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Showing most liked content since 04/29/2017 in Files

  1. 40 likes

    Version 1.75

    6,109 downloads

    Colonial Charter 1.75 will only work with the Banished 1.0.7 update. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Manual Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Steam Workshop Download for version 1.71: http://steamcommunity.com/sharedfiles/filedetails/?id=849019386 Steam uploads are disabled while the game is in Beta status. A workshop version will be uploaded as soon as we're allowed. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. 29 likes

    Version 1.1

    363 downloads

    Despo20 Medieval - D20 Medieval Houses "Large and nice medieval houses with optional accessory buildings" The Mod includes: - New 2 story Medieval House that accommodates one family of six. 2 F key variants; - New 3 story Medieval House that accommodates one family of seven; - New Accessory Storage with 2 F key variants; - New Large Accessory Storage; - Compiled using the new Community Mod Tool Bar. Coming soon: - Other types of accessory buildings; - More F key variants. The Accessory Storage is designed to be integrated with the 2 story house, but it was modeled to be used also alone. In the same way the Accessory Storage Large can be integrated with the 3 story house. Acknowledgements I would not be able to realize this Mod without the help of this magnificent community! Thanks @Discrepancy, @Ketchup, @Kralyerg, @Necora for sharing your knowledge with me. Thanks also go out to all who have supported me during the development of this first Mod (I hope this will be the first of many ).
  3. 22 likes

    Version 0.07

    6,027 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. This download is a .RAR file. You will need a program like 7zip or WinRar to open them. Don't put the .RAR file into your WinData folder. You need to extract the .PKM and put it in WinData. About: Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience. 120 mods and counting. Thanks to the hard work of all the modders who have contributed. RedKetchup, Kid, Discrepancy, embx61, tanypredator, TomSawyer, Wintin, Maal, Elfecutioner. This is a completely standalone mod. All of the listed mods are completely included. Do not use any of the included mods alongside MegaMod. You're welcome to use your choice of Aging mods, Storage mods, Resource quantity mods, or other mods of these types, as they are not included. There is no guarantee that future versions will be save game compatible with this beta version. Things happen. Toolbar entries are color coded by which modder made them. Toolbar buttons with a colored border will open another toolbar. The color of the border indicated which modder made all of the entries inside that toolbar. There will be periodic updates to this, as mods are updated, and work is done to continue to make them all cohesive. It's going to take a long time to load a mod this large. Be prepared for a black screen for several minutes while it loads.
  4. 15 likes

    Version v2

    688 downloads

    Requires 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.
  5. 9 likes

    Version V101

    182 downloads

    Version 101 updated 15th May 2017 Maritimes Sherbrooke Village Version 101 Inspired by Sherbrooke Historic Village, Nova Scotia. Introducing the Sherbrooke Village collection! This set includes... Sherbrooke Church - a large church with room for 120 devout souls and a radius of 30 tiles. Sherbrooke Shoool - a school with capacity for 30 students. Sherbrooke Market - a large market building. Capacity 18,500 units, accepts all storage flags, and has a radius of 30 tiles. 3 Variants, red, white, and black. Sherbrooke Medium House - a 'medium' sized house with 4 variants, blue, red, yellow, and a white with green trim that fits next to the tailor. Medium houses have an occupancy of a family of 5, fuel of 80 per resource, and 1,200 units storage. Sherbrooke Small House - a smaller house, with 4 variants, blue, purple, aqua, and red. Small houses have an occupancy of a family of 4, fuel of 70 per resource, and storage of 900 units. Sherbrooke Blacksmith. A red blacksmith building. Produces the following range of tools; Bough tool - a cheep, rough tool made from pine pitch*. Cheaper to build but does not last as long as the vanilla iron tool. Iron tool - vanilla. Pitched tool - a sturdy tool made from wood, iron, and pine pitch*. Same stats as vanilla steel tool. Twined tool - a sturdy tool made from wood, iron, and twine*. Same stats as vanilla steel tool. Steel tool - vanilla. Fishing Tackle+ - a crafted item made from wood, iron, and pine pitch*. Sherbrooke Tailor. A tailor that produces the following range of clothing; Leather coat - vanilla. Wool coat - vanilla. Pelt clothing* - clothing made from animal pelts*^. Same stats as vanilla leather coat. Canvas clothing* - clothing made from canvas*. Same stats as vanilla leather coat. Linen clothing* - clothing made from linen*. Same stats as vanilla leather coat. Down coat - coats made from leather and feathers*. Same stats as vanilla winter coat. Winter coat - vanilla. Fur coat - coats made from fur*. Same warmth as vanilla winter coat, but much more valuable. Sherbrooke Water Mill. A mill building to be built on streams, quickly produces lumber or firewood. Includes the following puzzle pieces; Lower bridge pieces - 1x1, 1x3, 1x1 corner. Ground level bridge pieces - 1x1. Upper bridge pieces - 1x1, 1x3, 1x1 T, 3x3 trade boat passable. Stairs between all levels. A dam for smaller streams. Sherbrooke Boat Shop. A large water front boat shop that builds boats and fishing supplies for the NS Inshore set. Expensive to build. * Resources are cross overs from the Pine Set and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. ^ Resources are cross overs from the Crystal Cliffs Farm and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for. + Fishing tackle is a cross overs from the NS Inshore Fishery where it is used in building fishing boats. Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits. Compiled using the new Community Mod Tool Bar. Compatibility Fully compatible with all mods. AcknowledgementsNone 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! Alternative Download for V101
  6. 9 likes

    Version 1.1

    135 downloads

    compiled with Banished ModKit107, but works on 106 also. Better Stock Piles v1.1 This mod alters the resource stockpile models of the vanilla Coal, Firewood, Iron, Logs & Stone. Place above other mods that reference the model code of these RawMaterials. Download & Installation: - Download from above the latest version of the file. - Extract/Unzip the contents of the .zip folder, - place BetterStockPiles.pkm inside your Banished/WinData folder. - enable the mod on the Main Menu and also enable through the Pause Menu when loading into a previous save. - Place above other mods that reference the model code of these RawMaterials. Change Log: BetterStockPiles.pkm - v1.1 -- 15April2017 --- file size: .pkm 12.3MB (12,650KB) / .zip 3.91MB (4,005KB) - added replacement models for Coal & Iron stock pile models. - optimized Firewood, Logs & Stone models for poly reduction. - v1.0 -- 14April2017 - Initial release, replaces the vanilla Firewood, Logs & Stone stock pile models.
  7. 8 likes

    Version 1.0.1

    341 downloads

    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. 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.
  8. 8 likes

    Version 4

    378 downloads

    Allows your Bakery to produce the following: Hardtack [Flour] Bread [Flour] 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.
  9. 7 likes

    Version 102

    219 downloads

    Updated to Version 102 - 8th May 2017. The Maritimes Collection - Crystal Cliffs Farm version 102 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 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 corn to feed the cows. 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 (corn, barley, wheat, oats). Acts as a stand alone building or as the foundation for the Crystal Barn. Small Animal Hutch. A small back yard (1x1) animal hutch. A drop down menu allows you to select from either Eggs (chickens) or Pelts (rabbits). Needs domesticated animals to build and corn to feed the animals. Comes in 3 F-variants, yellow, red, and brown. Small Animal Pen. A small back yard (2x2) animal pen. A drop down menu allows you to select from either Milk (goats) or wool (sheep). Needs domesticated animals to build and corn to feed the animals. 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 colour has its own sub-menu and includes a 1x1, 1x2, 1x3 straight pieces, a diagonal piece, a style, a small gate, a 1x1 farm gate, and a 1x2 farm 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. Maritimes.pkm - Incompatible! Do not use with the full Maritimes mod. Only modular versions. Colonial Charter - Compatible with the newest edition of CC! Modular Maritimes Sets - Compatible! You will get red warnings, ignore them. All other mods are compatible that I know of! AcknowledgementsNone 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! Alternative Download Link for V102 Coming Shortly
  10. 7 likes

    Version 0.07

    1,461 downloads

    Brought to you by the creators of Colonial Charter. Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. About: Why is this a separate download? As I was building this version of MegaMod, I came across a little problem. Whenever I would compile a mod that was larger than 2GB, the game wouldn't load. I could load several mods that, combined, are more than 2GB, but it would never load a single pkm file that was larger than 2GB. It would give a memory allocation error during the game load every time. So, it needed to be split up somehow. The general idea behind MegaMod was to have it all combined, so this wasn't an easy decision. But until Luke can address this (which he may be working on already), a split version will have to suffice. What is in this mod? The entire MegaMod Decorations Toolbar is included in this mod. It is not in the mod titled MegaMod. To get everything, you need both of these MegaMod mods.
  11. 6 likes

    Version 100

    100 downloads

    The Maritimes Collection - Maritimes Trees Addon Introducing the Maritimes Trees Replacement Addon. This pack replaces the vanilla trees with new trees from the Maritimes Collection. Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants. How it works. This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants. It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair. This mod does not change the spawning of other natural resources, nor does it add any new resources. Compatibility. As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work. It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod. This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this). 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!
  12. 5 likes

    Version 2

    319 downloads

    Makes 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.
  13. 4 likes

    Version 1

    34 downloads

    Some nice tasty foods for your people. Yum. Requires CC to use. Place BELOW CC, or things will crash.
  14. 4 likes

    Version 3.0.0

    35 downloads

    NMT3.0Series: Clay Chain 1.0.7 The first upcomming part of the famous New Medieval Town 3.0 Series. this mod adds and fixes all the Clay chain production with the new 1.0.7 limits : Claypit will use stonecutters and produce 1 to 2 clay. 24 wood to build. Kiln will use 10 clay and will produce 10 bricks or 10 rooftiles. 20 stones to build. Pottery makers will use 3 clay and produce 2 to 3 pottery. It can be upgraded for better production. 48 wood, 4 stone, 4 iron to build (upgrade: 16 wood, 32 bricks, 16 rooftiles) Clay is now a material limit. Bricks and Rooftiles are now construction limit. Pottery are now Misc. NB.: if you put CC ontop: the kiln will only produce 3 bricks from 10 clay instead.
  15. 3 likes

    Version 100

    42 downloads

    Version 100 - 8th May 2017 I don't have any pictures yet... they will be coming soon! The Maritimes Collection - Decorations V100 A collection of ghost, free to place decorative pieces from various Maritimes mods, all in one convenient location! Introducing the Maritimes Decoration Collection - Version 100! This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations are models used in other mods in the collection, and have been extracted and turned into decorations in this convenient package. This set includes... New Roads - based on the iconic red dirt of Prince Edward Island. PEI Dirt Road - a red textured dirt road. PEI Stone Road - a red textured herring bone stone road. Both new roads are found in the Vanilla Transportation Menu under a new Maritimes Roads tab. Road decorative squares - a few decorative texture pieces to smooth the edges of you roads and extend them under buildings etc. All free to place and ghosted. PEI Dirt square and triangle. PEI Stone square and triangle. Decorative Natural Resources - A selection of natural resources have been extracted from the Pine Set and turned into ghost decorations. Blueberry Bush. Cranberry Bush. Chanterelles (3 variants). Fiddleheads. Pine Boughs (3 variants). Flax Plant. Hemp Plant. Grouse Nest. Beaver Lodge. Fox Hole. Deadfall Trap. Snare Trap. Pitfall Trap. Decorative Trees - All trees from the Pine Set/Maritimes Trees Mod have been extracted and turned into ghost decorations. Apple Tree (4 variants). Aspen Tree (4 variants). Birch Tree (4 variants). Fir Tree (4 variants). Maple Tree (4 variants). Spruce Tree (4 variants). White Pine Tree (3 variants). Decorative Town Trees - All trees mentioned above (apart from the apple, which is small anyway) have been duplicated and shrunk by 30 %. This is so that they can be used to decorate a down setting and not dwarf buildings. 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! There is a decorations ta b (a goat with a fence) where you will find all of the decorative items mentioned above. Within the decorations menu, there is a sub menu for Road Squares, Natural Resources, Trees, and Small Trees. 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. This mod does not change or add any core files, and therefore should be compatible with all other mods. Use only with Banished v107 BETA. 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! Alternative Download Link Coming Soon
  16. 2 likes

    Version 100

    58 downloads

    Version 100 - 8th May 2017 I don't have any pictures yet... they will be coming soon! The Maritimes Collection - Maritimes Riffle V100 A collection of ghost, free to place decorative pieces to build streams, ponds, and lakes on land and to enhance game waterways. Introducing the Maritimes Riffle Collection - Version 100! This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations can be used to create streams, rivers, lakes, ponds etc. on land and to enhance the water ways in game. This set includes... Stream Riffles - decorative pieces that enhance game rivers and streams Steam - this will make a particle point that produces steam from the water, using a modified smoke particle. Ripple - this will make a particle point that produces a ripple effect on the water, using a modified boat wake particle. Warning - due to the nature of these pieces, they are invisible! So some trial and error will be needed to place them properly. Unfortunately, I've not found a way to incorporate placement helpers. Once placed, if you click on the middle of the point (where the particle is emitting from) you will find an invisible square so you can delete it from the UI that pops up. 4 Turbulent textures, each with 3 angled variants. These are simple textures which have the foliage material applied, making them move in the water. This will allow you to place turbulence along shore lines, dock buildings etc. Stream Decorations - 4 sets of stream decorations are included, to build streams, ponds, lakes etc. on land. Each set is at a different level, so 0m (ground level), -0.25m, -0.50m, and -0.75m. Each includes... A center water tile. A corner water tile. An edge water tile. A diagonal water tile. Pebbles (3 variants). Drift wood (lots of variants). Transition Pieces - these allow you to transition between the various depths mentioned above. Sloped transitions - a gradual slope between each step. Waterfall transitions - a waterfall between 0m and each lower level. Digging Pieces - a terrain leveler for 0m, -0.25m, -0.50m, and -0.75m. Must be placed then deleted. All decorative items are ghost and free to build! 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! There is a decorations tab (a goat with a fence) where you will find a maritimes riffle tab. Within this sub menu, there is a tab for each of the sets above. 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. This mod does not change or add any core files, and therefore should be compatible with all other mods. Use only with Banished v107 BETA. 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! Alternative Download Link Coming Soon
  17. 2 likes

    Version 100

    90 downloads

    The Maritimes Collection -Maritimes Storage Some storage buildings from various mods were rather generic, and I needed storage for other mods. So I decided instead of making multiple instances of essentially the same thing, I'd put the more generic storage solutions into one package. Contents Food Cellar - 5000 unit capacity, 5 F-variants of different colours. Stores edible and non-edible foods. Medium Storage barn - 8000 unit capacity, 5 F-variants of different colours. AcknowledgementsNone 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! Alternative Download for Version 100
  18. 2 likes

    Version 1

    39 downloads

    Your citizens will never die of old age. They still maybe die randomly from work accidents/child birth/starvation/cold. Just not old age. They will continue to have children their entire life. This mod is not compatible with any other aging mods, or with the Less/More Food mods.
  19. 1 like

    Version 1.0.0

    73 downloads

    Alternative download link: https://drive.google.com/open?id=0B-ZePVZCUPiuczlkNkxzT1lUR1k Aim of the mod Natural Diversity is my attempt to make the world of banished resemble real nature more closely. This light version only contains new models for Herbs, Onions, Roots and Mushrooms. The full mod, which includes many more features, can be found here: Usage details This mod requires the 1.0.7 Beta version of the game. This mod will require a new game in order to work. All models are included in the full version of Natural Diversity. It is therefore not necessary to use this Light version if you already have the full version enabled. There should be virtually no conflicts between this mod and any other mods, unless there are any that change the models of these natural resources. To ensure that it works correctly, it is advised to load this mod at the top of the list. Content 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. Future plans As Natural Diversity is developed further, I will continue to release Light versions, including only reworked models of existing resources. 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. No only are they highly skilled modders, they are also kind and patient enough to share their sometimes hard-earned knowledge with beginners like me.