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.
Search the Community: Showing results for tags 'mod'.
Found 5 results
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!
After learning how difficult it was to apply UV maps, I decided to upload my buildings as is to Google Drive. ShockPuppet and Kralyerg are great modders and modelers and I hope they can take over. Other than some small tweaks, these were done in January. It took me a long time to find them (the copy on my Surface got corrupted) and I should have uploaded the WIP in January. I can provide some of my WIP textures and link to the buildings that inspired my rowhouses. Feel free to do whatever you want with them.
I'm currently trying out MegaMod but I'm wondering why my two other Mods are conflicting. I thought they shouldn't be? The two other mods I'm running are More Terrain: http://steamcommunity.com/sharedfiles/filedetails/?id=345803966 Increased Resources Combination: http://steamcommunity.com/sharedfiles/filedetails/?id=346165316 More Terrain seems to work as it should be, but Increased Resources Combination doesn't seem to be working at all. I am noticing resource yields after harvesting trees, stone and iron to be like vanilla instead of the yields that I remembered the mod to yield. Is there a work around to get IRC to work? Thanks.
50 downloadsReplaces Rain with a light occasional rain. Does not affect snow. I made this for use with the "[CC] Marine" Climate, where it only ever rains. I like to use this climate with "[CC] Antilles" starts (Palms only) and the "[CC] Desert" or "[CC] Sand Lakes" maps. Removed the fogs (mostly) and stopped it getting dark when the light rain sprinkles down. This mod can be used with any climate and start type, I just had those in mind when making it.
View File CC: Light Rain Effect Replaces Rain with a light occasional rain. Does not affect snow. I made this for use with the "[CC] Marine" Climate, where it only ever rains. I like to use this climate with "[CC] Antilles" starts (Palms only) and the "[CC] Desert" or "[CC] Sand Lakes" maps. Removed the fogs (mostly) and stopped it getting dark when the light rain sprinkles down. This mod can be used with any climate and start type, I just had those in mind when making it. Submitter ShockPuppet Submitted 11/23/2016 Category Shocks Lab