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Forge (Community Mods)

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Mods by members of the community

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  1. The Maritimes Collection - The Pine Set
    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.
    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 with the newest edition of CC!

    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. 


    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!

    0 downloads

    1 comment

    Updated


  2. The Maritimes Collection - Crystal Cliffs Farm.
    Inspired by an 1800s farm down the road from where I live called Crystal Cliffs, Antigonish County, Nova Scotia. The name comes from the gypsum that makes up the cliffs, which erodes out and covers the beach in 'crystals'.

     
    Introducing the next installment of the Maritimes collection, Crystal Cliffs Farms.
    The main pieces of this set is a large, 11000 capacity general storage barn. It comes in 3 F-variants, red, white, and gray. The barn overhangs, so that it can be placed above either of the following two buildings that will make the stone foundation... Crystal Milk Pen. A large milk pen, capable of employing up to 3 farmers. Needs domesticated animals to build and produces milk at a decent rate. Acts as a stand alone building or as the foundation for the Crystal Barn... Crystal Stable. A large stable, capable of employing up to 3 farmers. Produces domesticated animals from various grains. Acts as a stand alone building or as the foundation for the Crystal Barn. Chicken Hutch. A small back yard (1x1) chicken hutch than produces a steady supply of eggs and feathers. Needs domesticated animals to build. Comes in 3 F-variants, yellow, red, and brown. Goat Pen. A small back yard (2x2) goat pen than produces a steady supply of goats milk and wool. Needs domesticated animals to build. Comes in 2 F-variants, blue and brown. A decorative goat! Ghosted, 2 F-variants, straight and diagonal. 3 sets of Decorative Fences. Ghosted, red, brown, and white. Each has 4 F-variants, 1x1, 1x2, 1x3, and a 1x1 gate. New materials (to the vanilla game) including feathers, lumber** and domesticated animal. New foods (to the vanilla game) including milk, goat's milk, eggs, barley**, and oats**. Resources marked ** are trade only unless used with another mod that introduces ways to produce 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 toolbar, you will see the Maple Leave 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. It may be safe to run the most recently released set above the rest.
    Compatibility.
    There are a few compatibility issues to note...
    Maritimes.pkm - Incompatible! Do not use with the full Maritimes mod. Only modular versions.
    Colonial Charter - Currently Incompatible! This mod uses the new resource flags and limits, while CC currently does not. This means that certain resources will have different flags/limits between the two mods. So for the time being, items such as lumber will not work in one of the mods, depending on which is on top, as buildings in the lower mod will have the wrong storage flags.
    Modular Maritimes Sets - Compatible!  You will get red warnings, ignore them.
    All other mods are compatible that I know of!


    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!


    1 download

    0 comments

    Submitted


  3. The Maritimes Collection - Nova Scotia Inshore Fisheries
    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!

    23 downloads

    0 comments

    Updated


  4.  
    The Maritimes Collection - Prince Edward Island Shore Fisheries
    Updated! Version 102 - See Change Log for Details.
    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!

    34 downloads

    0 comments

    Updated


  5.  
    The Maritimes Collection - Dock Set.
    Updated! Version 102.
    A small dock set to connect your Maritimes buildings.

    New in version 102 - 'Medium' height dock pieces.

     
    Introducing another modular set taken from the Maritimes collection, the Dock Set.
    Dock pieces including... 1x1 pieces with covered, roped, and plain F-variants, 1x2 pieces with covered and roped F-variants, 1x3 pieces with covered and roped F-variants, 1x1 corner pieces with roped, plain, and T-section F-variants, 1x1 'medium' level straight, corner, and T-section as F-variants. 1x1 set of stairs to medium level, 1x1 set of stairs to water level.  
    All dock pieces have been remastered, which includes... General cleaning up of the models, Improved texturing. All textures have been optimized for reduced file size.  
    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.   
    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!

    34 downloads

    0 comments

    Updated

  6. DS Tunnel Mine (CC edition)
    new  v2.1 - 28/11/2016
    Fixed issue with Mine upgrades only allowing 4000 resource production - changed to correct amount (6000) as stated in UI text. Changed build cost of Mushroom Farm - lowered cost of Logs & Stone, added in Mushroom build requirement. Should be save-game compatible, as long as you haven't built the Upgraded Mine. If you have, Upgrade that mine into the Cellar or Mushroom Farm. You should then be able to  update the mod in your WinData folder.
    Build a Tunnel Mine in your town:
    Random production version - produces Iron Ore, Coal and Stone randomly. Employs 1-8 Miners. (*allows 2000 resource production) Select production version - produces Iron Ore, Coal and Stone, select production via UI. Employs 1-8 Miners. (*allows 2000 resource production) once depleted, or if you like straight away, you can upgrade the mine to any of the following: Upgrade option 1: Tunnel Mine upgrade - upgrade the mines for further Iron Ore/Coal/Stone production. Employs 1-13 Miners. (*allows 6000 resource production) Upgrade option 2: Old Tunnel Mine Storage Cellar - stores all Foods, total capacity is 20000 by weight. Upgrade option 3: Old Tunnel Mine Mushroom Farm - Grow Mushrooms in the old mine. Employs 1-3 Farmers. You will find the DS Tunnel Mine menu button in the Resource Production menu.
     
    Installation:
    Download file "DSTunnelMineCC_v2.1.zip" 'Unzip'/'Unpack' file, and copy the file "DSTunnelMineCC.pkm" to your Banished WinData folder. Enable mod in mod list. Place below Colonial Charter TFA / Mega Mod / The North  
    Thanks to Kralyerg & BlackLiquid for use of Iron Ore Resource files enjoy.
     
    Change Log:

    230 downloads

    13 comments

    Updated


  7.  
    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.
    > 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!
     
    Alternate Download Link for V104.4 --->> https://drive.google.com/open?id=0B2nh4ixEBQ-kS1hlUjVROG5kejQ

    286 downloads

    25 comments

    Updated

  8. Welcome to 17th century New England.  In the decades after the arrival of the Pilgrims at Plimouth Plantation, tens of thousands of settlers arrived from England.  Struggling through bitterly cold winters, war with the indigenous Algonquian population and internal conflict, the colonists forged a new world.  
    Encompassing what we today know as Massachusetts, New Hampshire, Maine, Rhode Island, Connecticut and Vermont, New Englanders created a distinct culture and architecture. 
    This first set of homes are base houses and several lean-to additions meant to be build directly abutting the houses.  Further updates will include more options for additions as well as cottage industries, more homes and several freestanding buildings. 
    Special thanks to (in no particular order..) @AzemOcram for turning my 2d designs into 3d models, @ShockPuppet for his exquisite texturing, and @Kralyerg for coding and packaging. 
    Enjoy!

    165 downloads

    7 comments

    Updated

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    • The Pine Set - Read Me.
       

      Introducing the newest additon of the Maritimes Collection - The Pine Set.

      The pine set breaks from the norm with the Maritimes Collection so far, because it has no specific source of inspiration. Intead, I needed some resources (pitch, turpentine, flax, etc.) for the dock themes to come, and so had to expand into the forest to get them. Well, one thing lead to another, and once I had a forester and some production methods for certain things, I needed to add more to support those, a blacksmith, lumber cutter etc. Once I had those, I though well, may as well do a pine version of the rest of the vanilla buildings to round the set off. Then, I decided to add a few more things Canadian such as a maple syrup chain, a maple whiskey chain etc. etc. 

      A long story short, this set snow balled, and here we have it.

      You will find a range of buildings, mostly suited to making a small forest outpost/small hamlet scenario. Most buildings are slow at producing, only house one or two workers, and have low capacity. Ideal for a small forest town supplying your larger towns.

      Read on for some specific instructions for various buildings...

      Forest Resources.

      The main addition of this set are three chains for forestry outputs. Each chain has a specific tree set, spawned resources, and it's own version of certain buildings. The buildings from these chains need to be built together in order to work. Let me explain...

      Pine Forest.

      In the resources tab, you will find a 'Pine Forester'. This building is a 1x1 tower, and employs up to two foresters. Your foresters will go out and plant three new trees: Spruce, Fir, and White Pine.

      These new trees spawn the following resources;
      Pine Boughs - A material used to make Pine Pitch and Charcoal in the Pine Pitch Kiln.
      Pine Resin - A material used to make Turpentine when stilled using Charcoal for the fire in the Turpentine Still.
      Flax - This wild flax is harvested as standard flax, which will be used in linen chains.
      Chanterelles - A mushroom common in spruce forests in Nova Scotia.

      All of these resources are gathered by the 'Pine Harvester', a small cache which employes up to 2 gatherers.

      Warning - To not overpower these buildings, the Pine Forester will only plant pine/fir/spruce trees, which only spawn the above mentioned resources. The Pine Harvester only harvests these four resources. For maximum use, it is probably best to clear at least some of the area within the radius of these buildings when you place them.

      Maple Forest.

      How can we be in Canada without some good old maple syrup? In the resources tab, you will find a 'Maple Forester'. This building is a 1x1 tower, and employs up to two foresters. Your foresters will go out and plant two new trees: Maple and Aspen, along with vanilla Oaks and Apple.

      These trees spawn the following resources;
      Maple Sap - A material used to make Maple Syrup when boiled in the Maple Boiler using Charcoal.
      Blueberry - Apparently a super berry. A cash crop in Nova Scotia.
      Cranberry - Also a super berry. Another crop in Nova Scotia.
      Wild Apples - Apple trees are everywhere around here. While not technically wild, they were introduced by European settlers, they were not planted in orchards as much as one in every garden, lining roads, basically everywhere they could. Now, down the most deserted forest track you will usually come across a heavily laden apple tree. When harvested, wild apples produce vanilla apples, which can be eaten or used in making hard cider when pressed with maple syrup in the Cider Press.

      All of these resources are gathered by the 'Maple Forager', a small cache which employes up to 2 gatherers.

      Warning - To not overpower these buildings, the Maple Forester will only plant maple/apple/oak/aspen trees, which only spawn the above mentioned resources. The Maple Forager only harvests these four resources. For maximum use, it is probably best to clear at least some of the area within the radius of these buildings when you place them.

      Pine Versions of Vanilla Buildings.

      A hunter, forester, and gatherer, all using vanilla resources, have been added in the pine style.

      Also, a herbalist has been added. All tree sets also spawn herbs, so it can be used in any combination above.

      The Trapper and Skinner.

      The trapper and skinner are new additions and are designed to work together to start off your quest for furs.

      All tree sets spawn at least one natural resource, which will be harvested for this chain. But how does it work?

      There are currently three models being spawned by various tree sets. One is a grouse nest, one a trapped coyote, and one a beaver lodge. Your trapper will go out into the wilderness and harvest these resources. Once harvested, these resources produce a 'Wild Animal' resource which is stored as a Textile.

      This is where the skinner comes in. The Skinner building is a simple wooden shelf that is designed to be placed where the trapper overhangs, giving the appearence of one whole building. 

      The skinner takes this 'Wild Animal' resource, skins it, and produces a random amount of Fur, Feather, Game (meat), and Eggs.

      This is a trial! It is the best way of incorporating furs into the game that I could come up with, so give it a go and let me know what you think. It can be expaned in the future with more animals and more outputs.

    • Maybe try using Chrome or Internet Explorer?

    •  

      Quote

       

      Google Drive can't scan this file for viruses.

      ColonialCharter_JOURNEY_1_7_1.zip (823M) exceeds the maximum size that Google can scan. Would you still like to download this file?

      Download anyway

       

       

       

      Download anyway.  Nothing happens.  Unable to download.  (Firefox.)  No alternatives...?  No torrent...?  No hope...?

    • You can.

      Red doesn't mean anything bad.

    • Hello, why i cant use it with megamod 0.07?
      It is shown red inside the modmanager.

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