Millennia

Millennia

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Salts And Soaps
   
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4.834 MB
7 Apr @ 6:50pm
28 Apr @ 7:31pm
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Salts And Soaps

Description
Salts and Soaps is a deep rework and expansion focusing on new resources, industries, and environmental mechanics which bring a more flavorful touch to your game. Included in this mod is the previous mod Of Swamps and Sugar which has been upgraded and expanded, effectively making the other obsolete.

Discover and exploit new map resources such as Whales, Seals, Ironwood, Rocksalt, and elusive Swamp Beavers. Salt can be found and mined in desert biomes as well, adding more strategic options to desert expansion. A host of new trade goods including Pitch, Ash, Honey, and Wax support intricate supply chains and new economic decisions.

Rivers have been given new life and are prethawed for Ice Age starts, encouraging early and more historic settlements. They offer nearby fish-rich lakes, improved fertility, and higher chances of lush terrain or gold-bearing hills making riverlands more attractive and valuable than ever.

Further introduced is Ash Farming, a method of cultivating scrubland through ash fertilization, opening up previously undesirable regions to agriculture.

On the industrial side, three major production chains for Tallow, Candles, and Soap transform raw goods into vital resources, offering rare bonuses like unrest suppression for candles, showing its effect on security at night. From basic utility to refined luxury, your economy can now scale more dynamically than ever before.

As a special highlight, the Bee Farm is an endgame upgrade where sugar fuels scalable wax and honey production from nearby farmland, serving as a de facto alternative farm town for the endgame and gives a usage to sugar late into the game.

Salts and Soaps is the first of my mods which pioneers the global layer land address system and a major milestone with the first save and reload compatible improvement scripts, enabling dynamic behavior like beekeeping and pollution which all persist and can evolve even across play sessions. This system replaces the broken and unuseable active cards for mods.

May your midden-filled nightmares return to where they belong, your dreams as Salts and Soaps offers new ways to ensure sanitation for your people and sanity for your city-planning.
22 Comments
Thamalandis  [author] 28 Apr @ 7:32pm 
Patch 1.11.2b

- Added icons for the "Alt"-key resource toggle menue for the new workable good system for honey and wax which were missing for them on the map.
skaz88 26 Apr @ 9:53pm 
oh, i missed that.
Thamalandis  [author] 26 Apr @ 9:16pm 
The beekeeper always produced wax. As the Infopedia tells you, for wax it needs a "worked" nearby farm AND a forest near it.

It's an early wax bonus for perfect placement. The Apiary is the one which reliably produces at least 1 wax.

...

To ensure playability of savegames, Millenia saves the loaded scripts in your savegame. As such you likely need to play a new run for the changes to take effect.

If you just wait 1-2 days you can do so with the united mod which combines Call of the Steppes and Salts and Soaps. As such just finish your current run.
skaz88 26 Apr @ 9:07pm 
Do I need to start a new game and does the beekeeper produce wax now?
Thamalandis  [author] 26 Apr @ 7:55pm 
Patch 1.11.2

- Removed the distance rule from the bee group buildings as this old bugfix is now redundant
- Replaced the ugly PT-Farm wheat structure with the WorkableGoods structure from DLC 2 for Beekeeper and Apiary Garden
- Fixed the Advanced Start overlay bug already addressed in Call of the Steppes

This is the definitive final version of this mod. Outside of bug fixes nothing will be added. Any future additions would be as part of the united mod planned to be released in the next 2 days.
Thamalandis  [author] 21 Apr @ 8:27am 
Patch 1.11.1

- Added missing string for ROCKSALT_HILLS
- Due to the games inherent "behavior" to grab a random list of tile requirement resources to spawn near players as starting help it did grab some "invisible" ones. The game now makes all resources visible turn 1 to ensure if it grabs invisible resources from the Hide Resources submod, they appear correctly on map
- Rebalanced Cocoa to also spawn in the swamps the river submod creates to ensure more diversity in jungles and more chances to spawn cocoa.
eternalnoob 19 Apr @ 4:52pm 
Thanks for the chocolate boost - just in time for Easter!
Thamalandis  [author] 18 Apr @ 1:32pm 
Patch 1.11

- Removed global overlays from appearing in newly created settlement building lists, but they won't respawn on destruction (doesn't matter, this mod doesn't use the event address system)
- "Friendly" talked to the game's forester to ensure they properly seed Ironwood into jungles and deep forests now and increase river chocolate trees for jungles
- Removed Herobrine

You should now see more resources in Deep Forest and Jungle which got lost between an interim testbuild and a later live build, turning Jungles much more attractive for outpost absorption or Siege Master logging outposts.
Thamalandis  [author] 16 Apr @ 3:42pm 
There aren't many settling actions and in theory there is an "on_destruction" system. I likely can properly fix it.

I don't like patchwork solutions, if I fix it I do it properly.
Daedwartin 16 Apr @ 3:37pm 
Ah, It's just seeing a building with no picture, effect, or description gives the look of something going wrong. Perhaps giving it a picture and some localization surmounting to describing it as "Local Terrain Effects" might be in order. Doesnt change any of its functionality, just makes it clear to someone what it is so it doesnt make them think the mod is potentially broken.