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1,094 downloadsAlternative 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. 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 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.
399 downloadsWelcome to life on the water! This is one of CC’s most popular features. Included is everything needed to expand your town along shores and across lakes. Also included are two watery terrains: 'Lake Waters' with multiple lakes and the more challenging 'Waterworld' which is one large lake. The first in a (hopefully) series of themed modpacks from Colonial Charter. And now using the new "Community Mod Toolbar" to centrally locate modded items.
11 likesThings are happening. The wheels of progress turn slowly but they do turn.
8 likesSandbox map creation video: <edited out >
47 downloadsMaritimes Volume 1 - The Legacy Collection. Maritimes Volume 1 - The Legacy Collection is a link to all maritimes mods created circa winter 2016/2017. These mods will remain available to all who wish to play them, but will not go through any further development. Clicking the download link will take you to a list of .zip files for each of the individual Maritimes mods. Included in the collection are; Maritimes Coverings, Version 100 Maritimes Crystal Cliffs, Version 102 Maritimes Decorations, Version 100 Maritimes Dock Set, Version 104 Maritimes Humble Construction, Version 102 Maritimes Log Cabins, Version 100 Maritimes N.S. Inshore Fisheries, Version 103 Maritimes Patches Maritimes P.E.I. Shore Fisheries, Version 105 Maritimes Pine Set, Version 105 Maritimes Port Royal, Version 100 Maritimes Riffle, Version 105 Maritimes Sherbrooke Village, Version 101 Maritimes Storage, Version 100 Maritimes Trees, Version 100 Compatibility Issues - These mods were compiled prior to the last update to the game. Therefore, there may be compatibility issues/crash issues when used with the newest version of the game and/or mods created subsequently. I apologize for any inconvenience.
1 likeThe #1 issue here is that you are using an old version of Colonial Charter - one that was not updated for use with Banished 1.0.7 which added a number of new flags (think "categories"). The current version of CC is 1.76 (not 1.71). The #2 (and #3, #4, etc.) issue is that you are using a lot of older mods. Anything that was made prior to 9/2017 when Banished 1.0.7 was released may no longer work IF they can't use the new flags. For example, mods that just add homes are usually OK because the flags used by homes didn't change. If I'm not playing with MegaMod 8.01, I use CC 1.76 with about 40 other mods. I usually download those from here and from WorldofBanished.com - using the mods listed as mods specific to 1.0.7. I have seldom found an actual conflict by doing this. (BTW I also use Discrepancy's Pick & Hen Tavern v 1.1 and haven't had an issue with it.) Hope that helps.