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Search the Community: Showing results for tags 'fishing'.
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Hello from one of the newest members here. First of all, thanks for all the hard work from the modders community, I have been enjoying CC and MegaMod for the past week (only played vanilla until then) and I feel like I am playing a totally new Banished game, incredible work. I just have two quick questions as someone who's new to these mods: What is the purpose of creating hunting and fishing gear in a workshop and how do these resources work? And what can I do with flowers? Thank you, Damien
540 downloadsThis file is no longer available. The Complete Maritimes Collection is no longer compatible with the newest Banished game build and the recent developments with resource limits/flags and the community toolbar and is hence forth discontinued... for the time being. It is being replaced by the individual collections (Maritimes Crystal Cliffs, Pine Set, PEI, NS, Sherbrooke etc.) which are all made for Banished 107 and take advantage of the new resource limits and flags, the new community toolbar, and have a lot of new content. I will leave this up here though, as I hope to bring all of these individual mods back together into the complete Maritimes Mod when they are all finished. PEI Shore Fisheries and Dock Set Based on small fishing huts in Prince Edward Island, Canada. Dock Set. 1x1, 1x2, 1x3 dock pieces with corners, T-s, and stairs. Some with covered and roped F-variants. Small shore fishing hut that produces your choice of mussels, clams, scallops, oysters, or seaweed. Has 5 F-variants. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). A small lighthouse that provides happiness. All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants. Shipbuilding Industry Dock based rope maker and boat building to start a maritime ship building production chain. Rope maker - makes rope from flax. Dory shed - makes small boats (dory) from lumber and rope. New materials (to the vanilla game) including lumber, dory, rope, flax+. Crystal Cliffs Farm A farm set based on Crystal Cliffs Farm, Antigonish, Nova Scotia, Canada. Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above... Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk! Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat. New food items including Barley+, Corn+, Milk and Oats+. New materials Building Supplies+. New dry good Domesticated Animal. Port Royal Habitation A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada. Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school. Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20). Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread. Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate. Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles. Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform. Peggy's Cove Inshore Fisheries A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada. New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna. New dock general storage building. New food items (to the vanilla game) including lobster, shrimp, herring, mackerel, and tuna. This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building). This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC. Usage Notes - Important! + This mod will work stand alone. However, while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game! Compatibility. > NEW BANISHED V107 MODS - INCOMPATIBLE > CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer! > Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set. > Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up... See the development thread here... and give me feed back! Enjoy!