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Found 20 results

  1. i think it would be a good addition to receive shipment orders from the motherland 1 it would add a new layer to the colonial charter concept a reason for sending your bunch of pioneers out 2 a random shipment request system with rewards based on value of requested items or on the loading of the shipment you can request specific resources 3 could make it so you have to make the ship at the shipyard to give it an added feature would like to hear other players thought on this concept
  2. EDIT 13Dec16: Note that the "Medium Map" title on the image is from the mini-map mod I am using and is not the starting conditions. Hi everyone, after adding some comments to the poll for what would we like to see in CC version 1.7, I figured I should try and post some screenshots of the two map types I mentioned in that thread. I like the larger maps because I like to make a few villages and one or two small towns on the map. These two particular types also give large lake areas that don't look like the normal Banished "circle lake". Terrain Type - [CC] Lake Waters Terrain Size - [CC] Very Large Map Seed - 777, or Map Seed - 999 The bottom of the Yellow Box shows the starting location of the map. Map Seed 777 Map Seed 999
  3. Hi there I've taken to building 3+ lane roads lately (late to the party styling my villages) and have been enjoying using the Market Carts, I think they're excellent and with the ghosted deco items, your horses and @Ketchup's horses in his mods, I've been developing a terrific little road system. The problem I have come face to face with though is that they are solid, so I can't place them on roads. I've had the workaround of using the ghosted road tile square to place in, but the problem lies in that I can't use different roads from other mods (the tiles don't match them all), and that it's just ... not on a road. Would it be possible to please in the next installment upgrade them to being on a road tile? Or, release them as a separate market mod as a road tile / ghosted market, please? And, if possible please add a diagonal version, and a couple more texture choices? Edibles market cart + a couple of extra ones: protein, grain, fruit & veg, etc Add: textiles / clothing / tools I know there's a bit of work involved, so will accept any decision, but, there's no harm in asking either Thanks for reading!
  4. Colonial Charter 1.75 is available for download. Rearrage Refined Production toolbar to better reflect the new resource flags and limits. Fix general markets that should not be storing Luxuries Allow Trading Posts to set autopurchase for new resource flags Add new subtoolbars for Market Stalls, Market Carts, Specialized Storage Barns No real big changes. Just some minor updates. Unless there's some big bugs that are found, this should be the last update to the 1.7x line.
  5. So the title says it all. Recently I got trade horse from trading post, but somehow that trade horse is not listed in my inventory. On the other hand, I tried to build pasture to see if I can breed those trade horses first. It works, but those trade horses are invisible. You know, empty pasture but with horses sound in it. Thanks.
  6. CC 1.74 is now available for download. Little Changelog: Fix Edibles Market storage bug Fix Precious Mine limit bug Added Market Carts for Construction, Minerals, Raw Materials, Industrial Fuel Added Market Stalls for Crafted, Forged, Fabrics, Misc, Precious Added Storage Cellars for all new Limits Added Materials Warehouse for Construction, Minerals, Raw Materials, Industrial Fuel Added Small Barn specialized storage for Crafted, Forged, Fabrics, Misc, Precious Fix Stable to use Misc Limit Fix Wild Shepherd to use Misc Limit Allow Clear Tree to remove Hardwood Trees Just so everything is clear, because there's bound to be questions: There should be a Storage Cellar for every limit. Luxuries, Clothing, Construction, Crafted, Fabrics, Food, Forged, Fuel, Health, Industrial Fuel, Minerals, Misc, Precious, Textiles, Raw Materials, Tools. There should be some kind of market for all the limits. Generally, if it normally goes in a stockpile, it should now have a Market Cart. If it normally goes in a barn, it should have a Market Stall. There should be a specialized storage for the new flags. Crafted, Fabrics, Forged, Misc, Precious. These all use the Small Barn model. Eventually, these will probably be changed, but I thought it was best to have *something* rather than wait to make new models for each one. There should be special warehouses for the flags: Construction, Industrial Fuel, Minerals, Raw Materials, in addition to the Iron, Fuel, Stone, Wood ones that are already there. These new flag warehouses use copies of the models of the existing ones. The bigger warehouse, which was called the "Materials Warehouse" is now called the "General Warehouse" and is flagged for all 8 of these flags (everything that normally gets stockpiles)
  7. Version 1.62

    1,695 downloads

    A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.6 - The Forge Awakens 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. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter The Forge Awakens in the mod menu. NEW GAMES ONLY: CC: The Forge Awakens does require a new game. Introduction: New content is everywhere in this release, almost doubling in size from New Frontier. We expanded the mining and industry options considerably, provide new and beautiful options for your town/village whilst enhancing and optimising the decorations and existing trees from past versions. We also provide a range of new crops whilst splitting the old duplicate crops off into their own addon pack. In CC: The Forge Awakens you'll mine for tin and copper, build an array of new and beautiful homes and get family and industry set up right on top of the lakes and rivers. An all new quay wall construction system will allow you to create seamless designs of any style. Farming inedible crops gets a whole lot easier, build a plantation for your cotton/flax/tobacco/etc and adjust your dry goods limits accordingly. There is a whole host of new buildings and options, and we've tweaked existing buildings to be more crisp without sacrificing performance. A lot of features have been simplified whilst at the same time becoming more complex, allowing for a large number of options. Constructing new buildings for the most part no longer requires large chains of bricks, glass, joists etc. Whilst we havent removed any of these resources from the game, they are now used to create generic Building Supplies - essential for any advanced construction project. We hope you'll enjoy playing Colonial Charter 1.6 - it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones this holidays, for all the right reasons of course! Special Thanks in no particular order to the following people: Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal (any names missed, not on purpose!)
  8. How was new maps made and what is used to generate new textures and all?
  9. Now that there's all the different new custom flags and limits and such, I know there's going to be specialized stockpiles for a lot of them. But would it be possible to include one that only takes wood, stone and iron (ore)? That way when I'm clearing large swathes of land for settlement, my nearby stockpile doesn't pick up random stuff from back in the main town. (ps, lumber seems to be stored in the minerals stockpile right now? I expected it to go in construction.)
  10. So, CC 1.73 is available for download. Hopefully it should fix most of the bugs. I went onto Steam this morning, and it appears that Luke has disabled Steam Workshop uploads while the game is in beta status. So I can't upload this to Steam at the moment.
  11. Hello ! I'm downloading the mod CC 1.73 (file ColonialCharterJ.1.73.rar, here). But I have two little problems : step 1 : when I click on "Download this file", a GoogleDrive page displays : "Small problem... A problem occured with the preview..." (I translate from French). After, I click on button Download of the small window (step 1), the download begins but my browser does'nt know the file size " Time remaining indeterminate " (I translate from French). Have other people had this problem? Thanks ! AdeJ P.S. Is it possible to indicate the file size next to link to download please ?
  12. The update for Colonial Charter 1.72 is available HERE It's a small update as far as content goes. It does fix a few bugs, but the main difference is that it now utilizes the new flags and limits introduced in Banished 1.0.7. This update does require you to update your game to the 1.0.7 beta in order to use it. I don't know if this will be savegame compatible with CC 1.71. It probably won't crash your game, but weird things may happen, because almost every buildings has been slightly changed. You can probably use CC 1.72 and MegaMod 0.07 together, if you put CC 1.72 on top. Just be aware that MM 0.07 has not been updated for 1.0.7 yet, so weird things will probably happen. New Flags and Limits: After discussions between RedKetchup, Discrepancy, Kid1293, Necora here is some info on the new flags and limits that we have come up with. In order to maintain maximum compatibility, we're all going to attempt to use the same basic categories for the new groups.
  13. Hi to all! I am in need of a bit of advice. I am still playing 1.0.4 version of Banished (with CCNF), and if or when I update to 1.0.6 I am not sure wether to download CC 107 or MM. It would seem that MM already contains CC, but would it be better ( more stable gameplay ) to use MM alone or to go for standalone CC Journey? Any input is appreaciated :-) And, of course, all thanks to developers!
  14. 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
  15. like many banished players, i have 'favorite' seeds. (i am still in the mood to count up from the beginning, and today i'm going to start 58.) the screenshot with boats going in both directions is map 56. i wonder, how much does changing things like terrain type, climate, or starting conditions also change the map? number of trees, plenitude of stone/iron, proximity of hills/mountains for mines, size/location of lakes streams, do all these change for one map seed when i change from verdant to marsh? from matacapan to zhu zhi? does the seed number determine boat direction or frequency? verdant/matacapan is one of my go-to's but other seed numbers with same settings did not have boats going in both directions. (which seems also to include boats going past trading posts without stopping.) it's one of my favorite parts, seeing what i got. i enjoy the beginning just a bit more than the maintenance...
  16. Here's a great idea: We need a reference volume for all the things one can do with Banished, CC, and MegaMod. It would be fairly simple to take the material from the Wiki, add in the specific products a building can produce, and compile it all into a PDF. I would volunteer to do it myself, but you guys have the source material. We don't need a bunch of fancy graphics, just a simple icon-based design style and then the pertinent facts. For example, a page that tells all about the Market Soup Kitchen, including an icon, materials/work required, staffing, and a list of the recipes with ingredients and amounts needed. Then a page break to the next page. This book would be a serious aid to planning better towns and cities. My wife and I are serious Banished addicts now, and would love to print out the Book , double sided, on our printer, and put it in a 3-ring binder to keep at our desks. That's how much we are into this game. We've been taking notes in a notebook, but there's just too much. This is a serious idea, not just a passing thought. We would volunteer to help out any way we can. Your thoughts? -John
  17. List of temperatures used in Colonial Charter.
  18. The Market Soup and BBQ Grill are both unaffected by CCNoSmoke. IOW, they still produce smoke from the chimnies. Thanks! -John
  19. View File The Forge Awakens A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.6 - The Forge Awakens 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. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter The Forge Awakens in the mod menu. NEW GAMES ONLY: CC: The Forge Awakens does require a new game. Introduction: New content is everywhere in this release, almost doubling in size from New Frontier. We expanded the mining and industry options considerably, provide new and beautiful options for your town/village whilst enhancing and optimising the decorations and existing trees from past versions. We also provide a range of new crops whilst splitting the old duplicate crops off into their own addon pack. In CC: The Forge Awakens you'll mine for tin and copper, build an array of new and beautiful homes and get family and industry set up right on top of the lakes and rivers. An all new quay wall construction system will allow you to create seamless designs of any style. Farming inedible crops gets a whole lot easier, build a plantation for your cotton/flax/tobacco/etc and adjust your dry goods limits accordingly. There is a whole host of new buildings and options, and we've tweaked existing buildings to be more crisp without sacrificing performance. A lot of features have been simplified whilst at the same time becoming more complex, allowing for a large number of options. Constructing new buildings for the most part no longer requires large chains of bricks, glass, joists etc. Whilst we havent removed any of these resources from the game, they are now used to create generic Building Supplies - essential for any advanced construction project. We hope you'll enjoy playing Colonial Charter 1.6 - it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones this holidays, for all the right reasons of course! Special Thanks in no particular order to the following people: Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal (any names missed, not on purpose!) Submitter ShockPuppet Submitted 11/26/2016 Category Current Version  
  20. Version 1

    122 downloads

    Gives you the toolbar option to build the Golden Llama or Ceremonial Grounds. Place Below CC.