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About This File

Colonial Charter 1.76 will only work with the Banished 1.0.7 update.

 

A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey

 

Manual Download:

After clicking Download you will be redirected to google drive files and see this icon downloadicon.jpg at the top right corner of a new page. Click it to download. 

Steam Workshop Download for version 1.76:

http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998

 

Installing:
Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. 

 

NEW GAMES ONLY:
CC: Journey does require a new game. 

 

Introduction: 

Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety.

In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere.

We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! :)


Special Thanks in no particular order to the following people: 
Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!) 


What's New in Version 1.76   See changelog

Released

Just a tiny update. Don't get excited. :)

 

Added any changes and additions made in the CC Modular packs.

  • CC Docks
  • CC Frontier
  • CC Milling
  • CC Stacked Shops and Homes

These are all included and therefore not needed if you're running CC.


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User Feedback



On 7/30/2018 at 8:31 PM, Apocachip said:

How can i download the CC 1.75...? not a CC 1.76 Translation files are in my country.

CC 1.75 can be downloaded HERE.

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I can't get the City Wall Storage to be built. It was working in my MegaMod 8 RC2 game, but that now crashes on me. I really loved this feature. Does anyone know a way to get it to work?

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just downed and ran without any other mods and it froze gpu, IE sound still plays, frozen screen.

i was using golden llama and a ton o mods, not sure if its my end or download link, someone check pls?

 

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Did you download the current version of Colonial Charter - v. 1.76 (Journey)?  When you select or deselect any mods, be sure to exit Banished completely before starting a new game to help avoid crashes.

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On 9/2/2018 at 7:58 AM, estherhb said:

Did you download the current version of Colonial Charter - v. 1.76 (Journey)?  When you select or deselect any mods, be sure to exit Banished completely before starting a new game to help avoid crashes.

yes i copy/paste my dir to a new directory for testing and have a "Fresh UNTOUCHED .RAR" packed and ready for new machine, new install, ect. ect.

OC'd GPU APU CPU RAM

some games with high textures are toxic to my config. PERFORMANCE OVER VISUALZ

so, no mods, new dir, run game, load this mod thread, zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz, frozen, sound plays, nvidia modded bios (just see if its anything other then a bios error for clocksspeedszzz.) my gpu might just be overmodded and upgrades is around the corner.  and onboard R# Discrete GPU is disabled/uninstalled. i have another machine i just want to see if there is a way to fix or catch a log. if it works on my onboard yay, but i just dont wanna ddu.exe everytime i wanna swap games.

either way the new frontier works, llama works, and right now im using RedKetchups Editors Choice with a bleepin bleepin ton of mods. 

my thoughts are i need to modify to correct error for compatibility. but what do i know, i can barely Basic8s, i am new to banished, and i seen a thread about compatibility issues with AMD/Nvidia Versions.... well, i have AMD CPU GPU with PCI Nvidia... luckily all MSI... so maybe, maybe. thoughts or ideas?

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You are writing in a very abbreviated way, which makes it hard for me to tell what it is you are asking.

Make sure you are using the current version of Banished - v. 1.0.7. It is shown at the bottom of the opening menu. I'm guessing you are if Editor's Choice is working as it should.  Make sure the tons of mods you are using are designed or updated to work with Banished 1.0.7. Because the flags (aka categories) changed in Banished 1.0.7, CC Golden Llama and CC New Frontier may have issues.

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On 1/23/2017 at 2:53 AM, josito said:

First comment! WOO!! :hand14:

Thank you guys so much!!!

Wow and i haven't even looked passed the houses yet. fantastic and breathe taking. just needed to say you guys are the bomb you blow my mind. thank you.

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it only loads as a rar file but it has to be a pkm file to work on banished. any ideas as to how i can convert it into a pkm file? 

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10 hours ago, ckcatsloveforgames said:

it only loads as a rar file but it has to be a pkm file to work on banished. any ideas as to how i can convert it into a pkm file? 

yes you can "unrar" the file using 7zip (built in with most windows OS, or Free)

Winrar - Better but not free.

once you take the file out of the "archive" you can then load it into your mod directory.

double click or right click the .rar file to locate "extract" or "open with 7zip"

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Moving the Lumber resource to the "Log" category was a bad move, and ruins a lot of the automation you could get from using Wood Market Carts. Placing these carts next to industry that used Logs was great. Now they fill up with the finished product instead, ruining the flow.

 

It also seems like I have a lot of logs available for construction, firewood, furniture and so on, but in reality, its all Lumber. This only causes me to lose control.

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We have not changed the flag for Lumber from "Construction" to "Wood (Logs)".  If your Lumber is being stored in the wrong category, it could be because you are using the old version of Banished instead of the newest version - v 1.0.7 (the version is shown at the bottom of the opening screen.)  If that is not the problem, you may be using a mod that conflicts with Colonial Charter 1.76.

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I realized I suddenly had an addon called "DS Timber Mill" - it was this that caused the conflict! Thanks for clarifying :)

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By the way, the Shore House seems to be producing very low amounts of Clay recently, only 17-19/yr with 1 worker. Is this an intended change, or is that also some conflict with my other mods maybe? :)

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I have 4 Shore Houses producing clay in my current town of Possum's Run. All have 2 educated workers. They produced 180 (a partial year), 240, 250 and 260 clay last year. I'm guessing one worker would produce 1/2 that. So 17-19 clay in a year is ridiculously low. In CC, Clay has the Raw Materials flag - make sure you haven't achieved your present limit for Raw Materials; if so you will need to increase it. Also, make sure you have stockpiles nearby that have room in them.  If you are using mods by other people, it's possible that they have assigned a different flag to Clay - do any of them have a shore house, clay pit or other build that produces clay?

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On 12/11/2018 at 0:36 AM, estherhb said:

do any of them have a shore house, clay pit or other build that produces clay?

The Ketchup medieval town mod got a clay pit. The Clay Pit produce a normal amount of clay, but the shore house does not. Im sure they coexisted with normal production in both buildings earlier :)

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And you checked to see what your Raw Materials Limit is set at vs how many Raw Materials you have on hand?

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