Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Bartender

Members
  • Content count

    140
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Bartender

  1. Version 1.0.1

    675 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.
  2. While I'm in the process of learning how to make mods for Banished, I've embarked on a project to increase the diversity in the game's natural environment. As a biologist, I feel that this is a department in which the game is lacking. Most natural resources have only one mesh, even if in reality they would come in a wide variety of shapes and sizes. For now, I would like to showcase the first part of this adventure, which I have dubbed Fungiversity. It incorporates 3 new types of mushrooms, and a replacement for the original fungus. All 4 types come in a one, two and three shroom variant, adding up to a total of 12 meshes. As they are simply variants, they all give the same 'mushroom' raw material when harvested. My goal for this project is to add the same kind of diversity to other natural resources, and ultimately perhaps even to other parts of the game such as the villagers or animals (though for the moment I am absolutely clueless on how to do animations). Any feedback or suggestions would be much appreciated!
  3. You don't have to be sorry ! Your grasses are beautiful, and for your mod they work perfectly. It's just that NatDiv spawns so many grasses, that using a similar model would result in way too many polygons .
  4. Wow, that's a lot of things to reply to ! Thank you for I'm sorry that we haven't been that active currently. @despo20 is having a very busy time at his job, and I'm spending my summer trying to find a new one. Essentialy we're both a bit caught up in this game called Real Life. Ultimately it's the one that beats all other games, so please forgive us for neglecting the modding a tiny bit these days. I'm sure we'll be back in full strength soon, though probably after the summer . This is an issue I'm aware of, and unfortunately, it's the best I could do given the circumstances. The problem is that the grass needs to be detailed enough at the closest zoom level in order to look good. If you zoom out however, it becomes smaller and ultimately dissappears. This was the case in v1.0 of the mod. From a visual perspective this wasn't that bad, you wouldn't be able to see every single blade of grass when looking from an aeroplane either. Gameplay wise I found it a problem however, since it's quite important to see what resources are available in a certain area without having to zoom in. *This next paragraph gets a bit technical, my apologies.* My solution was to create several detail levels for the grass textures. There is only one way in which this 'MipMap' type of solution can be made to work in Banished as far as I am aware, which is to assign them to specific LOD (Limit of Detail) models. This is what you see when the grass suddenly reappears: at that point it transitions to a new LOD model with a less detailed texture so that it shows again in the game. Ideally, I would make enough LODs so that these transitions would go smoothly and unnoticable. However, Banished only supports a maximum of three detail levels. If you look closely, you will see that the grass goes through a transition twice, from one to two and from two to three. I tried to make these transitions go a bit more smoothly by making different instances of the grass that shift at different zoom distances, so that the change is not too abrupt. Unfortunately, there isn't really any perfect solution that I see at the moment. I chose for the current approach because I feel that gameplay quality should be more important than visual quality. If the general opinion however would be that the grass fading out after some distance is not a problem, then I wouldn't mind changing it back. Another possibility would be a complete redesign of the grass, for example in the way that Red made his grasses. This would add a lot of polygons to the models however, and would probably make the already existing performance issues much, much bigger. As Query correctly pointed out, there is no link between the berries and the rebellious crops mechanic. We've already determined before that the Berries are caused by a conflict with Necora's Pine mod (the berry bushes you see in his screenshots are from that mod, not from NatDiv). This will be fixed in the final release of NatDiv.
  5. 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 .
  6. One of the reasons I agreed to including this effect is because it is indeed something that happens often in reality . As the article describes, it's often very harmful. Our crops usually come from other places in the world, so if they start occupying space in the new area they might disrupt the balance in the native ecosystems. Now the crops in Banished all die in winter, so you won't be having that problem . The fruit trees on the other hand would be able to spread if you don't cut them, though it would take them quite some time.
  7. That's great , thank you for all the testing Kevin!
  8. Judging from the picture, those are the blueberries that are part of the Pine Set. Ours look a bit different, and are probably much less abundant . I've found a way to fix their unstopable spread by the way, so the real release version should work better in combination with the pine set. Because of this, the bug with the building menu is probably not related to NatDiv, but I'll still run some tests with it just to be sure.
  9. If you keep Necora's Pine mod loaded above NatDiv then those should just be spawned, if you have NatDiv above the pine mod they would indeed be taken out. This is the same as it was with the previous version.
  10. Thanks for your expansive testing Kevin! This is very helpful . The blueberry problem: I've given this some thought and done some testing, and I've figured out what the problem is. It's actually an interaction with @Necora's Pine mod, and it's not going to be very easy to fix until he comes back from his Robinson Crusoë trip. Essentially what happens is that both our mods are editing the original blueberry template, which creates a rather lethal combination. We can change ours, so that his blueberries won't spawn in such crazy amounts anymore, but it won't be possible to only have one of the two spawning I'm afraid. Herbs: I expect that as you say, the blueberries are to blame here. Nothing has been changed to the herb spawnrates at least. Reeds: I've checked it against CC, and I've identified the problem to be a copying error on my part. I named our file RawMaterialReeds.rsc while the one in CC is named RawMaterialReed.rsc, and that single s makes all the difference . Rebellious Crops: As I mentioned above the blueberry problem is related to something else, so this seems to be working as intended. We'll still need to check if it is indeed causing the problems with certain CC spawns.
  11. Thank you all for the kind words and the thorough testing ! We will make a list of all the bugs and try to fix them if possible. It will work, mostly . It definitely shouldn't give any errors, the only thing that probably won't happen is the spawning of the branches in the forest. I'm afraid that a modlist of 132 is going to take us weeks to sift through trying all the combinations, so I kindly decline on that offer .. It's most likely an interaction with CC that's causing the problem anyway, so we'll test that . The ridiculous storage will unfortunately not function with the default storage yard in the easy condition indeed, as I had to do some tricks with the code to be able to add the thatch. As you mentioned in a later post, rebuilding the storage yard will indeed solve this problem . Hmm, this is not as it was intended! The reeds should be merged together as one material, I will look into that. Just out of curiosity; is it possible to use the CC reeds for the NatDiv buildings? Hmm.. this would be a shame if it were the case.. It's well possible that the changes to the crops created this problem, as no other big changes that affect the starting conditions have been made between this NatDiv version and the last. We will test it to be sure. Again, thank you all very much for testing this, you're being a great help to us !
  12. Natural Diversity 1.1 Beta release (for Banished 1.0.7) After months of work, several weeks of testing, some more days of adjusting things, and a few hours of wondering how we should start this sentence, our work has finally come to an end! @despo20 and @Bartender proudly present the Natural Diversity update 1.1 Beta. As it is a beta version, bugs will be likely to occur. If you encounter any, please kindly let us know in this thread or through a PM to either of us, preferably including screenshots. Sightings of real life bugs are unfortunately not of any relevance, and we would not appreciate receiving pictures of those. The file can be downloaded here. Below is a summary of the content of this update. A detailed explanation of each feature will be provided upon full release. Thatch Production Chain The production of thatch is now a two step production chain, introducing four new materials and five completely new buildings. The old thatcher building has been removed from the mod. The reed farm and fish trap can be placed on small rivers, introducing a new utility for these. Natural Resources Two new resources are added into the game, Reeds and Branches. Reeds spawn on the waters edge and give reed bundles (CC compatible), while branches occasionally fall from trees and give firewood. The Blueberries recieved an overhaul, now occurring as bushes that drop harvestable berries in summer. The bushes themselves give firewood when cut. Lastly, the rocks received new meshes and new textures, greatly increasing their diversity. Rebellious Crops All vanilla crops and orchard trees have a small chance of spawning seedlings outside their fields. This functionality was requested by @QueryEverything and is based on the currently obsolete Pesky Produce mod by OwlChemist. Aesthetics Rocks have been added to the rivers, to give them a more natural look. These rocks are purely cosmetic; the cannot be harvested, nor will they block construction over the water. Harvest wild foods & herbs Toolbar Buttons Along with new toolbar buttons for the introduced buildings and resources, toolbar buttons have been added for the collection of wild foods and herbs. Start Conditions The vanilla start conditions have recieved a [NatDiv] prefix, to signify that these include the resources introduced in this mod. Furthermore, the easy condition has 100 Thatch added to the stockpile on start. Updates to existing content All natural resources included in version 1.0 have received a visual update. Parts of the models will sway in the wind, and the winter behaviour has been changed to provide a more accurate winter landscape.
  13. Thank you for the kind words @KevinTheCynic ! I hope that you will like the next version as much as the current one, or even more
  14. I'm aware of the fact that the current version of NatDiv might be a bit heavy for older systems. The next update will include quite some optimizations, so hopefully that will solve any lag issues for most of you. At the same time, it is a mod that aims to add more diversity and realism, so it's bound to still be a bit heavier than vanilla banished.
  15. Sneak Peek 6b As promised, here's an update on the berry bushes, as well as the reveal of a new wild resource as a little extra . A while ago, we showed the first new berry bush variant, which was the Northern Highbush Blueberry. The second variant that will be added, is a slightly smaller species, the Black Huckleberry. To refresh the memory, or to create a new one if you haven't read the earlier post; these bushes drop berries on the ground, which can be harvested by the vanilla gatherer. The bushes themselves can be harvested for a small amount of firewood when in dire need. Falling leaves We concider the work on these bushes as somewhat of a test, before we start on their larger cousins in an overhaul of the trees. As part of this, I've played around with a longstanding wish of mine regarding the seasonal behaviour. In the vanilla situation, when the deciduous trees lose their leaves, these simply disappear. As you may observe in the video below, the leaves that fall from these bushes will stay on the ground at their base, and get snowed over as winter comes. They then disappear again when spring arrives and the bushes make new leaves. https://webmshare.com/play/AdYxQ Falling branches Another addition that we did in preparation for when we head into the forest, are these branches that will occasionally spawn below the trees. The can be gathered manually for a small amount of firewood too, but will not have a specific gatherer associated with them. Our aim is to have these, together with the bushes, compensate for the smaller amount of trees on the map with our mod. At the same time, we do not want to make it too easy to build a supply of fuel, so these will not spawn very frequently. The balance we want to create is one where it's simply not worth it to have a worker permanently roaming the forests in search of firewood, but where sending some out to harvest in a time of need can just make the difference between surviving the winter cold or finding a frosty grave.
  16. A decoration pack is definitely coming, as promised . I think we'll first finish the regular mod, and then work on the other versions (light and deco-pack). I did read your comment about the thatcher, but I think I forgot to reply to it in that thread, sorry about that! We're definitely going to reassess the productivity of the reaper, to make its fields as dense as the natural meadows. As for the fuel, we've probably found a solution that we'll share soon, once we've done some testing. Our main goal is to compensate for the lower abundance of trees, without making it too easy to obtain large amounts of fuel either. The use of thatch as a fuel source directly is something we'll definitely remove. With the introduction of the two-step chain (grasses->grass bales->thatch) we feel that it's no longer necessary, as the player can simply turn of the thatch production and use the grasses for other goals. I'll let @despo20 reply to your question about the models, as that's his turf . I personally love the medieval influence in his models, but I understand that it might not fit in that well with the North American building styles.
  17. Thanks for the kind words everyone ! I wholeheartedly agree! @despo20 completely blows me away every time he sends me screenshots of something new . This is amazing ! Thank you for taking the time to make our mods work together like that, I'm definitely going to play with it .
  18. It has been well over a week since our last update, so Sneak Peek #6 is long overdue! The crowd: “You’re late!” Me: “A coding wizard is never late, nor is he early, he arrives precisely when he means to.” Due to real life activities I am personally a bit short on time at the moment, but for the past two weeks @despo20 and I have been working hard on several parts of the mod. We will present these to you, and we have an announcement to make, so bear with us! The completion of the basic Grasses & Reeds Production Chain The last new building of our production chain, the fish trap, has been completed. It can be constructed on small streams, and requires wood and reed to be built. It is meant as a cheap fishing option that doesn’t require thatch. It also has a durability tied to the amount of fish caught, after which the trap breaks and needs to be rebuilt. As @despo20 has designed so many wonderful new buildings for this chain, we felt that my old model for the Thatcher didn’t quite fit in anymore. Therefore, it has received a completely new design, in the same style as the Reaper’s Shed that we’ve shown before. This updated version will utilize grass bales or reed bundles to produce thatch. And with that, our basic chain is completed! We already have quite a few plans for expansion, but this is what we’ll be releasing first. Here’s a complete flowchart of the chain: Rebellious Crops Based on an excellent suggestion by @QueryEverything, we have decided to revive an outdated mod made by OwlChemist, who is unfortunately no longer active as a modder for Banished. His ‘Pesky Produce’ mod made crops and orchard trees have a slight chance of seeding outside of their fields. This is highly realistic behaviour (plants tend not to care about artificial boundaries), and therefore fits perfectly with our goal of Natural Diversity. The crops growing outside of the fields can be harvested with a new ‘clear foods’ and the regular ‘clear trees’ toolbar buttons. Version 1.1 release With our basic production chain finished, we have decided to start moving towards the release of NatDiv version 1.1! Everything we’ve shown so far will be included in the new version, along with some other tiny things we didn’t show yet. A full list of all the new and updated features will follow. The coming week(s) we will focus on polishing and testing, after which we will release an open Beta to let you have a taste and for us to gather your highly valuable feedback!
  19. Haha, thank you ! I wouldn't concider myself much of a poet, especially not in english, but I do enjoy writing a lot. One day I'll be good enough to publish some things . I like that one, at least no animals are harmed that way !
  20. It's tuesday already, so we're starting to run a bit behind schedule.. here's Sneak Peek #5! This past week has been a week of a variety of things, and yet of nothing in particular. It was a week of bushes, boats, bridges, brainstorms about biofuels, and branches. There were other things, such as rocks, reeds and raw materials, but their names did not fit well into the last sentence. Other than arranging the words according to their first letter, we are afraid that there is not much of a theme to discover in this week’s sneak peek. In absence of such a common denominator, we will resort to simply showing you whatever is close enough to completion to be shared. The reed farm My honourable colleague @despo20 has spent most of this week working on the next part of the reeds and grasses chain; the as of yet unnamed reed farm. Due to limitations in the game code regarding the spawning of resources on the river banks, we spent a long time testing various possibilities for this building. In the end, we decided that the most realistic and historically accurate approach was to go for a boat on the small river, with a bridge connecting the two shores. The building functions similarly to a forester, planting and harvesting reeds in an influence area along the river banks. The associated profession will be a reaper, similarly to the reaper’s shed that gathers grasses. The gathered reeds can be processed by the thatcher or be used for the construction of fish traps. They will also be compatible with the reeds introduced in CC. Alternative Rocks A few weeks ago I have shown some images of rocks in the rivers. This week, we have worked to create suitable meshes and textures for these water rocks. In the process, we have decided to kill two birds with one stone (or two flies in one slap as we say in Dutch), and start an overhaul of the rocks on land as well. The state of diversity in the original rocks is rather appaling; there are only three meshes and they all have a bland, low-quality grey texture. To improve this, we have done several things; I have created (and am still creating) many different meshes, currently a total of 8, to allow for more diversity. Meanwhile, Despo has created several new rock textures with increasing amounts of moss/algal growth on them, for some colour variation. Lastly, a trick in the coding allows us to spawn each mesh at several different sizes, multiplying the number of variants we can create. The result of this is that with just these 8 meshes, we have managed to create 12 unique variants for the water rocks (flat meshes with heavy algal growth textures only), and 36 unique variants for the land rocks (all meshes, with low and medium moss growth textures), a selection of which is shown in the second screenshot. That concludes this week’s preview! We’ve been working on many other things in the past weeks, including the things we mentioned at the start of this post but didn’t show. We are not quite ready to share those, but they will be shown in subsequent sneak peeks!
  21. I completely agree with this. In the end we're all trying to shape the game in our own way, and we shouldn't be scared of doing so if we're shaping it into something else than another modder did. I agree that cross-over versions and mod collections are perhaps the best way to overcome these differences, as the original mod can stay 'pure' in that way. For the moment I personally don't really feel like there would be much to gain from redoing Red's work, so if anything it would be something like an add-on or a cross-over version indeed . The idea of an old growth forest is definitely an interesting one, it adds realism and even more diversity to the environment. I have thought about it before, since OwlChemist is no longer actively modding we can't expect him to update his mods to work with everything that's coming out now, but there's some good ideas and it would be a shame to lose them. For the moment I didn't try my luck on trees yet, but it's something I definitely want to do at some point. Making things spawn lower is done simply by changing the range with the minHeight and maxHeight, but there's a catch.. It only works for resources that are spawned through the StartConditions.rsc, and only for their initial spawning behaviour. The problem is that for reseeding or for secondary spawning (through another resource) the game seems to completely ignore the min and maxheight settings; it just places them between 0.0 and 1.0 by default. This is really a big flaw in the coding if you ask me. For the reeds, we had to turn off reseeding and make them everliving. We also had lots of problems finding a way to make a reed farm in a realistic way, though we did find something in the end. Another issue that you have to take into account is that all tiles below 0.0 are marked as 'water' or 'deepwater'. If you set the minheight too low, the resource may be spawned in places that are unreachable for the bannies. For the reeds, I set minHeight to -0.7 and maxHeight to -0.1, which seems to be fine.
  22. I've heard plenty a tale in the short time that I have been here. They spoke of His legendary deeds, and of His omniscience in the fine art of modding. At first I was an unbeliever, thought the stories were just myths from a time long gone. For I had not yet seen His true form. Now, I have found my faith. The Lord ShockPuppet be praised! I'm glad to hear that you have made a full recovery ShockPuppet , and spending time with a pet sounds like the best possible way to rehabilitate.
  23. @taniu I think ponds would be an excellent addition to our planned decoration pack . @QueryEverything Being a highschool teacher, I know from experience that it never hurts to explain something twice . Or thrice for some students. And frice(?).. fourice(?).. four times for the extremely forgetful ones. To get to the content of your post, I completely agree. Duplication of similar items is something we will avoid at all costs; it's unnecessary and only leads to a frustrating gameplay experience. The 'hooking on' to chains created by other modders that I was referring to, is a bit of a different case. What I meant is that it's sometimes difficult to make something compatible with a chain that was designed from a different philosophy. For example, it would make sense for us to make a link with Red's fodder in his Garden Walls mod, as fodder is produced from grasses. The problem however, is that his chain works completely different from ours; the grasses in GW produce fodder directly, where ours produce grass bales which first need to be processed. Now to make the mods compatible, we could make a building that produces fodder from grass bales. However, this building would be completely useless if the player doesn't have GW active as well. It would also create two very different ways of producing fodder, making for an unintuitive gameplay experience and a chain that is difficult to balance. Another option would be to make one of our resources, for example the grass bales, directly useable as fodder in GW. That would create problems with inconsistent names however, and the balance of our resource would have to be adapted to the pre-existing one. In a case like this, I personally don't see any adequate solution to make the chains work together in an acceptable way. I guess I've been rambling a bit as well here, but I always feel that these kind of things also help us to make sense of our own thoughs
  24. Guardians of the Galaxy 2 was quite enjoyable indeed . I normally don't like the 'superhero' type of movies, but this one doesn't take itself too seriously in that respect. I liked the odd combination of eighties music and super futuristic space settings as well, that first scene with Groot dancing to Mr. Blue Sky by ELO was great .
  25. Thanks everyone ! Yes, we will adapt the yields to create a healthy balance for the new chain. We have been thinking about a way to make this compatible with Red's fodder, but we haven't reached a conclusion yet. When I was doing research for the thatcher building, I once made the mistake of doing a google image search for 'Thatcher'. Didn't quite get the result I expected . The fuel seems to be a much appreciated option, so we'll definitely look into that . We'll also dive a bit deeper into all the possibilities of 'hooking on' to existing chains in other mods. We do have many ideas ourselves though, so we might also decide to do everything our own way . I haven't worked on the bushes recently, but my original intentention was to add more variants indeed. They will come in time I guess . Just like the original version, v1.1 will be completely stand alone . It won't require any other mods to use it. I'm not sure if it would be completely compatible with the North, we'll test that.