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Found 4 results

  1. Version 105

    281 downloads

    Maritimes PEI Shore Fisheries V105 - May 16th 2017 The Maritimes Collection - Prince Edward Island Shore Fisheries V105 Based on small fishing huts in Prince Edward Island, Canada. Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries. What is new? 5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed. All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI. 3 Colour themes to choose from. Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual. New advanced placement options. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. 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). The colour variations of the storage units are as F-variants. Unlike the fisheries huts, storage units have stairs etc. attached to the front. A small lighthouse that provides happiness. All buildings have been remastered, which includes... General cleaning up of the models, Improved texturing, New Ambient Occlusions. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. 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! Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ) Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod. Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door. 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 for Version 105
  2. Version 104

    238 downloads

    The Maritimes Collection - Dock Set. Updated! Version 104 (May 9th 2017). A small dock set to connect your Maritimes buildings. Dock pieces including... 1x1 pieces with covered, roped, and plain F-variants, 1x2 pieces with covered and roped F-variants, 1x3 pieces with covered and roped F-variants, 1x1 corner pieces with roped, plain, and T-section F-variants, 1x1 complete medium level with corners, T-sections, straight sections with roped and covered F-variants, 1x1 set of stairs to medium level, 1x1 set of stairs to water level, A decorative ghost lobster pot with a few F-variants. Compiled using Banished Mod Kit 107 Beta Compiled using the new Community Mod Tool Bar. 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! Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ). If you do run them together, it is advised to place the most recent release on top! Compatibility Issues and Usage <<--- READ ME!! There are a few issues to note... Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. Place the most recently released mod on top. All other mods - Compatible! I don't know of any instances where this will not work. 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!
  3. I noticed recently one of my Maritimes menu items shows no name when i mouse over it, and I don't know if it is a legitimate glitch or due to my mod order or something else I did wrong?
  4. Hello all, This is the first town journal I have done. I decided to use it as some shameless self promotion to showcase the Maritimes collection so far! Introducing the township of Lonetoe (what a name from the random generator!). Lonetoe is a small town of 40 something souls, carving out an forest based existence. The town, to date, has started to grow from the discovery of highly valued after furs and pelts. This lead to the construction of the first designated forestry outpost, hiring a forester to tend to the woods, and make sure plenty of animals are attracted in for trapping. Local critters include fox, beaver, and hare. The abundance of wild animals lead to the establishment of a trade post, and the development of a small town around it. Another resource is the dense pine and conifer forests on the north shore, home to more wild animals, and plenty of trees for tapping. In fact, a new industrial area sprouted up on the forests edge, burning down boughs for charcoal, which are used to make turpentine from pine resin. So far, things are looking up in Lonetoe.