Banished

Banished

Tree Of Life [Version 1]
Darkbibou  [developer] 17 Apr, 2015 @ 2:45am
Complete Mod Description
Hello everyone :)

Don't you think that the world generated at the beginning of a new game is a bit plain and lifeless ?

Why is there only one type of wild animal that wander on the map and not a single wild fruit tree ?!

Like Owlchemist and the Black Liquid team before me, I think that its possible to make more lively maps :)

My contribution to achieve this common goal is called "Tree Of Life"

The Tree Of Life mod allows all livestocks to live in the wild and all types of fruit trees to grow in small to medium clusters on the map.

As a bonus, all the functionalities of my Busy Laborers mod are fully included and enhanced in this new mod :)

Detailed content:

Here is what you will get after the activation of this mod:
  • All livestocks can now live in the wild and share the map with the deers (Wild cows, Wild sheeps, Wild Chickens) - Display screenshot[img15.hostingpics.net]

  • The "Hunting cabin" can now hunt any type of wild animal - Display screenshot[img15.hostingpics.net]

  • The "Hunting cabin" now have an "Auto-pickup" button - Display screenshot[img15.hostingpics.net]

  • When a wild animal is killed by a hunter it will produce meat, animal skin and possibly an additional resource depending on the species (eggs, wool) - Display screenshot[img15.hostingpics.net]

    The amount of meat and skin collected by animal depends of the size of the animal (chicken < sheep < deer < cow).

    The "Wild animal skin" 3D model has been created by Maal and adapted to Banished by RedKetchup[worldofbanished.com]

  • New building: Tannery - Display screenshot[img15.hostingpics.net]

    The tannery can be used to convert wild animal skins into leather.

    The 3D model of the tannery has been created by RedKetchup[worldofbanished.com]

    Some additional information:

    • The cost of the tannery is: 28 units of wood, 20 units of stone and 12 units of iron
    • The size of the building is 6x5 tiles (+ roads)
    • A wild animal skin is transformed into 2-3 unit of leather at the tannery
    • The standard cows (raised in pastures) still give leather directly but the production has been increased from 4-6 to 6-9 leather by killed cow.

    The location of the tannery toolbar icon is visible on this picture[img15.hostingpics.net].

  • Wild fruit trees are now able to grow on the map in small to medium sized clusters

    The wild fruit trees can spawn roots, herbs (only when they are old) and wild fruits.

    To limit the number of 3D models required, all the types of fruits are represented by small cornucopias.

    The cornucopia 3D model has been created by Maal

    You can see an example of cornucopia just in front of a wild apple tree on this picture[img15.hostingpics.net]

  • The employees of the "Gatherer hut" can now collect wild fruits - Display screenshot[img15.hostingpics.net]

  • All the functionnalities of my Busy Laborers mod have been included in this new mod

    To tell the truth they have been enhanced since your citizens can now collect wild fruits everywhere on the map.

    The "Collect wild food" and "Collect stone and iron" buttons even have brand new icons.

    A new collect button has also been added: it allows you to cut down wild fruit trees for their wood.

    Here is the new content of the removal toolbar[img15.hostingpics.net]

  • Choose between 4 difficulty levels in 4 types of starting conditions => 16 starting conditions

    The 4 difficulty levels are: easy, medium, hard and Adam&Eve

    The 4 types of starting conditions are:

    • Standard map without wild animals or wild fruit trees
    • Tree Of Life map with both wild animals and wild fruit trees ([ToL] *** (Full))
    • Only the wild animals ([ToL] *** (Animals))
    • Only the wild fruit trees ([ToL] *** (Trees))

    Please note that it's impossible to remove a toolbar icon depending on the selected starting condition.
    As a consequence, the Tannery toolbar entry is still here even in "Trees mode".

Prerequisites:

Version 1.0 was developed for Banished version 1.0.4 (Build 141123 - 64bits)

Last update:

April 3 2015

Availability:

This mod is also available on the Banished Info website: Download it[banishedinfo.com]

Known conflicts:

Starting conditions:

This mod will conflict with every mod that change the list of starting conditions.
Unfortunatly, with the current version of the modkit, modders are forced to modify the same file section to add new starting conditions (or simply new content on the generated maps).

As a consequence this mod will have small and limited conflict with the "Beautiful world" and "Colonial Charter" mods for exemple.
Hopefully, the conflict is limited to the starting condition sub menu only (of the new city creation window) and you should not experienced any other conflict with the CC mod.
You can for example use CC custom terrain types and TreeOfLife starting conditions at the same time without issue.

When you want to use CC custom starting conditions (Medium+, Missionary, etc.), you just have to place CC above ToL in your list of mod before the new game creation.
And if you want to use ToL starting conditions, you just have to place ToL above CC :)

Busy Laborers:

Since Busy Laborers (BL) is totally included in TreeOfLife (ToL) there is obviously a conflict between the two mods.
Therefore, you should desactivate BL when ToL is activated.

Other conflicts:

If you find any conflict with any other mod plese describe it in the comment section :)

Some additional data:
  • You obviously need a new game to use ToL content to its maximum ^^
  • You might want to cut the standard trees that grow in the middle of a cluster of wild fruit trees if you want to create nice natural fruit tree groves and maximize your wild fruit production ;)

FAQ:
  • Can you include the Old Growth Pines and Mountain Pines from the "Beautiful world" mod in ToL ?

    Yes, it's possible. I already get the agreement of Owlchemist to include his creations into ToL. I now need to work on that now ^^

  • Can you include CC animals in ToL ?

    That's possible but not planned at the moment.

Note: This section will be updated with your questions :)

Special Thanks to:
  • Kralyerg for his help during the debugging and his wide knowledge about Banished modding !
  • RedKetchup[worldofbanished.com] for the marvelous Tannery 3D model
  • Maal for the cornucopia and animal skin 3D models
  • The members of the WorldOfBanished[worldofbanished.com] forum and Colonial Charter[colonialcharter.com] forum for the alpha testing
  • DetachableMonkey[banishedinfo.com] for the source code of his Adam & Eve mod
  • The BanishedInfo administrator for his great site !
  • Every downloaders and testers ;)

Feel free to leave a comment or a simple thank you, it's always appreciated ^^

Please thumbs up if you like it !

You are also welcome to participate to the discussions about this mod on the World Of Banished forum[worldofbanished.com] or the Colonial Charter forum[colonialcharter.com].

See you guys and have fun on Banished ! :D
Last edited by Darkbibou; 17 Apr, 2015 @ 4:40am
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Showing 1-15 of 37 comments
SeriouslyDave 17 Apr, 2015 @ 12:11pm 
Thank you! I would be playing this right now if I were at home and not on my phone :) also, thanks for the CC compatibility!
taxed_anarchy 20 Apr, 2015 @ 7:17am 
I am quite confused and require more information. It was an informative piece but I want to know the following:

1. Am I able to use other mods for animals? I assume they will not be "wild"?

2. Do the "wild" animals need purchase or are they available as deer are?

3. What do you mean "small and medium clusters"? I may have missed it but I want to know.. Is there a building that causes fruit trees to grow in a group or do they just randomly occur in clusters and you have to find them? Will they eventually go away to never return in that spot (say they all die of old age or i accidentally use them for firewood)?

Thank you! Hope to hear from you soon so I can try out this epic sounding mod!
Last edited by taxed_anarchy; 20 Apr, 2015 @ 7:18am
Darkbibou  [developer] 20 Apr, 2015 @ 9:23am 
@taxed_anarchy:

1. Yes, animals from other mods are usable but they are not wild (they are just livestocks)
2. No purchase, they are similar to the deers
3. Several things here:
- When the game generate the map, it will define areas where the fruit trees can grow and other where it cannot. I've made it so that the areas where they can grow looks like clusters of small to medium size.
- There is no building that plant the wild fruit trees, they just live and reproduce by themselves. If I've done things right, the fruit trees should not disappear by themselves (their birth rate should allow them to survive) or on the contrary dominate the all map.
- If you cut all the fruit trees in an area (willingly or by mistake) then they should not come back.

Some other questions ? :)
taxed_anarchy 20 Apr, 2015 @ 7:42pm 
Originally posted by Darkbibou:
@taxed_anarchy:

1. Yes, animals from other mods are usable but they are not wild (they are just livestocks)
2. No purchase, they are similar to the deers
3. Several things here:
- When the game generate the map, it will define areas where the fruit trees can grow and other where it cannot. I've made it so that the areas where they can grow looks like clusters of small to medium size.
- There is no building that plant the wild fruit trees, they just live and reproduce by themselves. If I've done things right, the fruit trees should not disappear by themselves (their birth rate should allow them to survive) or on the contrary dominate the all map.
- If you cut all the fruit trees in an area (willingly or by mistake) then they should not come back.

Some other questions ? :)

Thank you so much, that was great. Now I know what I did wrong. I kept putting foresters so they kept taking up slots before they could replenish themselves. :(
Darkbibou  [developer] 21 Apr, 2015 @ 4:33am 
The foresters remove every resouces that are not standard trees in their area of influence and they only plant standard trees.
Drengr 21 Apr, 2015 @ 10:51am 
can you make the wild animals in to livestock?
Darkbibou  [developer] 21 Apr, 2015 @ 11:19am 
Originally posted by Papa Smurf:
can you make the wild animals in to livestock?

No, the wild animals can't be transformed into livestocks.
tavablake 27 Apr, 2015 @ 4:31am 
Since installing this mod, all interactions with food seem to be broken. Baskets of wild food are left in the middle of building sites, meat from culled animals stays on the ground near the field. There is no food in storage and people are starving, but continue to ignore instructions to collect food.
The only mod that seems to influence this are of the game is Pick Me Up by Owlchemist. Would there be a conflict?
Darkbibou  [developer] 27 Apr, 2015 @ 8:56am 
Originally posted by tavablake:
Since installing this mod, all interactions with food seem to be broken. Baskets of wild food are left in the middle of building sites, meat from culled animals stays on the ground near the field. There is no food in storage and people are starving, but continue to ignore instructions to collect food.
The only mod that seems to influence this are of the game is Pick Me Up by Owlchemist. Would there be a conflict?

I never got this behavior before so there is probably a mod conflict involved there.

I'm not sure that the Pick Me Up mod is in cause though.

Is TreeOfLife on top of your mod list ?

What mods are you using ?

Please, try the TreeOfLife mod without any other mod activated to see if everything works as expected in this condition.
Casaubon 27 Apr, 2015 @ 12:09pm 
cool mod want to try it with owlchemist´s beautiful world. I sure hope the old growth forest pines and your wild fruit trees dont fight for seed clusters:)
Darkbibou  [developer] 27 Apr, 2015 @ 12:47pm 
Originally posted by Casaubon:
cool mod want to try it with owlchemist´s beautiful world. I sure hope the old growth forest pines and your wild fruit trees dont fight for seed clusters:)

Unfortunatly, BW and ToL are two mods that modifies the starting conditions and therefore only one of them can be active for a given city (the one at the top of your mod list at the moment of the creation of the city).

However, don't loose hope, a part of the BW mod content will be included into the next ToL version :)
tavablake 28 Apr, 2015 @ 5:06am 
Originally posted by Darkbibou:
I never got this behavior before so there is probably a mod conflict involved there.

I'm not sure that the Pick Me Up mod is in cause though.

Is TreeOfLife on top of your mod list ?

What mods are you using ?

Please, try the TreeOfLife mod without any other mod activated to see if everything works as expected in this condition.

Thanks for the quick reply.

I tested a new game with just TreeOfLife and food pickup worked fine. When I reactivated other mods to test the problem seemed to have fixed itself :S Fingers crossed it stays that way.
Darkbibou  [developer] 28 Apr, 2015 @ 2:58pm 
@tavablake: great :)
Asoka 17 Jun, 2015 @ 8:33pm 
So, do the livestock still exist or are they only available wild in this mod?
Darkbibou  [developer] 18 Jun, 2015 @ 9:52am 
Originally posted by WhiteWolfAsoka:
So, do the livestock still exist or are they only available wild in this mod?

TreeOfLife do not remove content from the basegame so the livestocks are still here and you also have the wild versions that can be hunted :)
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