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Found 11 results

  1. 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.
  2. 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!
  3. 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
  4. List of resources in Colonial Charter.
  5. 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...
  6. Version 1.62

    1,284 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!)
  7. 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
  8. List of temperatures used in Colonial Charter.
  9. The Market Soup and BBQ Grill are both unaffected by CCNoSmoke. IOW, they still produce smoke from the chimnies. Thanks! -John
  10. 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  
  11. Version 1

    78 downloads

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