Part 1, THE PREREQUISITES
Since the ModKit is from 2017 you likely have most of what you’ll need already installed on your system but let’s take a closer look at what the developer listed and break it down:
QuoteThe Banished toolkit requires Banished version 1.0.4 Beta or better. While the shipped game runs under Windows XP, the toolkit does not. The toolkit was developed and used under Windows 7. Other operating systems have not been heavily tested.
Make sure you have the most updated version of the game installed v1.0.7. If there are updates available for your OS and graphics card it’s a good idea to do that too. I have installed the ModKit on both Windows 10 Home and Windows 11 Home and it seems to work fine with the exception of a small, solvable glitch I will get to later.
QuoteThe toolkit requires all graphics SDKs that the game supports to properly compile shaders. At the moment DirectX 11 and DirectX 9 are required. OpenGL support will be required in new releases.
If you’re not sure which DirectX you have installed on your system you can run the DirectX Diagnostic Tool: Enter “dxdiag” without quotes in the Windows search bar and wait a beat for the popup report. Your version will be on the last line. If you have DirectX 12 you’re fine as it is backward compatible.
QuoteThe data files from your purchased game are required.
We will take care of this in Step 2.
QuoteThe DirectX End User Runtime will have to be installed.
I don’t think you need this if you are running Windows 10 and up, but it won’t hurt anything to check so go ahead and download and execute the file:
http://www.microsoft.com/en-us/download/details.aspx?id=35
Give it permission to make changes on your device, accept the agreement, and hit the NEXT button. UNCHECK the Bing Bar offer (sneaky Bing, NO!) and hit next again. The setup will likely come back with a notification that, “DirectX setup has determined that a newer or equivalent version blah blah blah…” Hit the Finish button as you are done with this part.
QuoteThe Visual Studio 2012 Redist is also required. It can be downloaded here: …
Before you download this, you can check your Programs and Features list to see if it is already installed. (in file explorer: Control Panel\Programs\Programs and Features)
Microsoft Visual C++ 2012 Redistributation (x64) – 11.0.61030 (you will need this version installed if you have a 64bit system)
Microsoft Visual C++ 2012 Redistributation (x86) – 11.0.61030 (this is the version you’ll need if you have an older 32bit system)
The newer versions of Microsoft Visual C++ are not backward compatible to the 2012 so you really will need this version installed. Windows 11 Home has the 2012 Redist preinstalled so I’m guessing most of you will already have it.
QuoteFor machines (mostly laptops) that have both an Intel card and Nvidia card, make sure you set the tool and game executables to use the high powered video card, rather than the integrated one.
I’m not sure about this one… if this is your set up and you need help or have figured it out, let me know and I’ll try to update this guide.
QuoteThe game uses the font FrancophilSans. You may need it installed depending on what you are modding.
– self evident
Not on the list but equally important, you will need a Text Editor. If you don’t already work with one, do a little research for a freeware version (for example, I use Visual Studio Code) or you can use Notepad which is preinstalled on Windows systems. I personally don’t like Notepad as it’s hard on the eyes and a bit clunky to work with but this is of course your choice.
And lastly, you will not need these to install and test the ModKit but if you intend to create models you will eventually need a graphics software such as Photoshop (or GIMP, which is freeware), as well as a 3D modeling software such as Blender (freeware), or Sketchup (which has a free option).
Alright, now you should be ready to install the ModKit with confidence!! On to Part 2...
Part 2, INSTALLING THE MODKIT
1. The first thing you need to do is create a folder where you want to work from. Unless you have a reason to work elsewhere, go ahead a create a folder in your C drive and call it BanishedKit (if you want to name it something else don’t include spaces, underscore or any other special characters as this can cause problems later on). Download and extract BanishedKit_1.0.7.170910 into your newly created folder from the Shining Rock Software site: https://shiningrocksoftware.com/game/mods/
2. Now source these (4) game files from the WinData folder in your original game:
If you have the Steam version of the game you’ll find your game WinData folder here:
C:\Program Files (x86)\Steam\SteamApps\common\Banished\WinData
and for non Steam builds you should find it in
C:\Program Files\Shining Rock Software\Banished\WinData
Copy these (4) files into your BanishedKit\bin\WinData folder.
3. Return to the BanishedKit folder and run the “BuildResources” batch file by double clicking it. It will take a little while to run through and it should let you know if there are any install issues. If the batch does not initiate on double-click, right click the file and select, “Run as administrator”, accept the permission request, and it should execute. Ignore the BuildExamples for now.
4. If everything went well, launch the ModKit from: \bin\x64\Application-x64-profile.exe (or x32 if that’s what system you’re running). The developer’s version should run as normal!*
* In my tests on Windows 10 and 11, the ModKit would launch just fine but it would crash if I tried to QUIT instead of EXIT. It seems like it’s less likely to happen if you have a saved game. Weird quirk, but the solve was easy so noted here in case this happens to you. EXIT instead of QUIT and/or working with a saved game should eliminate the problem. My first install run through was very glitchy I think because I was trying to force install outdated software I didn’t need and I might have corrupted a DLL file. There could be any number of reasons why really, BUT if you’ve tried everything and you just can’t get it to launch nicely, you can still use the ModKit to create mods and test them through your purchased game (thanks to @kid1293 for the tip).
Part 3, TESTING THE MODKIT
1. We are going to make the Apiary mod included with the kit. Let’s create a new folder in the BanishedKit folder called MyMods - this will be where your future creations will live. Note that you don’t have to work with this structure but for now this is a good way to keep all your files together.
2. Copy the “building” folder located in BanishedKit\example and place it in your MyMods folder. These are the files to create the Apiary, so let’s rename it from "building" to "Apiary" (without quotes). The file structure you see in the Apiary folder is pretty much the same as it will be for most building mods.
3. With your text editor, we are going to create (3) batch (.bat) files in this folder named as below, without quotes:
Save the first as, “1 build.bat”:
..\..\bin\x64\Tools-x64.exe /build apiaryResources.rsc:resource /pathres ../MyMods/Apiary /pathdat ../MyMods/Apiary/bin
Save the second as “2 ref.bat”:
..\..\bin\x64\Application-x64-profile.exe /ref apiaryResources.rsc:resource /pathres ../MyMods/Apiary /pathdat ../MyMods/Apiary/bin
And finally, save the third as “3 mod.bat”:
..\..\bin\x64\Tools-x64.exe /mod Package.rsc:apiary /pathres ../MyMods/Apiary /pathdat ../MyMods/Apiary/bin
4. Double click to run the "1 build.bat" file. It should run without issues if you’ve copied the text exactly. You should now see two new folders created in Apiary: “bin” and “Build”
5. When you initiate the “2 ref.bat” it will launch your modkit and you should see that the Apiary is now available from the FOOD menu! Note that some modders do not include this line and simply merge the “build” and “run” examples into one batch on two lines like so:
..\..\bin\x64\Tools-x64.exe /build ModNameResources.rsc:resource /pathres ../MyMods/ModName /pathdat ../MyMods/ModName/bin
..\..\bin\x64\Tools-x64.exe /mod Package.rsc:ModName /pathres ../MyMods/ModName /pathdat ../MyMods/ModName/bin
However, the developer notes that before a mod is packaged, you have to explicitly tell the game to load the resources using the /ref parameter (as in the “2 ref.bat” file) unless the resources were simply overridden and therefore no reference is required since the game references them already. So there are circumstances when it will be required, but as you can see, it may also be helpful when you are building a new model and just want to make sure your creation isn’t upside down and inside out before you package the mod for the game.
I think there is another way to quick preview your mods but I have to research this a bit more.
6. Now run the “3 mod.bat” file to create the mod package. If it runs without issue, your new mod should already be enabled in your “Mods” when you next launch the Kit and the shareable "apiary.PKM" file should be in your BanishedKit\bin\WinData folder.
Hope this works for you!



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