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By KralyergHere is a standalone compilation of all of the Roads and Bridges from Colonial Charter.
Because this is standalone from Colonial Charter, you don't have any way to make Bricks or Lumber, which some of these would normally use. So I slightly modified them to use Stone and Logs instead. So you need Stone to build a Brick Bridge.
Brick Road Red Brick Road Gravel Road Soil Road Quay Road Moss Road Sandstone Road Country Road Dock Road
Stone and Wood Bridge Stone Bridge Split Stone Bridge Draw Bridge Brick and Wood Bridge Brick Bridge Creek Plank Bridge Rock Bridge Dock Bridge Covered Bridge Old Creek Bridge
Alternate Download Link From Google Drive
By KralyergA series of Forester buildings that will exclusively plant and grow the orchard tree that is chosen. These orchard trees will then grow the fruit or nut that is associated with your selection. Then you can build a special Gatherer building that will automatically go around and collect these foods.
You know how the regular Forester plants regular trees, and those trees will grow Berries and Roots and stuff, and then your Gatherer collects them? Exactly the same concept. Plant some trees. Grow some fruit. Collect with the Gatherer.
The Orchard Gatherer is the first icon on the list you see below. It is special in that it is the only one that will automatically collect these orchard foods. The Orchard Gatherer will also act like a normal Gatherer if you place it in a normal forest. Because these are still Forester buildings, when the trees reach maturity, they will be cut down for Wood and a new tree will be planted in its place.
By KralyergThis is a standalone compilation of only the Terrain options included in Colonial Charter. The Terrain option only changes what the ground looks like (color of the land, number of rivers/lakes).
Valleys Mountains Flat Plains Lake Waters Marsh Swamp Valleys Bleak Mountains Verdant Plains Sand Lakes Desert Red Desert Swamp Lakes Water World Jungle Rivers Cold Valleys
By KralyergThis mod is a standalone version of the Flatten Terrain tools as well as the Terraforming mod.
Be careful with these, as they can't be undone.
Recent File Comments
Thank you very much for answering.
1. I figured as much. Some starts are more in line with the idea of a shipwreck though.
2. If there is ever a 1.7.6 or 1.8 I hope a more satisfying explanation can be found, one other then: "we don't accept coal/charcoal/coke/firewood as fuel unless it's nicely packed, barreled and has the stamp of our friends at the local Fuel Refinary, and don't forget to tell bod the blacksmiths/potters/glassblowers guild says hello." - actually that might be humorous enough to put in game. But no worries, it's no worse then the original game's mining of smelted iron ingots from surface iron deposits - it's not better but it's also not worse.
3. I chose CC because it didn't have the Tom Sawyer, Discrepancy and Red Ketchup mods attached. I'm not saying mods by those authors are bad but, while CC keeps with the original aesthetic of the game and slightly improves on it by making it even more realist, the other mentioned mods can at times be too highly detailed for the game. It's like walking on a 40 year old patio deck and seeing someone replaced a 40 year old weather plank with a brand new one. The new plank is probably better in every way, it just look out of place.
IF I was a farmer, waking up and seeing a big, freshly painted red barn would feel great. But in Banished were beige, brown and drab are the norm... I just feel like people would burn the new, bright red barn down during the night.
"Have you seen that ******* Sawyer's new barn?"
"The bright red one?"
"Yeah, *******s... going off and showing the rest of us by painting it that way."
"What? Sawyer didn't paint the barn himself, he tricked half the towns children into painting it for him."
"*******. Wanna burn it down tonight? teach the sod a lesson?
"Sure, why not. Say, why were we banished/volunteered to colonize this place again?"
First of all, thanks for your input.
1. When maps are created, items like the Shipwreck and the Golden Llama, can only be placed in random locations; unfortunately, some of those don't make a lot of sense. Best to assume that the Shipwreck wound up inland after a really big tsunami.
2. While making Colonial Charter fairly realistic, there's also the demand from fans to add more production chains, creating a richer gaming experience. Sorry if this anachronism is an issue for you.
3. Shock Puppet created the Stables, Milking Barn and Dairy Parlor and chose the color - maybe he was trying to match the red used by Tom Sawyer for his houses in the North mod?
Items 2 and 3 are some of those things where some people love it as is and others may be agreeing with you. Changing these types of things may make you happy but others not so much. It's a case of "damned if you do and damned if you don't." When and if there's another CC, your comments will be taken into consideration.
After almost two year of not touching the game, Banished, was still grating on me. Turns out you can have too much of a good thing. This mod revitalized my interest in the game, when you guys say this is an expansion you aren't joking around.
That being said, I do have some gripes, and I don't think they can all be solved.
1. Firstly, the elephant in the room, sometimes the shipwreck you start with is so far away from any body of water you'd think the game starts you in OZ. I'm assuming this is something that can't be "fixed" by mere modding?
2.Fuel...and fuel refineries... I just wan't an explanation. Please? it's just that: most everything that consumes fuel won't take firewood, or coal, or charcoal, or coke... you know, the literal fuels that well, "fueled" the industrial revolution. They will only take FUEL... that comes in barrels... and is made not from crude oil but firewood, coal, charcoal and coke... No, seriously, can someone explain this to me? please? The relative realism of Banished is what attracted me to this game. The idea that my "new found" ore can't be smelted by coke but needs a barrel of something that's made from coke is.... immersion breaking.
3...well, this one is a matter of personal taste, but the Stables, the Milking Barn and the Dairy Parlor(I think these are the three bright red ones, right?) are... a bit too red for the games usually muted colors. If this ever receives another update, could we maybe get a slightly darker and more muted red variation; maybe like the one on the Bank Barn?
Oh, and thanks for revitalizing the game for me. Even if nothing changes, you guys did a great job... I would really appreciate an answer to nr. 2 though.
can you tell me how to stop livestock dying? especially chicken and duck, even when i sign 4 herdsmen in one pasture, they keep dying from 130-140
This mod should be compatible since it was made for Banished 1.0.7. It was not included in MM8 because Necora did not provide the code for any of his mods so they could be added.