File information
Last updated
Original upload
Created by
Mechanica290Uploaded by
Mechanica290Virus scan
Safe to use
Tags for this mod
Current section
About this mod
The largest collection of buildings and furniture from older versions of Kenshi and non-player towns. Over 400 new buildings and furniture pieces to construct, plus another 300 copies of buildings, walls and furniture using alternative textures.
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes Forgotten Buildings - FR Forgotten Buildings Russian - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-
Translations
- Russian
- French
- Mirrors
-
Name Steam - Changelogs
-
-
Version 10.2
- Added Barrier 1, Barrier 2 and Barrier 3 (unlinked versions of the Barrier/Barrier Destroyed parts that work in player owned buildings)
- Removed Barrier and Barrier Destroyed from the Concrete Barriers blueprint and replaced them with the 3 new barriers
- Moved Ancient Factory Blueprint Fragment III from the Spider Foreman's inventory to the Spider Factory storage boxes
- Reduced the max slope angle of all Defensive Wall Towers to 0
- Removed wall subsections from all Defensive Wall Towers
- Added a pair of light nodes to all Defensive Wall Towers
- Updated descriptions for all Defensive Wall Towers
-
Version 10.1
- Updated descriptions for Bridge Section: Short and Bridge Section: Long
- Added a description to the Lagoon Platform
- Added important information to the Metal Warehouse description
- Renamed Moor Houses research to Small Moor Houses
- Renamed Medium Moor Building Shells research to Large Moor Houses
- Moved Quarry Stuctures and Tarsand Structures research to the Industry category
- Fixed missing inventory on Swamper's Booze Shelf
- Corrected the tech level required to research Generator II
- Characters will now move to the top of the stairs when constructing a Lagoon Platform
-
Version 10
- New furniture: General Storage Box A, General Storage Box B, General Storage Box C, General Storage Box D, General Storage Box E, General Storage Cabinet, Market Barrel A, Market Barrel B, Swamper's Crate 1, Swamper's Crate 2, Swamper's Food Crate, Swamper's Food Sack, Swamper's Food Shelf, Swamper's Sack, Swamper's Booze Shelf
- New Buildings: Com Tower, Land Blade, Land Blade Ruin 1, Land Blade Ruin 2, Land Blade Ruin 3, Land Blade Ruin 4
- New research: Swamper Storage, Com Towers, Land Blades
- Added new Swamp walkways that link together better, the original walkways are no longer linked
- Added descriptions to Throne Platforms, Defensive Wall V and all Defensive Wall, Tower and Gate lights
- Updated descriptions for Wall Shelf 1, Wall Shelf 2, Swamp Lookout Towers, Swamp Platforms, Swamp High Walkways, Hive Doors, Defensive Wall Towers, Outpost Citadels and Outpost Citadel Ramps
- Renamed "Bridgehead C" to "Bridgehead B", grouped both versions of Bridgehead B and updated their descriptions
- Renamed "Shop Counter (Rusty)" to "Shop Counter: Metal (Rusty)"
- Renamed "Broken Storage Chest" to "Broken Storage Chest 2"
- Renamed "Broken Storage Chest (old)" to "Broken Storage Chest 2 (old)"
- Renamed "Smashed Chest" to "Broken Storage Chest"
- Renamed "Smashed Chest (old)" to "Broken Storage Chest (old)"
- Renamed "Metal Table Broken" to "Broken Metal Table"
- Renamed "Small Broken Barrel" to "Broken Small Barrel"
- Renamed "Small Broken Barrel (old)" to "Broken Small Barrel (old)"
- Renamed "Small Broken Crate" to "Broken Small Crate"
- Renamed "Small Broken Crate (old)" to "Broken Small Crate (old)"
- Different types of broken furniture are now grouped separately in the build menu
- Hive Doors are no longer grouped with Hive Commune Hut in the build menu
- Added inventory content name to Guild Board
- Grouped Com Tower Ruins and moved them to the RUINS category
- Added inventory size to the descriptions of Ancient Safe, Animal Feeder, Animal Feeder (old), Armour Stand, Armour Stand (old), Armour Storage, Armour Storage (old), Barrel A, Barrel B, Barrel C, Boltbox, Bread Basket, Bread Basket (old), Cannibal Storage, Canteen, Crossbow Locker, Crossbow Locker (old), Display Stand, Display Stand (old), Fabric Chest, Fabric Chest (old), Five Booze Barrels, Five Booze Barrels (old), Flour Storage, Food Barrel, Food Store, General Storage Boxes, General Storage Chest, General Storage Chest (old), General Storage Chest 2, General Storage Chest 2 (old), General Storage Chest 3, General Storage Chest 4, General Storage Chest 5, Grog Barrels, Grog Barrels (old), Guild Board, Large Barrels, Large Basket, Large Basket (old), Large Water Tank, Large Water Tower, Machine Block, Medicrate, Metal Box, Metal Chest, Metal Chest (old), Oil Silo, Old Weapon Stand, Rum Barrels, Rum Barrels (old), Safe, Safe (old), Sake Barrels, Sake Barrels (old), Shop Counter, Shop Counter (old), Shop Counter: Large, Shop Counter: Large (Rusty), Shop Counter: Metal, Shop Counter: Metal (Rusty), Small Barrel, Small Barrel (old), Small Barrels, Small Crate, Small Crate (old), Small Water Tank, Small Water Tank (old), Small Water Tower, Smallbox, Storage Crate [Lost Race], Storage: Armour Plate, Storage: Building Materials, Storage: Building Materials (old), Storage: Cactus, Storage: Cactus (old), Storage: Chainmail, Storage: Copper, Storage: Copper Alloys, Storage: Cotton, Storage: Crossbow Parts, Storage: Electricals, Storage: Fuel, Storage: Greenfruit, Storage: Greenfruit (old), Storage: Hashish, Storage: Hashish (old), Storage: Hemp, Storage: Hemp (old), Storage: Iron Plates, Storage: Leather, Storage: Leather (old), Storage: Meat, Storage: Meat (old), Storage: Ore, Storage: Ore (old), Storage: Riceweed, Storage: Riceweed (old), Storage: Robotics, Storage: Skins, Storage: Skins (old), Storage: Steel Bars, Storage: Steel Bars (old), Storage: Stones, Storage: Stones (old), Storage: Wheatstraw, Storage: Wheatstraw (old), Strongbox, Water Tank, Water Tank (old), Water Tower, Weapon Cabinet, Weapon Cabinet (old), Weapon Display, Weapon Display (old), Weapon Display Board, Weapon Stand, Weapon Stand (old), Wooden Barrel, Wooden Barrel (old) and Wooden Crate
- Restored usage nodes to Boltbox, Booze Barrel, Fabric Chest, Fabric Chest (old), Food Barrel, Food Store, Medicrate, Metal Box, Small Barrel, Small Barrel (old), Small Crate, Small Crate (old), Smallbox, Storage: Armour Plate, Storage: Building Materials, Storage: Cactus, Storage: Cactus (old), Storage: Chainmail, Storage: Copper, Storage: Copper Alloys, Storage: Cotton, Storage: Crossbow Parts, Storage: Electricals, Storage: Greenfruit, Storage: Greenfruit (old), Storage: Hashish, Storage: Hashish (old), Storage: Hemp, Storage: Hemp (old), Storage: Iron Plates, Storage: Leather, Storage: Leather (old), Storage: Meat, Storage: Meat (old), Storage: Ore, Storage: Riceweed, Storage: Riceweed (old), Storage: Skins, Storage: Skins (old), Storage: Steel Bars, Storage: Stones, Storage: Wheatstraw, Storage: Wheatstraw (old), Strongbox, Wooden Barrel and Wooden Barrel (old)
- Added usage nodes to Barrel A, Barrel B, Barrel C, Cannibal Butcher Table, Cannibal Storage, Corpse Furnace, General Storage Boxes, Grog Barrels, Grog Barrels (old), Large Barrels, Large Water Tank, Large Water Tower, Machine Block, Oil Refinery, Oil Silo, Prisoner Pole, Prisoner Pole (old), Rum Barrels, Rum Barrels (old), Sake Barrels, Sake Barrels (old), Shop Counter: Metal, Shop Counter: Metal (Rusty), Shop Counter: Large, Shop Counter: Large (Rusty), Skeleton Shredder, Small Barrels, Storage Crate [Lost Race], Storage: Building Materials (old), Storage: Ore (old), Storage: Steel Bars (old), Storage: Stones (old), Thief Training Boxes, Thief Training Boxes II, Thief Training Boxes III, Wooden Crate
- Removed 2 inaccessible usage nodes from Grain Silo (old) and Automatic Grain Silo (old)
- Added 3 extra usage nodes to Grain Silo and Automatic Grain Silo
- Repositioned usage nodes on Small Water Tower, Guild Board and Weapon Display Board
- Buildings can no longer be placed without their ramps touching the ground
- Added invisible doors to all ruined buildings
- Added doors to both HQ buildings and all versions of Moor A
- Increased desirability value and door strength of some Moor buildings
- Shade Cover is now easier to build on rooftops
- Changed footprint settings for Citadels and Ash Domes
- It should no longer be possible to place Bughouse (old), L-House (old), Stationhouse (old), Swamp House (old) or Y-House (old) with their interior floors below ground
- Increased vertical position tolerance of Bridge Sections, Bridgeheads, Dome, Dome Ruin, Citadels and Moor A
- Corrected the total number of items owned by some npc squads
- Altered the chance for some blueprints to appear
- Added 3 tent/fishing blueprints to the adventure shop vendor lists
- Added UC Banners blueprint to barracks, Tengu's Palace and Traders Guild HQ
- Added Shek Banners blueprint to police, fortresses and HQs
- Added Thrones blueprint to Skinhouse HQ
- Added Metal Stool building swaps to the Anti-Slavers, Shek Kingdom, Skeletons, Skeleton Bandits and Traders Guild factions
- Changed Cannibal Storage functionality from Resource Storage to General Storage
- Shek Banners are now constructed from Animal Skin
- Reduced research time for all banners
- Reduced max capacity of Storage: Stones (old) to 100
- Swamp Platforms and Wall B Ramps are no longer upgradeable
- Added an extra light node to all versions of the Small Shack
- Swapped some of the Ancient Citadel's exterior wall parts for the versions used on Outpost Citadel C
- Changed the roof mesh for Y-House (old) to the old version
- Replaced collision for Swamp High Walkways, Outpost s-IV upper floor, walls and roof, and Outpost s-III ruin, walls and roof
- The top halves of the Outpost s-I/III/V and Large House interior walls are now only visible on floor 1
- Added a ceiling to floor 1 of all Outpost buildings
- Added a texture to the Outpost s-V door
- Fixed interior masks for Bughouse, Bughouse (old), L-House (old) and Stationhouse (old)
- Filled a hole in the doorway of the Bughouse ruin mesh
- Made minor changes to the Defensive Wall V, General Storage Boxes, Moor A, Snailhouse, Swamp Dome and Watchtower ruin meshes
- Reopened the long window on the watchtower floor 2 interior wall
- Flipped direction of some faces on the Small Swamp Platform mesh
- Altered UV maps for Wall C, Outpost s-III door, HQ 1 base, and the Swamp Shack, Stephouse, Moor A and Moor B interior walls
- Changed shading on the Small Cannibal Tent, Cannibal Storage, Grain Silo, Swamp High Walkway, Generator and Storm House base meshes
- Removed extra uv sets from bravo-doorbit.mesh, bravo-door.mesh, CannibalcCamp_Medium_CannibalcCamp_Medium_Exterior.mesh, CannibalcCamp_Medium_CannibalcCamp_Medium_Interiorskin.mesh, Cannibal Camp Trophy01.mesh and Cannibal Camp Trophy02.mesh
- Moor A (Squared), Moor A (Dots) and Moor B (Dots) interior walls now use the same textures as the exterior walls
- Added alpha channel to ConcreteBunker0478_5_L-2048.dds and increased size of ConcreteBunker0478_5_L-2048_n to 2048x2048
- Changed compression for ATLAS1_NRM.dds
- Updated icons for Y-House (old) and all Com Tower Ruins
-
Version 9.3
- Added usage nodes to the Wind Pump
- Changed the position of the Wind Pump sound emitter
- Replaced Wind Pump collision file
- Fixed UV mapping on a part of the Wind Pump
- Added more info to the build menu descriptions of Stationhouse (old) and its ruined version
- All versions of Outpost S-IV (Tiled) now use the old base, ramp and window parts
-
Version 9.2
- Reverted change to the material used on the building parts moor01-girderspikes, moor03-spikes, moor05-spikes and moor06-porch
- Re-exported moorhouse06-porch.mesh
- Updated icons for Large House 2, Moor A 2, Moor B Porch and Moor Tower 2
- Re-added the floor 1 interior walls part to Outpost s-II/s-IV
- Added windows to the Outpost s-II/s-IV floor 1 interior walls
-
Version 9.1
- Removed original Swamp House and Swamp Store from Rebel Building Shells blueprint and replaced them with duplicates
- The new interior triggers for Swamp House and Swamp Store added in the last update are now only used in player built versions of the buildings
- Fixed wall collision for Swamp Store
- Added new versions of "Outpost s-IV", "Outpost s-IV with Stairs" and "Outpost s-II (old)" with a tiled floor
-
Version 9
- New buildings added: Tradehouse, L-House (old), Y-House (old), Bughouse (old), Stationhouse (old), Weathered Storm House, Large Metal Arch Bridge, Large Trestle Bridge, Bridgehead C, Vast Factory B, Bunker A, Bunker B, Bunker C, HQ 1, HQ 2, Outpost Citadel D, Outpost Citadel E, Swamp Store (old), Swamp House (old), Swamp Lookout Tower II, Large House 2, Raised House 2, Moor A 2, Moor Tower 2, Raised House Roof, Wind Generator (Four Blades), Wind Generator (Five Blades), Wind Generator (Ten Blades)
- New furniture: Guild Board, Ceiling Fan (Copper), Low Table, Low Table (old), Barrel C, Old Stove 2, Awning (old), Gas Ceiling Lamp, Small Ceiling Lamp, Metal Table 2, Swivel Mounted Searchlight, Swivel Mounted Searchlight (old), General Storage Chest 2 (old), Storage: Hashish (old), Smashed Chest (old), Broken Basket (old), Broken Barrel (old), Broken Bench (old), Broken Storage Chest (old), Small Broken Barrel (old), Small Broken Crate (old), Harpoon Auto-Turret MkII [light], Double-Barrel Harpoon Auto-Turret [light], Multi-Barrel Harpoon Turret [light], Multi-Barrel Harpoon Auto-Turret [light], Barracks Door Fortification (old), Plastic Surgeon's Platform: Interior, Plastic Surgeon's Platform: Interior (old), Plastic Surgeon's Platform: Exterior, Plastic Surgeon's Platform: Exterior (old)
- Added buildable ruined versions of all walls, outposts, storm buildings, and old small shacks
- Added new copies of all Moor buildings using the texture seen on the unmodded versions
- Added turret nodes to Ancient Lab, Ancient Citadel, Outpost Prison, Dome Ruin, Defensive Wall Towers and Double House
- Moved Ash Dome's floor 1 & 2 turret nodes to the floor 1 and floor 2 building parts
- Moved turret nodes 15-28 on Outpost s-I/Outpost s-IV to only be visible on floor 1
- Added light nodes to Ancient Citadel, Outpost Prison, Ancient Factory, Vast Factory, Raised House, Moor A, Moor B, Moor Tower, Ash Dome, Ash Dome Ruin, Dome, Dome Ruin, Wall C
- Fixed light node orientation/position on: Saloon, Old Small Shack, Double House, Tallhouse, Old House and Moor C, Defensive Wall V and Defensive Gate V
- Changed vertical position tolerance, max slope and footprints for all Storm Buildings, Moor Buildings, Swamp buildings, Outpost Buildings, Outpost Citadels, Metal Wallhouse, Metal Warehouse, Cannibal Shack, Hive Huts, Domes, Ash Domes, Factories, Lagoon Platform, Wall C, Wind Pump, Quad Streetlamps, Blast Tube Streetlights, Quarry Crane, Quarry Scaffold, Old Farms, Split-Rail Fences, Basic Walls, Concrete Walls, Wall A, Wall B, Wall B Gate, Tarsand Capsule, Tarsand Distiller, Tarsand Pipes, Tarsand Towerframes, Tarsand Vents, Shield Bridge, Swamp High Walkways, Outhouse, Water Towers, Large Water Tank, Oil Silo and Oil Drills
- Increased the FCS building height of Moor A, Wall C, Trestle Bridge, Lagoon Platform, Shield Bridge
- Added stairs and extra floors to Moor Tower, Saloon, Double House and Tallhouse interiors
- Replaced the Large Concrete Gate with Wall B Defensive Gate
- Outpost Citadel ramps are now attached to the Gates rather than the main building. Names, descriptions and icons have been updated to reflect this change
- Added free to build Outpost Citadel ramps with no gate
- Added new Outpost Citadel Ramps with weaker gates and renamed the originals to Heavy Gates. Increased Heavy Gate build materials.
- Changed the appearance of Moor C Stairs to match the flooring instead of the walls. Now Free to build. Added a 2nd version that uses the Stone Slats floor texture.
- The original, squared and dots versions of the Moor buildings now use the old texture for metal parts and windows
- Original and squared versions of the Moor buildings now use the stone slats floor texture
- Searchlight (old) now uses the original mesh
- Altered the angle of the Big Ramps. Each Big Ramp will now snap to every version of Wall B, and each ramp attaches to a different point along the wall. Ramps 1, 3 and 4 are temporarilly upgradeable to Wall B Ramp 2 (the original location for all the ramps)
- Altered the shape of the bottom of Wall A Ramp to be walkable
- Added new ramps attaching at different points on Wall A, Wall C, Defensive Wall II, Defensive Wall III and Defensive Wall IV
- The original Defensive Wall III ramp now upgrades to the new Defensive Wall IV ramp that also attaches on the left side
- The original Moor B Porch now snaps to all versions of the building.The second version can now be placed searately and the third has been removed from research.
- Improved rotation of Auto-Turrets
- Reduced the scale of the Canteen to 0.55
- Offset the old storage box mesh to be fully above ground
- To allow stacking, removed the usage nodes from all storage crates, barrels and boxes, and replaced some of their mesh and collision files
- Thrones can now be placed on top of Throne Platforms without using the editor.
- The lights seen on Defensive Wall II, Defensive Wall V, Defensive Wall IV Tower and Defensive Gate IV can now be switched on.
- Increased the brightness of Small Wall Lights
- Large Wall Lights will now illuminate the wall similar to Small Wall Lights
- Reduced power drain for the Fluorescent Light and increased the light falloff radius
- Fixed emissive glow on all lights using the "old_furniture_atlas_emissive" material
- Added the missing light bulb part to the Ceiling Fan Lamps and disabled rotation for this part
- The Ceiling Lamp now actually contains a lamp
- Reduced the length of the Ceiling Lamp cable so that it no longer goes above the ceiling
- Re-added light effect to Ceiling Fan. Added light function and changed rotation to output based.
- Added emissive glow to the Research Bench computer monitor
- Broken furniture can now be repaired by upgrading
- Bridgehead A now snaps to both Bridge Sections
- Added ceilings to the Outpost Citadel interiors
- Offset the "Prisoner Cage (old)" model so that the floor of the cage is above ground
- Moved the metal part of Wall B Gate to floor 0
- Moved all black interior wall parts to floor 3
- Moved the Large House lower spikes part back to floor 1
- Removed the lower windows from the Outpost s-III black interior
- Increased build threshold of all Defensive Wall V parts, Basic Walls and Concrete Walls
- Added a short subsection to Wall C
- Wall A, Wall B, Wall C, Basic Wall, Concrete Wall and Defensive Wall V can now be destroyed.
- Added new ruin meshes for Outpost s-III (old), Old Storm House, Old Small Shack and Lagoon buildings
- Added a missing window frame part to the ruined storm house
- Removed an incorrect part from the Snailhouse ruin
- The Swamp House doorframe is now visible when inside the building
- Separated Old Small Shack hatch from the roof and changed the texture
- Old House, Large House, Moor C and Old Small Shack hatches are now visible in the interiors
- Opened Double House roof hatch to allow access to floor 2
- Fixed the corner of the Moor B interior next to the door
- Improved Raised House interior mask
- Removed a window from the Raised House interior that does not exist on the exterior
- Changed outpost roof fix building parts for compatibility with the more building mod
- Removed a floating part from the buildable version of Dome Ruin
- Improved shading on all replacement citadel meshes added in version 4, Swamp House doors, Swamp Store door, Bridgeheads, Wall C, outpost interior ramps, Outpost s-II/s-IV exterior stairs, Old House roof spikes, Outpost III (old) base, Outpost s-V base, Canteen, Defensive Wall V and Defensive Wall V Tower, Bughouse interior, Wind Pump, Rain Collector and Dome
- Improved UV mapping on both citadel base meshes, Wall C, Old House interior walls, Outpost s-III interior walls, Wall B Gate, Throne, Bughouse interior, Snailhouse ruin, Ash Dome floor 2 and Moor B floor
- Removed the colour from the vertex at the top left corner of the door on the Bughouse interior
- Made some faces visible from both sides on Defensive Wall V, Defensive Wall V Tower, Quarry Crane, Broken Watchtower ruin and Snailhouse ruin
- Flipped the direction of some faces on the Wall II Ramp mesh
- Added missing faces to the Dome walls, Dome Ruin hive ramps, Outpost s-III base, Outpost s-V base, Large Shop Counter, Ceiling Fan, Ceiling Fan Copper
- Added missing faces to the "Outpost_PRISON_Non_Concrete_Base" mesh and separated a piece that should be part of the roof
- Added missing windows to the Old House, Double House, Moor C, Tallhouse, Small Shack and Old Small Shack interiors
- Changed the Small Shack ceiling to match the roof
- Made various improvements to the Raised House upper mesh, Moor A black interior & interior mask meshes, Small Shack black interior, Double House meshes, Moor C meshes, Large House meshes and Saloon meshes
- Re-exported the moor building door meshes
- Increased the brightness of part of the old Quad Streetlight texture
- Replaced the Item Furnace (old) and General Storage Chest 3 textures with higher quality versions
- Changed dimensions of concrete13.dds to 1024x1024 and set specular mult to 0 in FCS
- Added new interior triggers for Saloon, Moor B, Moor C, Double House, Vast Factory, all Swamp Platforms, Swamp House and Swamp Store
- Added new collision to Vast Factory roof, Ceiling Fan, Outhouse, Ash Dome floor 1, Defensive Wall Towers, Indoor Gas Lamp, Ceiling Fan, Bughouse walls & roof, Y-House walls & roof, Swamp House walls & roof, and Swamp Store walls & roof, Moor Tower base, Double House walls & roof and Tallhouse
- Added missing collision file to Outpost s-I/s-V floors
- Removed old collision files from several signs
- Removed non-existent collision files from the upper parts of the Large House
- Characters can now walk through Fishing Nets
- Ceiling lights can now be placed below the lower ring inside Dome and Dome Ruin
- Characters can now walk on the exterior part of the Dome Ruin hive ramps
- New blueprints: Tradehouse, Old Headquarters, Lagoon Platform
- New research: Defensive Bunkers, Double-Barrel Auto-Turret Spotlight Fitting, Harpoon Auto-Turret Spotlight Fitting, Multi-Barrel Turret Spotlight Fitting, Multi-Barrel Auto-Turret Spotlight Fitting
- Added Ash Dome Ruins and the original Ash Dome (with bridges) to the Ashland Dome blueprint
- Moved Old Small Shacks to default start research
- Moved Moor A, Moor B, Old House, Raised House and Stairs to the new Moor Houses research
- Renamed Moor Building Shells research to Medium Moor Building Shells and reduced cost
- Increased the cost of the Old World Walls blueprint/research
- Barrel A and Barrel B research has been moved from Random Furniture to Item Storage
- Moved Ceiling Fan research from Random Furniture to Indoor Lighting
- The "Thrones and Platforms" blueprint can now be found in Ark and Stack
- The "Quarry Structures" blueprint is now available to buy at stone camp shops
- Added the original (unlinked) version of the Split-Rail Fences to the blueprint
- All auto-turrets, harpoon turrets with lights and multi-barrel turrets are now upgradeable
- Version II Swamp Platforms can no longer upgrade back to the original versions
- Grouped all versions of the Storm House, L-House, Snailhouse, Ash Dome, Defensive Gate Doors and Defensive Wall Short, Connector and Wedge parts in the build menu
- Added general storage function to Barrel A and Barrel B.
- Moved Armour Stands, Safes, Large Baskets, Barrel A and Barrel B to the STORAGE category in the build menu
- Moved Ceiling Fan to the LIGHTS category in the build menu
- Added new descriptions to Auto-Turrets, Bridges, Awnings, Banners, Signs, Moor Tower, Barrel A and Barrel B
- Altered build materials for Swamp Platform, Swamp Platform Round, Swamp Lookout Tower, Fluorescent Light, Weapon Display, Moor A, Lagoon Platform, Outpost Citadels, Armour Stand, Armour Storage, Ceiling Fan, Barracks Door Fortification
- Junk piles and Barrel Table 2 can now be placed outside
- Removed power drain from all doors
- Added select sounds to Old Small Shacks
- Shared interior layouts between all buildings with the same interior shape
- Added building swaps to Deadcat and Kral's Chosen to remove metal stools from some interiors
- Increased the height of the usage nodes on Flour Storage and all Research Benches
- Removed usage nodes from Small Barrels
- Renamed Vast Factory to Vast Factory A
- Renamed Sign 2: Poison to Sign 2: Pirate
- Renamed General Storage Chests to be more consistent with the way other furniture is named
- Renamed Outpost Citadel Gate to Outpost Citadel Ramp [Heavy Gate]
- Renamed Big Ramps to Wall B Ramps
- Renamed Wall Ramps to Concrete Wall Ramps
- Renamed versions II and III of the moor buildings to Squared and Dotted
- Added new icons for Moor C Stairs, Searchlight (old), Vast Factory, Broken Bench, Wall A Ramps, Wall B Ramps and Moor buildings
-
Version 8
- Added old versions of the Market Tents, Mercenary Tent, Flat Shelter and Scrap Tent
- Changed collision for the Metal Stool
- Improved shading on the Metal Stool mesh
- Added a building replacement for Metal Stools to the Tech Hunter faction
- Added old versions of Outpost s-I and Outpost s-II
- Outpost s-I ruins will now use the correct floor texture
- Improved shading on the Fluorescent Light
- The Trestle Bridge is now visible from below
- Added an old version of the Quad Streetlamp
- Added the old Defensive Wall III Tower
- Slightly increased the height of the use nodes on Bed and Bed with Pillow
- Added a use node to the Old Bed
- Improved the shading on the Small Wind Generator
- Flipped the direction of the faces on a part of the Small Wind Generator mesh
- Made two parts of the Small Wind Generator rotate
- Added an interior mask mesh to Moor A
- Filled holes in the interior masks of the Moor buildings and Hive Commune Hut
- Made improvements to the Raised House base and interior parts
- Added a ceiling to the Old Small Shack's black interior
- Moved all black interior parts to floor 1 in the Moor buildings
- Small changes to the Old Small Shack interior, door and base meshes
- Changed the door move distance on the Old Small Shack
- Improved shading on the Outpost s-IV base meshes
- Changed the UV mapping on the black floor of Outpost s-IV
- A few more small improvements to the Outpost s-IV (old) base mesh
- Fixed a few more holes on the Outpost s-IV roof
-
Version 7
- Altered build materials for lots of furniture and allowed more to be built outdoors
- Added original versions of some furniture to research
- Reduced the sell price of some blueprints and added some to new locations
- Added new icons for citadels, citadel gates, oil refinery and metal stool
- Reduced the brightness of the old beds, automine, battery, generators, oil drills, turrets, signs, medical bench, chain armour bench, crossbow bench, small wind generator, storage boxes, swamp building doors/interiors, ancient safe, strongbox, barriers and lost race storage
- Outpost s-III will now always use the correct floor texture
- Added a version of Outpost s-III using old parts and a version with two ramps
- Fixed holes in the walls of Oupost s-IV, a missing window and the missing part of the doorframe
- Added missing parts to Outpost Stairs (renamed Outpost s-IV with Stairs)
- Added two versions of Outpost s-IV using old parts
- Moved Outpost s-I and Outpost s-II to their own blueprints
- Fixed holes in Outpost roofs
- Altered footprint settings on Outpost s-IV stairs and base parts
- Added blueprints and research for the Ancient Factory
- Added blueprints for Ashland Domes
- Changed the angle of the bridges on the player version of Ashland Dome
- Added turret nodes to the Ashland Dome
- Added "Ancient Science Building" blueprint
- Reduced the brightness and glossiness of the Blackmarket textures
- Made the interior of the Dome Ruin tower visible
- Citadel Ramps are now part of the building
- Altered Metal Warehouse and Citadel build materials
- Grouped Defensive Wall Towers in the build menu
- Wall B research is now blueprint only
- Grouped Basic Walls together with Concrete Walls
- Improved concrete wall ramp collision
- Added new walls to the "Wall B" research and renamed it to "Old World Walls"
- Added matching ramps for Wall A and Wall C
- Improved shading on the Big Ramp
- Improved UV mapping on Wall IV Short
- Replaced the Old Wall IV Short mesh and collision
- Improved UV mapping on the ends of the Wall A/Wall B mesh
- Improved shading on Gate V meshes and moved the floating panel
- Reduced the door move distance on Gate V, added transparancy to parts of the normal map
- Added researches for 5 bridges
- Added more turret nodes and a second ramp to the Shield Bridge
- Improved UV mapping on the Trestle Bridge
- Fixed Large House upper floor mesh
- Fixed problems with placing furniture on floor 1 of the large house
- Moved some exterior parts of the Large House to floor 2
- Straightened the light nodes on the Large House
- Ceiling lights can now be built inside Raised House, Moor C and Saloon
- Added new interior stairs for Moor C
- Added a ceiling to floor 0 of the Moor Tower
- Fixed the Saloon floor mesh
- Fixed shading on the Moor A stairs
- Replaced all collision files for Moor B
- Fixed Moor C interiors for users of the "more building" mod
- Moved all Moor Buildings to the BUILDINGS category
- Moved Stairs to the EXTERIOR category
- Added a ceiling to floor 0 of the Large House and all Outpost buildings
- Fixed UV mapping on the Stationhouse roof
- Filled the hole in the Y-House ceiling
- Moved one of the light nodes on the L-House
- Removed power drain from Longhouse and L-Houses
- -Moved Old Stone Mine I to the "Building Materials" research
- -Fixed the position and/or orientation of use nodes on some stone mines
- -Small improvements to the Automine meshes
- -Added new swamp platforms you can build furniture on
- -Animals can now walk on swamp platforms
- -Added "Swamp Walkways and Fences" blueprint
- "Swamper Building Shells" blueprint renamed to "Rebel Building Shells"
- Prevented the black floor layer of the Swamp Dome showing through sometimes
- Added hive doors to the commune hut blueprint, now visible from outside the hut
- Added functionality to oil drills, refinery and silo
- Replaced the oil refinery model
- Added old Hemp and Wheat farms
- Added blueprints for cannibal buildings and furniture, moved to the BUILDINGS, CAMPING, EXTERIOR and STORAGE categories
- Grouped cannibal trophies and butcher tables in the build menu
- Added inventory to Cannibal Storage and corpse disposal function to the Butcher Table
- Grouped broken furniture items and added a blueprint
- Added blueprint for Market Stalls, removed power drain and moved to EXTERIOR
- Added use nodes to old Stool and Sitting Box
- Corrected Armour Stand descriptions
- Offset Outhouse parts so that characters will sit in the right place
- Added the original throne and platforms to the blueprint
- Added researches for all four auto-turrets
- Auto-Turrets now have increased accuracy, power drain and construction materials
- Added functionality and use nodes to the Double Bed
- Offset Old Bed and Double Bed parts for mod compatibility
- Characters will no longer be sent to the floor below when getting out of a Double Bed
- Added a new Water Tower, Canteen, Food Barrel and Hatch
- Added the old generator to "Heavy Generator Theory" research
- Removed the spinning parts from the main generator mesh
- Lowered the light effect and collision of the fluorescent light
- Fixed the shading and vertex colour on the replacement Rain Collector mesh
- Fixed Fabric Chest (old)
- Moved Partition to the INTERIOR category and removed power drain
- Renamed signs and added many more
- Improvements to the sign meshes and collision
- Signs can now be built in non-player towns
- The neon lights on the Arrow Sign and Robotics Signs will now glow
- Added a small power drain to some signs, the lights on these signs can now be turned off
- Stopped signs building in strange places on certain light nodes
- Added fixed/unfixed orientation versions of all stools, sitting boxes and pillows
- Moved wooden barrel to STORAGE, reduced stackable multiplier and corrected description
- Moved Small Barrel, Small Crate and Weapon Display to the STORAGE category
- Moved fishing equipment to the CAMPING category
- Added functionality to fishing rod and fish drying rack
- Altered the fishing rod and fish drying rack collision
- Fixed the hanging fish parts of the Fish Drying Rack
- Added Awning to the Random Furniture blueprint. Made it easier to attach to buildings
- The fabric part of the awning is now visible from below
- Added linking versions of the split rail fences
- Added a blueprint for junk piles
- Created duplicate Machine Block and added an inventory
- Added new items to the "Old Empire Resource Storage" blueprint, renamed "Old Empire Storage" and moved the new additions to the STORAGE category
- Grouped "Barrier" and "Barrier Destroyed", moved them to the INTERIOR category
- Added a blueprint for "Skeleton Shredder" and "Bin of Screamer Heads", moved to the INTERIOR category
- Renamed Barrel Tables, removed power drain, moved to INTERIOR
- Moved Peeler Machine to the INTERIOR category
- Added old Ceiling Fan Lamp, Prisoner Cage and Item Furnace
- Moved Prisoner Pole to the INTERIOR category and added to Imprisonment research
- Added ancient Robotics Bench, Limb Bench and Repair Bed
- Added a new blueprint: Tarsand Structures
- Moor B Porch, Market Tents, Shade Cover and Cannibal Tents now provide shelter from rain
- All tents moved to the CAMPING category
- Moved quarry structures to the EXTERIOR and LIGHTS categories
- Added collision to quarry scaffold boards
- Added improved quarry mines (II-IV)
- Added functionality to small water tanks, moved to FARMING category
- Fixed incorrect stools appearing in Lost Libararies
- Added "Rusty Shop Counters" blueprint
- Moved Wall Shelf 1 and 2 to "Basic Furniture" research
- Small improvements to Large Water Tank mesh and collision
- Renamed banners and added blueprints
- Increased vertical position tolerance of Quad Streetlamp and added power drain
- Moved Light Post II to the "Light Post" research
- Reduced power requirement for Blast Tube Streetlights
- Renamed "Broken Emperor Statues" blueprint and added broken holy torches
-
Version 6
- The original texture for the exterior of the Moor buildings has been fixed
- Moor Buildings have reverted to using the "moor1-main" material
- Altered Defensive Wall V textures again to match how they appeared in the old world
- Textures for the Moor interiors, flour storage, old shop counters, old wall shelves, old chests and old windmill have been made darker
- Removed Large Concrete Gate from Wall B research (any you have already built will remain)
- Removed original version of the Big Ramp from Wall B research
- Grouped the Big Ramp and Wall Ramp together with the other ramps
- Renamed "Forgotten Building Shells" research to "Moor Building Shells"
- Reduced stackable multiplier of Small Barrels and Large Barrels
- Small barrels can now store water
- Small increase to construction cost of citadel ramp gates
- Outpost Citadel B Ramp is now upgradeable to the version with a gate (door will not appear until the next time you load game)
- Moved Mounted Indoor Torch from "Indoor Lighting" to "_Default Start" and "_Low Start" researches
- "Shop Counter (old)" has been renamed to "Shop Counter (Metal)"
- "Old Stool" renamed to "Metal Stool"
- Added turret and light nodes to Citadel A
- Added turret nodes to Citadel B
- Added light nodes to Wall B
- Added turret and light nodes to Wall B Gate
- Added light nodes to Concrete Gate and Basic Wall
- Added light and turret nodes to Concrete Wall
- Added turret nodes to all five outpost buildings
- New building: Outpost Citadel C, added to existing citadel research
- Added two alternative versions of each Moor building, using textures seen in various old world towns
- Added versions of Walls II, III and IV, Wall B and Concrete Wall using their old textures
- Added new "Concrete Walls" research
- Added an optional Porch for Moor B
- Added a new Storage Chest, Animal Feeder, Large Basket, Metal Chest, Safe, Small Barrel, Small Crate, Wooden Barrel and Wooden Crate to "Item Storage" research
- Added a new Water Tank and Greenfruit Storage to "Storage Boxes: Farming" research
- Added a new Hemp Storage to "Hemp Farming" research
- Added a new Cactus Storage to "Cactus Farming" research
- Added a new Wheatstraw Storage to "_start- freedom seekers" and "Wheatstraw Farming" researches
- Added new Campfire, Camp Bed and 3 Torches to "_Default Start" and "_Low Start" researches
- Added new Basket and Oven to "Baking" research
- Added new Barrels and Grog Machine to "Grog Distillation" research
- Added a new Fabric Chest to "Fabric Manufacture" research
- Added new Rain Collector to its research
- Added new Barrels and Sake Still to "Sake Distillation" research
- Added new versions of Five Booze Barrels, Rum Barrels and Rum Still to "Rum Brewing" research
- Added new Shop Counter to "Public Sales" research
- Added new Riceweed Storage to "Riceweed Farming" research
- Added a Stool, Bench, Sitting Box, Sitting Pillow, Small Table, Table, Round Bar Table and Shelf to "Basic Furniture" research
- Added new Display Stand, Boiler Tank, Carpet, Chimney, Exhaust Fan, Exhaust Pipe, Rusty Rug, Rusty Sink, Small Water Tank, 2 Interior Walls, 2 Wall Shelves and 3 Support Beams to "Random Furniture" research
- Added 3 new Beds to the "Beds" research
- Added 2 new Stoves to the "Cooking" research
- Added Leather, Fabric, Skins and Meat storage to the "Storage Boxes: Crafting" research
- Added new Weapon Stand, Weapon Cabinet, Weapon Display, Armour Stand, Armour Storage and Crossbow Locker to "Gear Storage" research
- Added a new Electrical Torch Post to "Indoor Lighting" research
- Added 3 new Light Posts to "Light Post" and "Light Post Efficiency" researches
- Added 4 new blueprints: Old Hive Queen Throne, Old Throne, Old Emperor Statue and Old Broken Emperor Statue
- Added Old Prisoner Cage to "Imprisonment" research
- Added Large Water Tower to "Wells II" research
- Added Large Water Tank to "Wells III" research
- Added 5 new signs to the "Signage" blueprint
- Added a new Blast Tube Streetlight to the "Skeleton Lighting" blueprint
- Added old versions of all four wall lights to "Basic Exterior Lighting" and "Search Lights" researches
- Added black interior parts to Outpost s-II
- Fixed a problem with the Rain Collector mesh
- Fixed UV mapping on Raised House interior walls and added black interior
- Changed Raised House upper stairs part to floor 0
- Improved shading on the old windmill
- Fixed one of the corners of the mill02-base mesh
- Improved shading on the five rusty signs added in the last update
- Removed "Outpost01_Exterior02_METALS" part from Citadel A (identical to another part)
- Added missing wall part "Outpost01_Concrete_Base_UPPER" to Citadel A
- Removed "Outpost_PRISON_NON_Concrete_Base_UPPER" part from Citadel A
- Replaced "Outpost01_Non_Concrete_Base_UPPER001-SPLIT-UPPER" part on Citadel A
- Changed the building floor setting of part "Outpost01_Concrete_Base_UPPER-SPLIT-UPPER" to 2
- Applied improvements made to Citadel A to the Outpost Prison and Ancient Citadel buildings
- Removed an incorrect wall part from Ancient Citadel (Outpost01_Exterior02 SPLIT-UPPER)
- Replaced "Outpost01_Concrete_Base_UPPER-SPLIT-UPPER" on Ancient Citadel with a version using the correct material and colour
- Fixed gaps around edges of "Outpost_PRISON_Exterior_Leve02" mesh
- Interior parts are no longer visible when there are no player characters inside the 3 Outpost Citadels, Ancient Lab, Ancient Citadel & Outpost Prison
- Added new icons for Moor buildings, Wall V, Wind Pump and Concrete Wall Ramp
-
Version 5
- Defensive Wall IV now upgrades to the correct version of Defensive Wall V
- Some parts of the Defensive Wall V textures have been made slightly darker
- Fixed the shading on the Defensive Wall V meshes
- Furniture in the Raised House will now be built on the floor rather than below it
- Added more Turret Nodes to the Swamp Platforms
- Moved the three Light Nodes at the top of the Watchtower so that they aren't blocked by the turrets
- The interior walls of the Moor buildings no longer have a randomised texture
- Added Large and Small Wall Lights to Basic Exterior Lighting research
- Added Gas Lamp and Mounted Torch to Indoor Lighting research
- Added Old Stool, Shelves and Wall Shelves to Basic Furniture Research
- Added Ceiling Fan, Barrel A and Barrel B to Random Furniture research
- Added Five Booze Barrels to Rum Brewing research
- Added Weapon Display, Weapon Display Board and Old Weapon Stand to Gear Storage research
- Added Large Barrels, Small Barrels and 4 new Storage Chests to Item Storage research
- "Old Empire Resource Storage" blueprint enables the old stone, building material, ore and steel storage
- "Old World Lighting" blueprint added, unlocks the Fluorescent Light
- "Skeleton Lighting" blueprint added, lets you build the Blast Tube Streetlight
- Signage blueprint added, giving you 25 signs to build
-
Version 4
- Fixed Moor B exterior shading
- Filled gap below Moor A door
- Separated the hatch from the roof of the Old House
- Fixed holes in Old House windows
- Fixed UV mapping on parts of Old House, Moor A and Moor B
- Added black interiors for Moor A and Old House (visible when no one is inside)
-
Forgotten Buildings Includes:
Similar items are grouped in the build menu, use the arrow buttons to switch between them.
Click here for a complete list of everything the mod allows you to build.
If you need help identifying something in the images above, take a look here.
All added research and blueprints can be found here.
_________________________________________________________________________
Other Features:
Many things can only be learnt from blueprints, which can be bought or looted from locations where the buildings are found. If you really dislike this idea, or have already visited the location of a blueprint you wanted, download "No Blueprints Required" from the optional files section.
If you're having trouble finding a blueprint this list should help.
_________________________________________________________________________
Compatibility:
- Tier 5 walls, concrete walls, and other walls from the old world
- Moor buildings (used in old world towns)
- Swamp buildings, platforms, walkways and fences
- Hive huts, cannibal shacks and metal buildings
- Outposts s-I, s-II and s-V
- Old variants of Outposts s-III and s-IV
- Broken Watchtowers and Storm House variants
- Lagoon buildings and platforms
- Outpost Citadels (aka Ancient Citadel, Ancient Lab, Outpost Prison)
- Vast Factories (aka Ancient Factory)
- Dome Ruin and Dome (aka Black Market)
- Ashland Domes
- Very old buildings such as HQs and bunkers
- Five types of bridges
- All signs and banners
- Oil drills, silos and refineries
- Water towers, water tanks and windmills
- Alternative models for farms, mines, grain silos and wind generators
- Auto-turrets (not fully automated but more accurate than other turrets)
- Multi-barrel turrets with lights
- More lights
- More tents
- Market stalls
- Quarry equipment
- Tarsand pipes and other structures
- Com Towers and Land Blades
- Ruined versions of many buildings and walls
- Any furniture missing from vanilla research
Similar items are grouped in the build menu, use the arrow buttons to switch between them.
Click here for a complete list of everything the mod allows you to build.
If you need help identifying something in the images above, take a look here.
All added research and blueprints can be found here.
_________________________________________________________________________
Other Features:
- Slopeless-like building placement, without the risk of buildings moving
- Defensive Wall V has its original appearance restored
- Moor buildings are available in all four of the original textures
- Stairs added to Double House, Moor C, Moor Tower, Saloon and Tallhouse
- Raised House roof is accessible
- Turret and/or light nodes have been added to many buildings, walls, towers and gates
- Furniture can be built on swamp platforms and lookout towers
- Most furniture can be built outdoors (excludes crafting and research benches)
- Inventory size added to the descriptions of all storage boxes
- Climbable defensive wall towers (stairs are hidden inside)
- New ramp attachment points
- The lights built into some Defensive Wall/Tower/Gate models can be switched on
- Signs snap to light nodes for easier placement
- Functionality added to Fishing Rods, Fish Drying Racks, Oil Drills and Oil Refineries
- The largest buildings are appropriately difficult to construct
- All walls can be destroyed
- Unique destroyed meshes for Old Storm House and lagoon buildings
- Many building mesh fixes
- Changed the brightness of some old texture files
- Added transparency or emissive glow to some building materials
- Improved collision for some buildings
- Previously unfinished buildings from the game files have been completed: twelve so far and more to come
Many things can only be learnt from blueprints, which can be bought or looted from locations where the buildings are found. If you really dislike this idea, or have already visited the location of a blueprint you wanted, download "No Blueprints Required" from the optional files section.
If you're having trouble finding a blueprint this list should help.
_________________________________________________________________________
Compatibility:
- Slopeless must be above Forgotten Buildings. It can be disabled if you aren't using the Single Mode gates. Incorrect load order will make it impossible to place some buildings.
- Compressed Textures Project / Detailed Textures Pack / Enhanced_Textures / Texture Options must be above Forgotten Buildings. Texture mods loaded after Forgotten Buildings will cause some buildings to appear much brighter than they should be. Smaller versions of the Forgotten Buildings texture files can be found in the optional files section.
- Interior (and Exterior) Design should be above Forgotten buildings. Forgotten Buildings contains everything included in the Interior Design mod; however, several things built with that mod will disappear if it is removed.
- more building should be above Forgotten Buildings. I don't recommend using them both at the same time, but the two mods are mostly compatible. To avoid duplicate items in the build menu, you might want to try Plant Trees, more building(natural trees only) or more building(Interior and Exterior only) instead of using the full mod.
- Cuddling/Spooning must be below Forgotten Buildings. It cannot be used alongside Forgotten Buildings + Work Bench Variations Compatibility.
- Work Bench Variations users might want to download Forgotten Buildings + Work Bench Variations Compatibility from the optional files section.
- Project Genesis: World Overhaul includes Forgotten Buildings. This version must be disabled while using Project Genesis.