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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.




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.



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.


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.



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



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


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

- Reduced the filesize.

16 people like this

User Feedback

I played a long session last night on a vanilla 'medium' start condition (50 game years - many hours of uninterrupted banished fun)   :) to see how thatch acts when it spawns map-wide at start. Lovely!

But I have almost decided that thatch = kudzu.

It completely deforested the entire map long before I hit the 50 game year mark. All that lumber, gone. :( 

Trees are too aesthetically valuable to me to enjoy meadows killing them off. Foresters stations create circles of trees (I use a tree life mod, a mod called Wildlife that increases forester, hunter and gatherer radii, and @Necora 's new Pine Set) so I am not short of materials for building, etc. but I found I missed them out in the wild...  

I double checked that all my Maritimes modular sets are above NatDiv, as per @QueryEverything 's reply to @malcg60 so I'm pretty sure mod order wouldn't change/stop complete deforestation.

So I respectfully withdraw my request for thatch to spawn in non-vanilla starts (I will use them when I want wild trees to thrive.)

But now I have another question/request: Can NatDiv on vanilla starts be 'turned down' to allow wild plants, meadow and trees to coexist in a better balance?

As always, I thank you for your efforts. The Banished community is one of the most supportive around, and Black Liquid modders, and their contributors and supporters, and their site are the best!


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oh dear, that's quite an unfortunate error that you've found there! I know that without mods, the trees eventually disappear by themselves if you'd play very long, but I guess the potency of the grasses is speeding up that process.

Thank you for reporting this, I will try to find a solution for it as soon as possible!

Edited by Bartender
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that is bizarre. i never knew the trees would totally disappear. would the forever tree mod stop that since the trees don't die off?

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Yes it would, if I remember correctly this is exactly why that mod was made.

The problem arises because there are more trees dying than regrowing. In my mod the problem apparently gets worse, because the grasses respawn slightly faster than they die. They then start overgrowing the places where the trees used to be, and I suspect even block the trees from respawning by taking up all the space.

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I've just uploaded v1.0.1. This one guarantees that there will still be trees and grasses growing in your map at 50+ years, and most likely untill the end of time (though I haven't tested that ;)). Other than that I've included a few optimizations that reduce the filesize by almost a third.

It should be completely compatible with the old version, you can just place this file over the old one. There should be no need to start a new game either, although unfortunately it's not clever enough to magically make trees reappear in maps where they've been lost.

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Hi Query. The DSSV start conditions must be in the CC or Mod pack as they only came up since I used these. Ill try and take a photo to show you, be a bit later though

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Hi Query. These are photos of load order and starting conditions. Any other way and I keep getting crashes





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me bet would be the PLUS mod. most of that is added into CC anyhow. it is outdated and probably conflicting with the 1.07. you shouldn't need both the pine set and the tree set for the MARITIMES. though i see 1 is turned off.i would check on some other aging mods and drop the PLUS.

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Would it be possible, to mod a forester, which plants both, trees & grass, just randomly switching between the two?
The idea being, that by having a forester plant both, the landscape will look less like a farm and instead more naturally diverse.

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It would be a very nice idea indeed, but unfortunately it's not possible. A forester-type building can only cut and replant one type of resource. The way the different types of buildings work is also hardcoded in the game itself, so it's inaccessible for us modders.

Thank you for the suggestion though :). It's always nice to share ideas like this, even if sometimes it turns out not to be possible ;).

Edited by Bartender

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Is there any way to lover the density of the trees? I started a new game. The only mods I am using are The North and this one. I placed this mod above The North due to it crashing my game if it was below. When I started a new game my entire map was covered in trees except a small circle where I spawned. Is this normal?

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hmmm interesting.normally the nat div gives you meadows here and there.you is right the nat div should be top mod.check some of the screenshots and make sure it is working with the north mod.you could try the lite version of the nat div mod to see if it helps more.i actully went back to the prior version because of lag times.do you see thatch on the map anywhere? that would be best way to find out if the mod is functioning.

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Everything works fine with the Lite version. What are the main differences between the Lite version and the complete one? Also, is there a plan to have this work with all the CC starting scenarios? Right now it only works with easy, medium, and hard. 

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