Fiery Essential(beta) for Foundation

Released (updated ago). Ranked 89 of 246 with 41,311 (19 today) downloads

Published by firesofhades (mod ID: 500)


With Fiery Essential I aim to provide a one-stop-shop for things I feel everyone should have easy access too, without having to download a separate mod for every basic feature or feeling like you wish you could just tweak that 1 thing a little bit.

The Foundation API gives us access to some very useful values to tweak. The core of Fiery Essential is basically that it reads those values from a text file, which you can very simply edit with the editor located in the mod's install dir. This gives you the power to easily tweak a large portion of the game as if it's just an in-depth options menu.

Things i plan to include are QOL-tweaks, bigger features of which I feel they would get used enough, and basic gameplay settings.

Feel free to suggest things, give feedback and of course ask questions. If you do this in the comment section please tag me with "@firesofhades" to make sure I notice you.

Chinese(simplified) translation by きらきらプシ (KiraKiraBushi)


  • Fully configurable creative, default(vanilla) and custom gameplay setting templates
  • A configuration editor, did i mention its a lot of settings...
  • Most settings related to balance mods, including trade villages
  • Fish and available church capacity(faith) are shown in the toolbar, and settings to add/remove other resources
  • Villagers pay a 2 gold tithe when visiting a church, also configurable, as are the buy prices of other resources
  • A delivery quest that is basically an infinite resources button (only works on the creative template)
  • A small amount of influence at the start, just enough to buy the things not unlockable with the creative profile
  • 8000 villager names
  • Fountains provide water
  • And more

suggested features

  • An easy way to share your custom profile with other users
  • A per resource toggle to allow a resource to be negative (so using resources as maintenance cost will be more realistic)


No dependencies, but since Fiery Essential touches a lot of things and you might want to use some of its features at the same time as another balancing mod, it is wise to put it at the top of the list. This means that Fiery Essential will make it's changes first. If another mod then changes the same thing, it will override Fiery Essential's change. If the other mod was above Fiery Essential, Fiery Essentials would have overridden its changes instead.

The editor

The editor is located in the mod's installation folder, if you installed manually, you should know where it is. If you installed the mod through the game it is probably located at Documents\Polymorph Games\Foundation\mods\500. You are free to make a shortcut to use it from another location, you can't move the .exe though as it won't be able to find the config files anymore if you do.


In broad strokes

the main settings tab is where you can find global settings:

  • choose which profile is used
  • turn of the welcome messages/quests
  • toggle 8000 villager names
  • toggle creative buildings
  • toggle creative happiness
  • toggle the water providing fountain

For settings that impact gameplay(i should probably move some of those in the previous section) you have 3 profiles to use named:

  • default (mimics the vanilla game)
  • creative (gives you as much of a sandbox experience as i can)
  • custom (whatever you want it to be, hard mode maybe?)

using these profiles you can pretty much create your own perfect versions of a sandbox, slightly tweaked vanilla, or something totally different.

In depth

Main Settings

Most of the main settings are pretty straight forward and do what one would think they do. Some deserve more explaining.

"balancing mode" lets you choose which profile to use, switching from 1 profile to the other on the same save shouldn't cause much (if any) issues.

"creative happiness" causes happiness to go up when it should be going down, by making your people "unhappy" you can push happiness far above 100 to increase immigration speed. Immigrants can spawn fast enough to form a literal line into your town so keep an eye on them. WARNING: enabling or disabling this feature will reset the needs of all your villagers (might cause a supply issue)

"creative buildings" changes production buildings that produce finished commodities or construction materials to provide an infinite amount of them. Villagers can buy their stuff straight from the workplace. And builders can grab A LOT of materials in one go. Other changes are:

  • The well provides 50 splendor for each estate
  • The market stalls provide infinite fish, clothes, and wine resectively
  • The decorative bush provides infinite berries (villagers can get their berries here)
  • The cypress provides infinite faith (pagans can go to "church" here)
  • The windmill provides infinite glass


The profiles can be accessed with the tabs at the top of the editor window, they contain 4 tabs themselves; balancing, buildings, trading villages and resources.


"Day duration" - length of a day in seconds (influences when churches reset, Thats about it.

"starter families" - how many families you start the game with, 1 family consists of 2 villagers so you will get twice as many villagers as the number you put in.

"minimum happiness for leaving" - villagers will start leaving if happiness gets below this number. With a positive number villages will leave as soon as you start the game, since their happiness will be 0.

"gold capacity" - Your max gold at the start of the game.

"tree grow speed"- How fast a tree grows. 0 = 0%, 1 = 100%, i think...

"initial tree size" - How big a tree is when the forester plants it. 0 = 0%, 1 = 100%.

"minimum tree size for gathering" - How big must trees be to allow woodcutting.

"minimum tree size for hunting" - How big must trees be to allow hunting.

"Tree fertility settings" - have fun figuring it out...

"starting tile requirements" - Resources that have to be in a tile to make it qualify as a starting tile.

"territory price" - List of resources and amounts that must be payed to buy a territory.

"territory taxes" - The list to the left are the territories in the order you buy them, you can add a territory to the list with the button. For the vanilla game territory 1 would cost 0 gold, 2 would cost 10 gold, etc. You can select a territory from the list to start editing its taxes to the right. You can remove the currently selected territory by right-clicking the list.


One thing to note is that not every setting will work for every building, some things are just missing from the API

To the left is a list of buildings, You can use this list to select a building to change some of their settings, The settings are:

  • Upfront cost
  • Maintenance
  • Construction Resources

these are pretty self-explanatory and I think we all know them well enough, This is one group of settings that is sometimes missing for a building

  • Unlocked with estates
  • Villagers required to unlock

Unlocked with estates determines if a building is accessible through the building menu. Setting this to false means the building will be unlocked by villager status and count when . These are another group of settings that are not available for all buildings, Some even miss both.

Trading villages and resources

Trading villages should be pretty straight forward. Resources is where you can toggle resources in the toolbar and change how much villagers pay for commodities. Keep in mind that putting to many resources on the toolbar will make all the resources disappear from it if it gets too wide. If you do have questions, feel free to ask.


where did creative go?





















































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immigrantmario @immigrantmario

Hello firesofhades, the cheat menu never appears, is this intended or a known bug?

wackoamd1 @wacko11617616622

firesofhades nice mod but is it possible to get the ui back like in the screenshots here?

janedoe456 @janedoe456

Hello and thank you for awesome mod/utility!
Quick qustion about option Gamerules > Need depletion Rate. If I want the need to deplete slower, do i set percentage lower or higher? Description is quite confusing (may be because i'm not native speaker).

きらきらプシ @kirakirabusi

I have roughly translated your mod and hope to add it into the official version for the time being, so that I can properly correspond to the proper nouns in the game to touch up the translation.
Please leave your email and I will send you the translation file.

DevilsMetric @devilsmetric

I love the editor and convenience of being able to change so much in one place, but has anyone else been unable to load the mod in-game after the latest content patch (1.6)? Any plans for an update firesofhades ? Thanks

juliews053 @juliews053

The Editor that is in mods folder 500 does not look like the examples on this page. I can't understand the one that is in the folder. Do you sill have the ones in the pictures or have you changed it?

Regnion @regnion

How do you actually use this mod? I've swapped to Creative in the .exe, yet nothing has changed in game. I've tried while in game, and tried before launching, but nothing is happening. There's no cheat menu either, despite toggling it?

Eloniel @eloniel

the cheat menu appear when you fulfill the quest that request you to trade 1 berry, wasn't intuitive for me either, it should be added to the FAQ

maddo3 @maddo3

Where is the cheat menu? I've got the client running in creative mode, have completed up to this part in a new game but still can't see anything.

lewisfretwell31 @lewisfretwell31

@firesofhadesHow do I activate crative in game?

Casra @casra

Hi. Is there any way to make residential area desirability always very high no matter where the location? ty

Gardente1587461521 @gardente1587461521

firesofhades, I can't seem to figure out how to change a buildings' production chain. As example: a sawmill creates planks in exchange for wood AND tools. In the example of the sawmill, the villagers complain that they cannot find tools while I have plenty.
Or is this not possible? :)

きらきらプシ @kirakirabusi

When I translated it into Chinese, I edited this file: localization\en\text.json.
I thought it was a success, but I had such a problem↓↓↓↓↓↓↓↓↓↓
for example

But some nouns are normally displayed in Chinese,like:

What's wrong with me,Please give me some advice,thx.

lenfoster24 @lenfoster24

Tried it yesterday, 7 sept, but I cannot buy my first plot of land no matter which map I try with the mod loaded. The mod loads with a save game, but does nothing, which was expected. Any ideas?

gremlinbc @gremlinbc

idk I use this mod with old saves and a new game it works on both maybe a conflict with another mod or maybe a glitch in game itself try and verify your game or check if a antivirus might be blocking it

gremlinbc @gremlinbc

I noticed that you do not have builders workshop in the menu so you can change how many workers you can have.
can you add builders workshop to list of buildings you can add workers to pls?
I also Noticed talk about a cheat menu is that in game and how do you pull it up? not sure I just missed where it says how but I can not seem to find cheat menu in game at all.

Cacimar @cacimar

Cacimar here again. How do i make villagers happy. Happiness level at start of game is in high 90's.
As soon as i promote peeps happiness goes down quick, even in the minus 300. Sorry for being such a drag.

Cacimar @cacimar

This mod is superb, One thing. Every time i mess with immigration rate, i end up with getting hundreds of immigrants. Can you tell me which is the setting for this.

firesofhades @firesofhades

i have to admit i'm not sure since i never really used it myself, i just know that there are 2 values called "VillagerCountPerImmigrationWave". i'm not sure how the 2 numbers define the size of a wave, but i was told min/max at the time... let me know if you figure it out C: