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By KralyergRequires Banished 1.0.7
Did you upgrade Banished to 1.0.7 and upgrade CC to 1.72 but still want to use MegaMod? Well this is your lucky day.
This little mod should allow you to use MegaMod 0.07 with CC 1.72 and Banished 1.0.7. (I say should, because this is extremely untested. )
It will let the items with new flags be processed at the old production buildings that would otherwise have issues with them.
It does not change the little limit spinners on each of the buildings, and this little mod never will.
There's may still be some weird incompatibilities between CC and MM, but hopefully this should smooth a few of them out.
Load this above CC and MM. And load CC above MM. Like so:
1.0.7 Compatibility CC 1.72 MM 0.07 MM 0.07 Deco Pack Let me know how buggy it is, because again, it's extremely untested.
Thanks estherhb for doing the boring parts while I was at work so I could get this done faster.
And if you complain that it turns everything red, I may just slap you.
By KralyergThis requires Banished 1.0.7 to use.
This gives all the various storage buildings in The Forge Awakens a very high storage volume (5 times the capacity). Place above CC on the mod list.
V2 Includes the Specialized Storage Yards that weren't working in V1.
V3 Updated to include Excellent Adventure storage buildings.
V4 Updated to include Golden Llama storage buildings.
V5 Updated to fix a bug where Materials couldn't be stored in the generic stockpile. Also tweaked some incorrect storage capacities.
V6 Updated to include the CC:GL Market Carts that got left out in the cold.
V7 Updated to include NMT 1.1 storage buildings. Also bumped up Stockpile storage by popular demand.
V8 Updated to include CC:NF buildings.
V9 Updated to include CC 1.6 buildings
V10 Updated to include NMT 2.01 buildings.
V11 Updated for CC 1.61
V12 Updated to include Fuel Market Cart
V13 Updated for C 1.72 and MegaMod 0.07
V14 Fix Fuel storage bug.
Allows your Bakery to produce the following:
Fruit Cake [Flour + Apricot]
Nut Bread [Flour + Walnut]
Cheese Bread [Flour + Cheese]
Sugar Cookies [Flour + Sugar]
Croissant [Flour + Butter]
Donut [Flour + Vegetable Oil]
Flatbread [Flour + Salt]
Garlic Bread [Flour + Herbs]
Bagel [Flour + Egg]
Muffin [Flour + Blueberries]
Cake [Flour + Honey] (from NMT)
Apple Pie [Flour + Honey + Apple] (from NMT)
Cherry Pie [Flour + Honey + Cherry] (from NMT)
Pecan Pie [Flour + Honey + Pecan] (from NMT)
Affects CC and NMT Bakeries. Place ABOVE CC or NMT to use.
By KralyergBy popular request. A series of small buildings to do basic tasks.
Mini Wood Cutter (Mini Wood Cutter is the same model as the Wood Chopper included in CC)
Mini Hunters Lodge (Radius 15)
Mini Gatherers Hut (Radius 15)
Mini Forester (Radius 15)
Mini Fisherman (Radius 10)
Mini Workshop (The Workshop can build either Iron Tools or Hide Coats)
New In Version 2:
Mini School (5 Students)
Mini Herbalist (Radius 15)
New In Version 3:
No new buildings, but work times for Mini Wood Cutter and Mini Workshop changed to be a little slower to encourage you to use the full building eventually. These shouldn't be replacements for the originals, just starters.
New in Version 4
Mini Trading Post
Mini Town Hall
Gatherer and Hunter have expanded production history boxes.
New in Version 5
Mini Food Market (radius 15)
Mini Hospital (5 attendance)
Hopefully fixed the Town Hall crashing problem for 1.0.4 users.
New in Version 6
Mini Chapel (10 attendance) (not pictured below)
Hopefully fixed the strange problem of two people sharing single jobs when you place two buildings too close to each other.
New in Version 7
Mini Workshop now has the ability to make Rough Tools from Iron Ore, as well has Iron Tools from Iron.
Tweaked the Trading Post a little bit, there was some odd things happening so Materials weren't getting delivered.
Not incredibly widely tested, so let me know if there's anything wrong. And since these are mini vanilla buildings, this doesn't require CC to use.
Note: This mod has been included in MegaMod.
By KralyergMakes all buildings that produce happiness have a purple radius circling it. Nothing is actually changed in the radius area or happiness behavior. This only creates a circle that you can see. It was always there, just invisible.
Place above CC or NMT to use.
By KralyergMakes all buildings that produce unhappiness have a red radius circling it. Nothing is actually changed in the radius area or unhappiness behavior. This only creates a circle that you can see. It was always there, just invisible.
It's mostly the Mines/Quarries and industrial buildings that have an unhappiness affect.
Place above CC or NMT to use.
By KralyergPlace ABOVE CC and the other listed mods for this to work.
Allows your Blacksmiths to produce a wider array of tools, including Wood, Stone, Rough, Iron, Steel, Bronze, and Carbon Steel Tools. Borrowing files shamelessly from NMT for cross compatibility.
Affects Vanilla, CC 1.6, NMT 2.0, Mini Buildings Blacksmiths, Small Town Blacksmith, Old Blacksmith . The only tool producer this doesn't affect is the Dock Workshop.
Here's the individual breakdown of which Blacksmith building can produce what.
Blacksmith Wood, Stone, Rough, Iron
Large Smithy Country Smithy Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
Mini Workshop Wood, Stone, Rough, Iron
Medieval Blacksmith Wood, Stone, Rough, Iron
Medieval Blacksmith Upgrade 1 Medieval Blacksmith Upgrade 2 Medieval Blacksmith Upgrade 3 Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
Small Town Blacksmith Wood, Stone, Rough, Iron, Steel, Bronze, Carbon Steel, Gemstone
And down here, for informations sake, is the breakdown of tool use quality.
Wood Tool 50
Stone Tool 75
Rough Tool 40
Iron Tool 100
Steel Tool 200
Bronze Tool 265
Carbon Steel 400
These are the original numbers from CC and/or NMT and were not changed for this addon. Some of the numbers may seem odd when compared to the others in this list, and that's because they were balanced independently of each other. This mod also includes the mod called "Blacksmith Storage", so you don't need to use that one if you're using this one. Let me know if there is any problems. As always, I don't really test things too thoroughly.
By KralyergThis mod is a replacement for the mod CC No Smoke. Because it's not a CC centric mod anymore, the decision was made to slightly rename it and give it just a BL (Black Liquid) designation. Feel free to delete the CCNoSmoke.pkm file and use this one instead. You don't need both.
Removes the smoke from building chimneys.
Place Above CC or MM.
By KralyergThis little mod increases the quantities of the basic resources that you collect. Stone, Logs, Iron, and Iron Ore.
Increase Stone from 1-2 to 3-5.
Increase Iron from 1-2 to 3-5
Increase Iron Ore from 2-3 to 5-7
Increase Logs from 3-4 to 5-7. (Logs was already increased in CC from 2-3 to 3-4. This is even higher.)
I had posted this in a random thread a while ago, so if you had downloaded that, this is exactly the same, just compiled for final 1.0.7.
By KralyergLittle shacks that will grow resources. Think ""Foresters Lodge that can grow stone out of the ground"". There's one shack each for Stone, Iron, Coal, Dense Trees. Dense Trees will grow densely (hence the name) but will not spawn any wild foods or herbs. But they should be a great source of logs.
Note: This mod is fully included in MegaMod.
By KralyergDon't get too excited. There's very limited utility here.
So there's a few little options to raise and lower terrain one square at a time. (If you used Denis' trick using the Irrigate mod to lower terrain to make your docks pretty, this is pretty much the same thing, but with a few more options.)
It doesn't keep raising/lowering if you click it again. Each time you build it, it will raise or lower it to the exact same level. Sorry, it's late and I'm not good at explaining right now.
1. Here's a little clearing.
2. The different options. Notice that if you lower the terrain close to the water, it will create that flat edge where the water ends. The "Lower 1" is at about the level of the small creeks, and you can see the ground though the water. "Lower 2" is about the level of the rivers and lakes.
3. Even though it doesn't look like there's anything there, there is an invisible "building" there that needs to be removed before you can use that square.
By KralyergA stable will take feed in the form of Oats or Barley or Corn, and will generate your very own Domesticated Animal resources.
Requires CC to run. Place BELOW CC.
By KralyergA Tropical Greenhouse will take fertilizer (in the form of Bonemeal from your pastures) and will give you tropical foods, or foods that there are no seeds for.
Requires CC to run. Place BELOW CC.
By KralyergLet's you buy Rice Seeds and grow Rice in your crop field.
Requires CC to use. Place BELOW CC on your mod list.
By KralyergSoup Kitchen. Makes various kinds of soups and stews.
Requires CC to use. Place BELOW CC.
Soup Kitchen model by neroncrasso
By KralyergRequires Banished 1.0.7
For those that don't like the challenge of the Trading Post lottery, here is a Super Easy Trading override. It makes every trader able to carry every item, and will accept any item for trade.
It will conflict with CC and other mods that also affect trading. Put this on top of the conflicted mods to override.
V2 Fix small bug, and slightly lower time between traders in early game.
V3 Makes it so traders will bring many different items, even in the early game. Quantities will still be low and grow as your population grows.
V4 Updated for CC 1.6 and Mini Buildings and NMT 2.0
By KralyergI didn't thoroughly test this, so be careful.
All of your Livestocks can fit twice as many animals in the Pasture. They will reproduce twice as fast, and and give their bonus resources (Eggs, Wool) twice as often. Probably a little cheaty, but hey, that's how some people roll.
Load ABOVE CC to use.
By KralyergThe 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.
By KralyergThe 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.
By KralyergHave you ever wondered why all the crops are harvested in little baskets, but then the meat is left just laying on the ground waiting for someone to come pick it up? I know at least one of you has.
So this will make it so, instead of meat laying on the ground, the meat is left in little baskets, just like your crops. Yum.
Here's a hunter that just killed a Deer. Baskets of meat, yay.
List of meats that are affected by this mod:
By KralyergVersion 2: Recoded from scratch. Now the Coverings are ghost decorations, meaning you can place them anywhere. Since they are ghosts, you can't remove them with the Remove Buildings tool, but instead must use the Destroy button on their UI dialog box. And, since they're ghosts, there is now a 1 long version available for each of the 5 widths. (not pictured below).
Compiled with the new 1.0.5 beta modkit. I don't think it works with the 1,0.4. And it's not going to be savegame compatible with version 1.
By popular demand: Various sizes of decorative covering structures. Because this was designed for stockpiles, you can find this in the "Storage" toolbar. There are 5 different widths of coverings. Each different width has 5 lengths as F variants. For a total of 25 different sizes. So pick the width you want and cycle through them with the F key to find the desired length.
By KralyergThe existing decorative statues will give you many different variations by pressing the F key. For example, the Wooden Horse Statue can now be built as a Marble variant. All the existing statues are used, as well as the statues from RedKetchup's Decorative Items mod.
Place Above CC to use.
This just shows the one Jade line, but all the different types of statues have the same variations.
Recent File Comments
It doesn't work on it's own, but there are plans to fix that. Unfortunately (or maybe fortunately), Kralyerg has a long To Do List he's working on.
is there any way to run this mod separately?
//i have the same problem with @stiles, it crashed when i click the button
Thanks for the excellent work. Still missing the under-building quay wall inside piece tho, that would be awesome City Wall Storage is still not built by the workers either. Fixing that was probably not in the scope for this update, but the building looks so awesome that i would love to have it fixed someday
The Lumber Yard now produces "Timber", even tho the Product it should produce is "Lumber". Just a little confusing typo there I reckon, as the item produced is the same.Edited by pibbz
what bout using it for the fort ,charter company ,and trades? doesn't the old smelter still do gold?
Kralyerg 1,35512 hours ago, elangesh said:
making gold from gold ore is missing
Well. Kind of. Yes it's missing, but at the time it was a conscious decision. There's no actual use for processed gold so, at the time, it was decided to disable it, with the intention of enabling it when there was actually something that could be done with Gold besides trading.
I just went in an re-enabled Gold processing. So it will be an option in any future updates.1 person likes this