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About This File

Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuamo5S2JnSHpyamM

Aim of the mod

Natural Diversity is my attempt to make the world of banished resemble real nature more closely. I try to achieve this by increasing the realism of existing elements of the game, and by introducing new elements that I feel are lacking. Version 1.0 of this mod is only the start, and improves some aspects of the game’s natural environment. My plan is to continue development, and cover the other parts in future updates.

 

Usage details

  • This mod requires the 1.0.7 Beta version of the game.
  • When copying this mod into the banished folder, it will replace the Natural Diversity Beta mod if you had it installed. This is intended, do not change the filenames as this will cause the mod to crash.
  • This mod will require a new game in order to fully function.
  • Load this mod above any other mods that alter the default start conditions or introduce new ones, such as CC.
  • If you wish to use this mod together with mods that add resources that  get spawned in the forest, such as Necora’s PineSet, this mod must be loaded below the other mod.

 

Content

Meadows

The most impactful aspect of this mod is the introduction of a new biome in addition to the forest that is already present: the meadow. Meadows will spawn naturally in the world from the start of the game (note: only when using the default ‘easy’, ‘medium’ or ‘hard’ start conditions). They mainly consist of ‘grass’, which gives ‘thatch’ as a material when harvested by the citizens. A ‘Collect Grass’ option is added to the menu for this. Thatch is needed to construct buildings with thatched roofs, such as the ‘Storage Barn’ or ‘Wooden House’, and can be used as a fuel by the citizens to warm their houses.

Furthermore, the meadows will spawn herbs, roots and onions. The latter two no longer spawn in the forest, as this is not their natural habitat.

Grass.thumb.png.3621552758b255732703629179eccb09.png

 

Thatcher’s Shed and Thatcher profession

To be able to let citizens harvest and replant grasses automatically, the ‘Thatcher’s Shed’ is added to the game. It employs a maximum of two ‘Thatchers’, and has a work radius of 20.

ThatcherNew.png.d35386609d040464248a8860d0bfd493.png

Seasonality for natural resources

In unmodded Banished, all natural resources are treated as if they would not be affected by low temperatures, while in reality some of them would. With this mod, all Mushrooms, half the Herbs and half the Roots will die as soon as the temperature drops below 0 C (32F).

Though the other resources will not die, their appearance will change according to the season. In Spring, herbs and onions will grow flowers. In Autumn, their flowers will wilt again.

 

Many new models for herbs, onions, roots and mushrooms

One of my biggest points of critique for the base game is the lack of attention that was given to the models for the natural resources. Not only are some of them completely unrealistic (onions do not grow lying in bundles on the forest floor!), it is also rather boring to see the same model many times over. Therefore this mod introduces 24 new models for herbs, 6 new onions, 18 root variants and 12 mushrooms. These will replace the old models.

Their behaviour is as follows:

  • Herbs will grow naturally in the forest or in the meadows. The annual herbs die if the temperature drops below 0 C (32F), the others only lose their flowers or decolour in Autumn.
  • Onions will grow in the meadows, and lose their flowers in autumn.
  • Roots will grow in the meadows, and the annual ones will die if the temperature drops below 0 C.
  • Mushrooms will grow naturally in the forest, and die if the temperature drops below 0 C.

NaturalResources.thumb.png.1c8de2163ce0816e7ad76083ed53acbe.png

 

Future plans

As mentioned before I intend to continue development on this mod, reworking other aspects of banished’s natural world and introducing more variety. Below is a list of features that I intend to include in future updates. If you have any ideas or suggestions, please share them with me!

  • Reeds (growing on the water’s edge)
  • More berry bushes, including an update to the blueberry
  • Twigs and branches in the forest (for firewood)
  • Updates to rocks and ores
  • Extended production chain for thatch, to add more uses.

 

Information for Modders

Anyone who wishes to make mods that work together with Natural Diversity, for example to make use of the Thatch resource for buildings, is most welcome to do so. Below is a list of relevant filenames that are added in this mod, so that they can be referenced. In case you have questions about any specifics of this mod, feel free to contact me.

  • Grass:                                   Template/NaturalResourceNatDivGrass.rsc
  • Annual Herbs:                  Template/NaturalResourceNatDivHerbAnn.rsc
  • Meadow Herbs:              Template/NaturalResourceNatDivHerbGrass.rsc
  • Annual Roots:                  Template/NaturalResourceNatDivRootAnn.rsc
  • Thatch:                                Template/RawMaterialNatDivThatch.rsc

 

Acknowledgements

The development of this mod would not have been possible without the help and support of many people in this wonderful community. Therefore I would like to extend my heartfelt gratitude to anyone who has ever written a tutorial, answered a question, given a suggestion, tested the Beta or has expressed their support for my work in any kind of way. You are a lovely bunch of people.

Furthermore, I wish to express a special thank you to @Necora and @Ketchup for the many times that they’ve answered my questions with lengthy and detailed explanations. Not only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.


What's New in Version 1.0.1   See changelog

Released

- Fixed a bug in which no trees would remain on the map after 50+ years.

- Reduced the filesize.


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User Feedback



My thacher shows limit when there is no reason. ie my limits are at high levels.

Edit: The full version tends to freeze my game so I switched to just the light version. Obviously a conflict with another mod I am using but which one eludes me.

Edited by darthC#
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I'm afraid I don't understand what you mean exactly @darthC#. Do you mean that you find the default limit for thatch too high, or that your thatcher's shed stops producing thatch even though the limit has not yet been reached?

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This sounds good thanks for your hard work. Ill try this out. When you level mountains does this mean you can grow the meadow over the ground where the mountain has been so it looks exactly the same as the other ground?

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I have played Banished with this mod and its crashed 3 times. Sadly had to disable it.

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@malcg60 This is probably a compatibility issue with other mods, which ones are you using? Also note that it requires the newest Beta version of the game (1.0.7 Beta) in order to work.

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can we get a google drive link for this and the other mod???? for some reason i get this to about 80% and it quits,says it is loaded but the file is short.thank you.

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I was waiting for your mod and now is finished !!!! Thanks 

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@Bartender thanks very much for the google drive link, I was having the same problem as @stiles although for me it was bombing out at about 30% of download completion. To be very clear though, this is a problem I have with downloads from a few sites on the net and this is not the only Banished site that my internet connection doesn't seem to like (I also have the same download problem at World of Banished).

So aside from all my drivel about my net connection, awesome mod, I'm looking forward to giving it a run :D

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Hi Bartender I use these mods from the bottom to the top cc1.75, mega mod deco, 0.7 mega mod 0.7, 1.07 compatability, wildlife,  Banished plus, Hi res terrain textures, Go huntig, Super easy trading, Maritime trees, NAT DIV, Better stock piles. Any help you can give me please

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Hi @malcg60

Have you tried disabling the Wildlife & Banished Plus (I think they were for older builds).
Are you using Banished 1.07?

Also, Maritimes needs to be loaded above Nat Div, so please put them above it.

Please let us know how you go :D

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Hi Query. Yes I have Banished 1.07. I play the Banished plus for the one year is one year. I have the one year is one year mod as well but this one seems fairer as they dont live together before 16 or start work at 6 etc. I use the Wildlife as the Hunting, Gatherer areas are a lot larger. Ill swap the Maritimes and Nat Div over and try them again. Thanks.

Another thing I was wondering was whether a forester could be modded so he could change plantation eg plant Maritime trees then we could swap him/them to plant the original trees, then perhaps plant a few apple trees etc. Or have a forester that just randomly plants all the trees.

Edited by malcg60

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at WOB,we had a discussion on the aging mod. there were several adjustments made thur the thread. you may try checking the propertime mod and blog there. also the 1 year is 1 mod had several changes and  1 site has all the variations still: https://banishedinfo.com/mods/browse .

 i used to use the plus mod but it is obsolete and may be causing the problems.

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13 hours ago, malcg60 said:

Hi Query. Yes I have Banished 1.07. I play the Banished plus for the one year is one year. I have the one year is one year mod as well but this one seems fairer as they dont live together before 16 or start work at 6 etc. I use the Wildlife as the Hunting, Gatherer areas are a lot larger. Ill swap the Maritimes and Nat Div over and try them again. Thanks.

Another thing I was wondering was whether a forester could be modded so he could change plantation eg plant Maritime trees then we could swap him/them to plant the original trees, then perhaps plant a few apple trees etc. Or have a forester that just randomly plants all the trees.

Hi @malcg60 there are a couple of foresters that already do what you are wanting.  If you use MM, there is a Krazy tree mod that @Kralyerg included of his, and you can plant a forester that plants many different types of trees, then you use a gatherer who picks up all the resources, apples etc.  (Toolbar:  Resource Production / Foresters & Logging / Foresters (far right with a thin green outline)

@Necora has in his Maritimes collection foresters that plant his Pine trees, vanilla tress and Canadian Maple trees, and his gatherers will pick up his resources.  
Check out the Maritimes Pine Set and download that.

Load top to bottom:  (NOTE:  Do not mix the order for the Maritimes & NatDiv mods, NOR the order for the BL mods - these have been designed to be loaded in this way).
You can play around with the order of your other mods, but I would try this start, unless one of the modders can definitively answer how you should do it.  The Maritimes order works for me, but Necora may suggest otherwise.  (Tree -> Pine or Pine -> Tree).

---------- 
Banished plus 
Hi res terrain textures

Maritimes Trees
Maritimes Pine Set
NatDiv

BL Mods:

1.0.7 Compatibility
CC 1.75
MM 0.07
MM 0.07 Deco Pack

Go huntig
Super easy trading
----------
 

 

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i like the idea but i would love if this would compatible with CC's custom starting conditions like "adam and eve" and all the others

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Thanks Query. I havent had any crashes either with the Nat Div since I swapped them so thanks again. I will also try the Pine Set as well. Thanks again. If you think up any other good ideas I would be interested to hear them.

Another thing I mentioned in an earlier post was about paths either being able to curve them or at least at an angle. I noticed there are dock paths/decking at a 45 degree angle, do you think this could be modded to make a stone path?

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On 20-4-2017 at 9:35 AM, schlechtwetter said:

i like the idea but i would love if this would compatible with CC's custom starting conditions like "adam and eve" and all the others

That would be nice indeed, but unfortunately it's not possible for me to do alone. For the grasses to work in the CC starting conditions, the CC mod would have to be changed.

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or some of the start situations from CC can be out-modded to work above and with the nat div and a vanilla CC game set up.like the sjip wreck,forts,native village,etc.there are several adam and eve mods that should work if above CC and loaded 1st. i do think in  future versions most likely this will be added to the CC.

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Hi Query

My loading of the mods doesnt work with DVSS starting conditions unless I have cc 1.75 last as doing it the way you suggested they dont show up. Any ideas?

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Thank you @Bartender for Natural Diversity. I am enjoying the richly improved plants and herbs. I like the thatcher's shed, and the profession, and the seasonality. The little bundles of harvested thatch look great! Meadows are lovely, although I do tend to lay off the staff before they completely eliminate all trees in their area. (A treeless circle is too odd-looking to me.)  

I am struggling to get used to start conditions now, with new construction requirements (mostly pastures). Even with CCJ 1.75 and MM 0.07 I had a pretty good success rate with my starts, getting food supplies going, tool and clothing making started, and enough firewood to make it through the first 4-5 years, without any deaths...

Until thatch...   :) 

I like a lot of the CC start conditions, and apologize if this question has already been asked, but any chance in the future this will spawn naturally in starts other than the vanilla 'easy,' 'medium,' and 'hard'?

Thanks again for all your work, and generosity - sharing with us!

 

Application-steam-x64 2017-04-22 18-53-02-888.jpg

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to help there is the more wood from trees mod and NECORA's trees do add more logs per tree also.you can also burn reeds or thatch.most houses will burn it though they prefer wood.

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14 hours ago, malcg60 said:

Hi Query

My loading of the mods doesnt work with DVSS starting conditions unless I have cc 1.75 last as doing it the way you suggested they dont show up. Any ideas?

Hi @malcg60 can you please post (in order) of what mods you are using?  I know it's probably long, but it's part of trobleshooting.

Also, what DSSV start conditions?  Which mod are you using for that.  And why the DSSV start condition, ie, why are you using it.
It used to be that DSSV mod needed to be in a special order, but that hasn't been the case for a little while now, so I'm a little confused as to which mod you are using.

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On 23-4-2017 at 3:35 AM, BuildHappy said:

Thank you @Bartender for Natural Diversity. I am enjoying the richly improved plants and herbs. I like the thatcher's shed, and the profession, and the seasonality. The little bundles of harvested thatch look great! Meadows are lovely, although I do tend to lay off the staff before they completely eliminate all trees in their area. (A treeless circle is too odd-looking to me.)

I am struggling to get used to start conditions now, with new construction requirements (mostly pastures). Even with CCJ 1.75 and MM 0.07 I had a pretty good success rate with my starts, getting food supplies going, tool and clothing making started, and enough firewood to make it through the first 4-5 years, without any deaths...

Until thatch...   :) 

I like a lot of the CC start conditions, and apologize if this question has already been asked, but any chance in the future this will spawn naturally in starts other than the vanilla 'easy,' 'medium,' and 'hard'?

Thanks again for all your work, and generosity - sharing with us!

Thank you for the compliment :)!

I understand that the start of the game is made significantly harder if you use one of the CC starting conditions. Unfortunately there is no way for me to change those, but I will think about other ways to make life a bit easier in future updates ;).

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