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Mods
TheSurvivalist:Christmas Update 12-24-19
Several new skyboxes added. Adding more ever-changing skies above and around you. This increased the file size a few megabytes, but I feel they are worth it. I made some beautifully edited skies this week.(complete)
The smoke "sprite" coming off from fire was enhanced.(complete)
New weed models: Two new weeds added to the environment. Nothing useful other than getting leaves and starch.(complete)
New bush models: The grain crop, catail-reed, and seaweed, now looks more realistic.(complete)
New terrain models: Six big flat rocks. They sit nearly ground level adding more terrain diversity throughout each new map.(complete)
The bug when saving during a craving fixed, now upon loading the craving will display text correctly.(complete)
Further tweaks to main scripts shortening them, and reducing lag. (complete)
Some last teaks to various statistics, and things like fall damage, winter ice/shore glitch, and other aspects most players won't even notice. Performance tweaks.(complete)
At midnight hour or sleeping past it, "changeday updating..." is now "A new day begins...updating". (complete)
When crop plants die they no longer make a "crackle" sound or give a message, nor spam the left text column on change day update with "Plants Died". Instead, they simply turn into a weed. You will have to clear the weeds to grow other crops. Like for real.(complete)
The higher the difficulty level you choose when starting a new map, the farther away from shore your starting point can randomly be.(complete)
Very minor tweaks to several objects, items, units and stuff.(balance)(complete)
Seaweed can now be found on the beach like shells and starfish.(complete)
Cravings will happen more often if you have not eaten from a specific food type over 3 or more days.(complete)
During winter while swimming under the ice, the player will be "set back" away from the shoreline as to prevent going under the island. Was bugged from lowering the island a while back.(island collision glitch)(complete)
The arrows model scale adjusted for a more appealing looking arrow, over a short stubby fat looking arrow.(complete)
Pooping: Most animals now randomly poop at will while in their "idle animation" during any hour of day or night, instead of a single random pooping at midnight only.(complete)
New AI scripted for all hostile land and water units(not birds). When engaged by the hostile unit, they now attack and retreat while randomly encircling the player, and randomly attacking at will.(complete)
During "events", the event animals will flee randomly no longer staying caught behind an object.(complete)
When the player is cornered by a hostile unit, upon a object like a big rock or a building, the hostile unit will flee away from the player randomly, at the next hour check. No longer "hovering" at the base of the structure.(complete)
New Unit -Blue Shark: 2/3 Smaller than the current Great White, 1/3 it's health, loot, n damage. A fast and ruthless bite-n-flee predator. Only in Normal-Expert mode, increased in numbers the higher the mode.(complete)
The Rainbow fish's scale was lowered a touch making it a touch smaller.(complete)
Wolfdog starving has been fixed, a typo in the script makes him starve even after eating meat you put on the ground.(complete)
I have increased the radius of the greenhouse for both plants and bees from 42 to 62 to keep from freezing in winter.(complete)
When you put cotton in the kiln, forge, or fireplace it will burn up at 5 per check instead of 1, no matter how much you put in.(complete)
I increased the detection range of the treehouses a bit to be detected better when sleeping. I also found that treehouse#2(middle one) you can get injury jumping out of...fixed for next update. (complete)
The next update is coming this week sometime for Halloween. (see: To-Do list @ top of page 1) It's going to be another good one too, I believe.
All food item icons in your inventory now have a "stat marker" showing which bar is effected when consuming it. this reduces having to search for a food in relation to your bar.(complete)
Honeybees detection range increased so they do not die in winter season. Last update I changed the range of the greenhouse but forgot to do the beekeeper, causing them to still die in winter. fixed.(complete)
The 6 directional clues, needed to escape the island, will now spawn and de-spawn at the new day update. The model Message-In-A-Bottle is used for each clue and they can spawn anywhere water meets the land. Each day one will de-spawn while a new one spawns at a new location. Beginning the first night Clue 1 spawns, then day 20 clue 2, day 40 clue 3, etc. They spawn in order 1-6 and 6 starts spawning mid winter (@ day 100).The 6 directions will be randomly generated at the start of a new map, and only consist of North,South,East & West directions.(complete)
When the map is "cleaned" at midnight the only items that disappear are food items, and dead unit bones. No longer do materials, tools, or weapons disappear. Any glass bottled liquids will not be cleared either.(complete)
The Diary was updated with the latest changes and/or combo information. (complete)
The water rock spawning range adjustment so they do not spawn under water.(complete)
Some more minor tweaks to items and stats. Visuals, and balance, such as size/color of cocaofruit, seaweed. (complete)
A new simplistic script that makes pressing the shift to run awesomely smoother. (complete)
The bowman arrows no longer go through the big rocks. I added extra collision to them to prevent arrow penetration, but this raised the poly count a lot. fixed.(complete)
Treehouse bug. I used the same object ID for 2 of the 3 treehouses and the sleeping script range did not detect the "cover". fixed.(complete)
At 17 hr one of my skyboxes had a spelling error in script causing it not to load. The 10-01 update was re-uploaded with this fix after a few players downloaded the mod.(complete)(see page 97 Big Update p.s.) 
Tame bees at a hive don't spawn bone piles when killed.
Chicken soup appears to have incorrect text description. Text on item says it grants -3 craving white meat, but testing shows complete satisfaction of craving after eating three chicken soups. Suspect it's actually -4 craving white meat. 




JDL has written