing boats.
    Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits.
    Compiled using the new Community Mod Tool Bar.

    Compatibility
    Fully compatible with all mods.
    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 @RedKetchup 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!

     
    Alternative Download for V101

    222 downloads

       1 review

    4 comments

    Updated

  5. The Maritimes v104.3

    This file is no longer available.
    The Complete Maritimes Collection is no longer compatible with the newest Banished game build and the recent developments with resource limits/flags and the community toolbar and is hence forth discontinued... for the time being.
    It is being replaced by the individual collections (Maritimes Crystal Cliffs, Pine Set, PEI, NS, Sherbrooke etc.) which are all made for Banished 107 and take advantage of the new resource limits and flags, the new community toolbar, and have a lot of new content.
    I will leave this up here though, as I hope to bring all of these individual mods back together into the complete Maritimes Mod when they are all finished.
     
     

     
    PEI Shore Fisheries and Dock Set
    Based on small fishing huts in Prince Edward Island, Canada.

    Dock Set. 1x1, 1x2, 1x3 dock pieces with corners, T-s, and stairs. Some with covered and roped F-variants. Small shore fishing hut that produces your choice of mussels, clams, scallops, oysters, or seaweed. Has 5 F-variants. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). A small lighthouse that provides happiness. All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants. Shipbuilding Industry
    Dock based rope maker and boat building to start a maritime ship building production chain.

    Rope maker - makes rope from flax. Dory shed - makes small boats (dory) from lumber and rope. New materials (to the vanilla game) including lumber, dory, rope, flax+. Crystal Cliffs Farm
    A farm set based on Crystal Cliffs Farm, Antigonish, Nova Scotia, Canada.

    Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above... Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk! Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat. New food items including Barley+, Corn+, Milk and Oats+. New materials Building Supplies+. New dry good Domesticated Animal. Port Royal Habitation
    A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada.

    Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school. Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20). Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread. Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate. Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles. Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform. Peggy's Cove Inshore Fisheries
    A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada.

    New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna. New dock general storage building. New food items (to the vanilla game) including lobster, shrimp, herring, mackerel, and tuna.  
    This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building). This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC.   
    Usage Notes - Important!
    + This mod will work stand alone. However,  while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game!
     
    Compatibility.
    > NEW BANISHED V107 MODS - INCOMPATIBLE
    > CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer!
    > Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set.
    > Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up...
     
    See the development thread here... and give me feed back!
    Enjoy!

    502 downloads

       0 reviews

    29 comments

    Updated