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  1. Today
  2. I'm happy that Banished 1.0.7 is out of Beta but I'm sad that only "major" bug fixes will be released and modding will no longer be officially supported, making the buggy debug menu (which has certain buttons not working) more frustrating.

  3. So, I've been checking daily to see if Kralyerg decided to shine his jade quarry light upon me. And guess what? He just added it to his Kave of Krazy Kontraptions! Thank you so much. I'm so excited!
  4. Version 1


    The Jade Quarry lets you excavate Jade. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  5. Version 1


    The Marble Quarry lets you excavate Marble. When it runs dry, you can upgrade it for more resources. After upgrading it twice, it will not run out again.
  6. Yesterday
  7. In Journey, you no longer need a Market or a Trading Post to get Nomads - just the Town Hall. It can take several years for Nomads to come. Note that Nomads can enter the map from all sides. If their way to the Town Hall requires them to cross streams or rivers that don't have bridges, they won't come.
  8. I don't have a regural trading post. I have an "Old town trading post." Should I have a vanilla game trading post? I have several kinds of markets.
  9. did you build a market and trading post? the mini mod will allow you to use just the mini townhall.normal
  10. Since I have updated CC to Journey I haven't got any nomads. I have played two different maps with this mod version. Same problem in both of them. I have build a Town hall a long time ago.
  11. From the album Silvern

  12. Oh my god ! I've got an account at the bootleggers place…
  13. Good... well, morning now I guess. Thanks again for all the suggestions. While I haven't managed to fix everything, I've been able to correct the most irritating dot issues. For anyone who may be having the same issues, here's what I did and what is still an issue: - Reordered cc and megamods as suggested - Opted out of 1.07 beta so I'm running the regular updated version of Banished now - Double checked to make sure I was using the current version of Colonial Charter:Journey. - Deleted rsc & sub files (I had no idea these weren't required!) - Deleted SeasonsFX since I've not used it in a while - Checked mods for duplicates. Found that I had two versions of EB Loghouses - disabled older version - fixed issue! -------- Now here's what's still going on: - EB town services - still have a dot but clicking it brings up the above-ground irrigation canals instead of more dots, so good enough - Still have dots on Decorations --> DS fences --> 3rd town stone wall option. I think this may be a megamod deco issue, since DS Fences & Decorations is included in the deco mod. I'm not sure what I have installed that would interfere with one of the stone walls and not the other two in the same set. - There is still have a dot in transparent stockpiles between iron & materials. Not a big issue since I don't usually use material-specific stockpiles, just moderately irritating. -------- Thanks again for the help! Now... to finish fencing in those critters...
  14. Perhaps @Kralyerg would like to take a look at it when he has a chance?
  15. I checked mine out. In my Banished>WinData Folder, it is called ColonialCharterJ and has a file size of 1509810 KB (1.71 should be smaller). In my Mods List in the game, it is called CC 1.75 Journey. Be sure to delete 1.71 from your Banished>WinData folder. If you're using Steam, you also need to unsubscribe to V1.71 from the Workshop. After you make the changes, make sure you check the items in the Mod list and then exit the game completely. Then go back and start a new game. It helps prevent crashes. Please let us know if that doesn't work.
  16. Hello everyone, I downloaded Colonial Charter 1.75. But in the game taht mod is listed as V1.71. Is this intended?
  17. Last week
    Thanks for this split, a good variety of bridges is really great to have
  18. Much obliged, thank you so much!
  19. Added Google Drive download link to the bottom of the post.
  20. You can also remove all the *.rsc and *.sub files... they're not harmful but just bloat your mod listing :-)
  21. Once again I'm not having luck again trying to DL this... After about 50% it fails... is there an alternative dl anywhere?
  22. What else is new? A Forest Center Vegetable Greenhouses Oilpresser Village Medieval Fantasy ;-)
  23. Thanks for the suggestions. I should have some time tomorrow evening to play with the mod orders and see if I can get it to work. I had some crashing issues before this game that ended up being caused by mods which I installed but were part of the megamod already (oops). At least it's not crashing anymore! I'll report back ...
  24. you have more than 1 issue. step 1 make sure you don't have a mod that includes another mod. this will cause dots.some mods compile others into 1.as for icons under the community icon,you want to re-organize the order so the newest mod from each developer is highest in their group.this helps solve these issues but is not foolproof.after that it does become trial and error and shuffling mod order. 1 other thing that might help is to locate and load the original compatability buildings mod.this pre-dates the 1.07 and goes below CC. it does help fix issues with older mods.you should also check to see if the MM requires CC to work or if it is included.the newer version might be different.
  25. Yes, I also found, with new video cards, on some games, DirectX 11 runs a bit faster. This makes sense because of the newer, faster hardware algorithms, if the software takes advantage of it. When I get back around to the manual, I'll note your findings.
  26. The old and new chandlery do have the same size and footprints.
  27. I don't have the mod, because I used the cc mod with mega mod and deco mod.
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