Update to Steam 1.0.4

A new version of the game has been updated on Steam that changes the way mods are uploaded to Workshop. Adding a mod to workshop now requires the original compiled source data to be available to allow uploading. This allows only mod authors to upload their content.

Mods must be rebuilt with Mod Kit 141123 before this will work. Non-Steam versions should still function properly regardless if mods are built with the newest mod kit or the previous one.

Changes for 1.0.4 Build 141123

  • - Uploading mods to Steam Workshop now requires the user to have the original compiled data before packaging on disk (generally .crs files). The data must be in the same location it was build and match the files in the package. For example, if the mod was built in C:\BanishedKit\mymod\bin\, then all files created during mod compilation must remain in that directory for the mod to be added to Steam Workshop.

    Without the original data, the Add to Workshop and Update on Workshop buttons are unavailable. Current mods need to be rebuilt with Banished Kit 141123 before they can be updated.

    No other changes to the game or mod kit have been made, so non-steam users can continue using build 141103.

Release 1.0.4

Version 1.0.4 is now out of beta and has been released. It’s up on Steam, and the content on Steam Workshop is now public to everyone.

For those of you not using Steam, you can download the latest version from either Humble, or GOG, depending where you downloaded. The builds should be up soon on their sites. Until then, you can download this patch (BanishedPatch_Any_To_1.0.4.141103.zip) to bring the game up to date. As always, just extract this archive into your Banished folder and overwrite any existing files.

The mod kit hasn’t changed much, but there is a new release of it available on the Mod page.

Changes in this release:

  • - Increased memory usage allowed for save games. This allows larger modded maps than default to be saved safely. However at some point very large maps will crash the game due to out of memory, or textures failing to be created.
  • - Trade UI now expands automatically for orders.
  • - Fix a bug that caused mods to become unreferenced in save games when opening the mod dialog in game and then pressing cancel.
  • - Fixed a bug that caused mods that should be unloaded to stay in memory if they were loaded at game start. This fixed random ghost buttons on the toolbar.
  • - Fixed tutorials not progressing properly.


Apparently I really broke the last beta build. There’s two new fixes in this hotfix build.

Changes for beta 1.0.4 Build 141003

  • * Fixed mods not showing up on the toolbar.
  • * Fixed crash when loading save games saved with 141001.

There might be some weirdness with roads if you saved a game with 141001 and now load it – roads might have disappeared until you build more of them. The joys of making mistakes in code!

There’s a new mod kit that you can download.
And here’s the new patch: Download it here.


Beta Bug Fixes

I’ve fixed some bugs in the beta that dealt with mods, and some other game breaking bugs as well.

There’s a new mod kit that has some changes for mouse cursor handling.

As always, you can get the updated beta on Steam. Or you can download the patch here, and overwrite the game exe, dll, and some data files with this patch.

If all goes well for the next week or so, 1.0.4 will leave beta go out officially next week.

Changes for beta 1.0.4 Build 141001.

  • * Fixed a crash when disabling mods that had new map types.
  • * Fixed the toolbar showing empty buttons in certain cases.
  • * The trade UI now dynamically resizes to make sure all items can be shown at once. This fixes crashes when the general merchant comes with many mods that add resources enabled.
  • * Fixed a rare crash that was caused by closing tooltips in a particular way.
  • * xWMAEncode now uses the /bin parameter to located it.
  • * Fixed a bug that allowed combo box drop downs to stay up if the parent button went away.
  • * Added an option to draw the mouse cursor in software in cases where DirectX fails to display the cursor properly.
  • * Moved ‘clip mouse to window’ option from Game options to input options.
  • * Added a cursor option that allows the resource to specify the hot spot of cursors. This also facilitates the software cursor.
  • * Added a Reset All option to the game launcher. This allows the game to reset to default settings if a setting is causing a game crash. The command line option /reset also does the same thing. Note this will unset achievements in non-steam versions.
  • * Adding an option to the game launcher to disable use of DirectInput. This should allow systems where the mouse doesn’t move to work properly, however only the left, right, and middle mouse buttons will be available.
  • * Roads will now always draw roads no matter how many there are on the terrain.
  • * Misc fixes for rare crashes.

Steam Workshop Beta

Steam Workshop
Steam Workshop support is now ready for beta testing!

There’s a new Banished Kit required for using the features of Steam workshop. Version 1.0.4 Build 140925 Beta. If you’re not using steam, you can still update to the latest patch and download the new mod kit. You can get it all here.

If you already own Banished, then you can view the workshop here: http://steamcommunity.com/workshop/browse?appid=242920. You need to be logged into steam to be able to see and use the workshop website. Until beta testing is complete, the workshop is private to Banished owners.

To use the workshop beta you’ll have to opt into the Steam beta, by right clicking on the game in your Steam library, selecting properties, picking the BETAs tab, and picking the 1.0.4 Beta.

I’ve tried to make Steam Workshop integration pretty easy to use. In the Mods menu in game, there is now a browser where you can see the latest and popular mods, as well as search for specific mods.

Mod Browser

From the browser you can subscribe to mods and they’ll download pretty much immediately. If you use the workshop website to subscribe to mods, the mods will download immediately as well. After they download, the game will notify you that you need to reload the current assets for the mod to show up in the installed mods list.

Mod Ready

For mod authors, getting mods on steam workshop or updating them in the future should be fairly painless. By viewing mod details in game, you can upload a new mod to workshop, or updating an existing one.

The main change authors need to deal with is adding a large icon for display in the steam workshop. A new field has been added to PackageFile resources to specify a jpg or png preview image that is larger than the 48×48 icon that the in UI uses.

Check the mod documentation for more details.


If you curious as to what’s changed in this version, the details are below.

  • - Updated to latest FBX sdk. This required moving x32 and x64 builds into their own folder since the dll name is the same for both 32 and 64 bit versions.
  • - Added support for a cmd.txt file that contains command line parameters. cmd.txt must be in the same folder as the executable.
  • - Added command line parameter /bin that tells the game where the main /bin folder is located relative to the executable. This allows a single bin/WinData folder to be used along side the x32 and x64 versions of the game.

  • - Added a new variable to PackageFile resources, ‘String _preview = “pngOrJpgPath”;’ This is a square preview image that is used when uploading mods to steam workshop. If not set, no preview image will be uploaded to steam.
  • - Added Steam Workshop support. Mods can be created, updated, downloaded, and browsed in game. Any updates to subscribed mods will download automatically. A reload is required once downloads are complete.
  • - Fixed tooltip text going outside the background boundaries.
  • - Fixed combo boxes not displaying correcly after being enabled, disabled, then re-enabled.