Banished · Guides

Banished: How to Enable Mods for New Games and Existing Saves

Use the Windows PC mod menu with the right save context, preserve building-mod dependencies and understand what reloading an existing town does to the active mod list.

PC

Choose the mod source for the game edition

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The developer links Steam Workshop for the Steam edition and other download locations for players using a different edition. Workshop access requires the Steam version; buying a non-Steam copy does not by itself make Workshop subscription available. [1]

This guide uses the developer’s Windows PC modding reference, headed Toolkit 1.0.7 Build 170910. The reference page does not supply a publication date, so the review date does not imply these are newly introduced features. [1]

Make the mod appear in the Mod menu

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For the Steam installation path shown in the developer’s Workshop instructions, the mod belongs in Banished’s WinData directory. This is the documented default location; an installation placed elsewhere needs its corresponding game directory. [1]

Start the game after the mod is present and use the Mod menu. The developer locates the detail button immediately below the enable control. [1]

Steps

  1. Use the mod’s enable control in the Mod menu; the nearby ellipsis opens its details. [1]

Select the new game’s mod set in the main menu

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For a new town, configure the wanted mods from the main menu before starting. That main-menu selection supplies the mod set for the newly created game. It is distinct from the saved list embedded in an existing town. [1]

Steps

  1. Set the wanted active mods in the main menu, then start the new game. [1]

Use the existing town’s saved mod context

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Loading a town restores the mod selection recorded in that save. A different main-menu selection does not replace this recorded list when the save reloads. [1]

The developer permits enabling mods during play to add buildings to an existing map, while warning that changes to original resources can produce unexpected behavior. [1]

Steps

  1. For an existing town, load it and enable the desired addition from the running game’s mod controls. [1]

Keep placed buildings and changed mod versions in mind

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Keep the building mod enabled once its buildings are placed: the developer explicitly identifies disabling it as a crash cause. [1]

A replaced mod version also triggers a save-loading warning. Treat that warning as a compatibility signal for the particular town, rather than assuming every newer package is interchangeable with the version used when it was saved. [1]

Sources & verification

Platform and version details belong to the individual issue or guide section. A documented workaround may not resolve every case.

  1. Mods - Shining Rock Software official-supportRetrieved

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