12-01-2016, 09:42 PM
Quote:
8 hours ago, Denis de la Rive said:
Adding it as a wild resources is a dangerous road to take, it could simply unbalance the whole mod, forcing choices on players.
Matching all elements of a mod to a specific climatic condition is best done as a single condition mod like Tom Sawer's "The North" on WoB, I think he even re-skinned the deer into reindeer. I know its a very good mod, but for technical reasons not <abbr title="Colonial Charter">CC</abbr> or <abbr title="MegaMod">MM</abbr> compatible. Asking <abbr title="Colonial Charter">CC</abbr> to do that for all its starting conditions is both monumental, and goes against the inclusive nature of Banished modding.
Oh no, not on the scale you are thinking about. I'm thinking more about organizing the trees at the start of the game in a more geographical manner. The way I understand it, wild resources are spawned by the trees themselves. Change the trees and you change the resources that spawn. That was how the Tree of Life mod worked. As a side effect, you can create a simulated biome by making certain trees spawn certain wild resources, and then making starting condition that spawned a certain mix of trees.