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Kralyerg

Colonial Charter 1.72 for Banished 1.0.7

34 posts in this topic

The update for Colonial Charter 1.72 is available HERE

It's a small update as far as content goes. It does fix a few bugs, but the main difference is that it now utilizes the new flags and limits introduced in Banished 1.0.7.

This update does require you to update your game to the 1.0.7 beta in order to use it.

  • I don't know if this will be savegame compatible with CC 1.71. It probably won't crash your game, but weird things may happen, because almost every buildings has been slightly changed.
  • You can probably use CC 1.72 and MegaMod 0.07 together, if you put CC 1.72 on top. Just be aware that MM 0.07 has not been updated for 1.0.7 yet, so weird things will probably happen.

 

New Flags and Limits:

After discussions between RedKetchup, Discrepancy, Kid1293, Necora here is some info on the new flags and limits that we have come up with.  In order to maintain maximum compatibility, we're all going to attempt to use the same basic categories for the new groups.

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Some other things:

There are specialized stockpiles for: Minerals, Industrial Fuel, Raw Materials, and Construction.

The other new flags will have individual barn storage in the future. For now, they get stored in a regular barn. Also, until the individual barns are available, Dry goods storage and markets will store Textiles, Fabrics, Crafted. Materials market will store Minerals, Industrial fuel, Raw materials, construction.

So please don't clutter up the forum asking for more specialized storage barns. We're working on it. :)

 

One other thing. At present,  the trading posts won't auto purchase things from the new flags. I've sent luke an email about it. I don't know if I tried to implement it incorrectly, or if luke didn't adjust the trading posts when he made the update.

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1 hour ago, Kralyerg said:

One other thing. At present,  the trading posts won't auto purchase things from the new flags. I've sent luke an email about it. I don't know if I tried to implement it incorrectly, or if luke didn't adjust the trading posts when he made the update.

Bummer. 

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11 minutes ago, estherhb said:

Bummer

I expect it will be fixed when 1.0.7 comes out of beta. But that may just be wishful thinking on my part. :)

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I have also noticed that the new 1.07 Beta and CC 1.72 appear to have a conflict with the Ridiculous Storage mod. It seems with Ridiculous Storage is enabled I am unable and have it picked up at the various land based lumber producers after it is generated. That is without any other mods enabled except CC 1.72, and Ridiculous Storage on top of the new Banished 1.70 Beta with the new flags. 

Anyone else have this issue?

Edited by Kristahfer

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Any mod not made for 1.0.7 will probably have issues with mods that are made for 1.0.7.

Ridiculous storage is high on my list of things I need to work on. :)  but I thought it was best to release cc 1.72 now instead of waiting to update the other mods. CC is the one that's going to have the most bugs.

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There must be quite a few mods that will need to be changed to work with the new flags/limits. On top of that there is the new modular mod toolbar system to play with. Lots of fun for you. :)

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well, it's great!!!

 

but now i'm bit confused.

i'm not playng banished for a while, and this is only CC, not mega mod...so what kind of mod should i put with CC without breaking the new flags?

Edited by Diego
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46 minutes ago, Diego said:

so what kind of mod should i put with CC without breaking the new flags?

That's a good question.  I would assume that things that have been made for 1.0.7 will be ready to go.

You can see HERE a bunch of the mods made for 1.0.7.

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nice, thx

well, for now there is no storage based on new flags....

Edited by Diego

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Hey First of all thanks for making a great mod, cant play banished without CC anymore

recently upgraded from 1.0.6 Banished with 1.71 CC to 1.0.7 Beta Banished with 1.72 CC unfortunately after testing a few things I cant seem to get my old save to work in the new version, the save works with 1.0.7 beta banished with CC 1.71 so its just the change in CC that has caused this, was wondering if there's anything I can try, if not I can still start a new city so that's no bother, just want to make sure before I throw the other one in the bin

Ta, Shotdead

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12 hours ago, ShotDead said:

I cant seem to get my old save to work in the new version

I'm not sure 1.72 is savegame compatible with 1.71. Almost every single building got altered in some way for the 1.0.7 update.

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after further tests, its defiantly NOT compatible

Good excuse to start a new city tho :D

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is it me or does this seem odd?

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Posted (edited)

7d4ad64f742f8c55fb5ff76b2bcd454b.png

Same with the edibles market, unless people can eat tools, lumber and coats now :P

Although no one asked my opinion, but sure as hell am I gunna share it anyway :P why did the creator of banished add only 10 flags and not the ability to make custom limits in-game when needed? like the trader in so much as you can only limit something you have and then have a list of available items also much like the traders, just seems like its going be a pain in the arse for modders to create and assign classes since there's a limit and other mods may clash with different definitions, if you can even run other possible mods when you have all 10 custom flags already assigned. Just a thought...

Honestly tho i'm no programmer and wouldn't even begin to suggest that I know how hard or not that would be to code in :)

Edited by ShotDead

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Hm.  Looks like all the specialized markets have a weird little bug from when I attempted to update things the easy way.

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2 hours ago, ShotDead said:

Although no one asked my opinion, but sure as hell am I gunna share it anyway :P why did the creator of banished add only 10 flags and not the ability to make custom limits in-game when needed? like the trader in so much as you can only limit something you have and then have a list of available items also much like the traders, just seems like its going be a pain in the arse for modders to create and assign classes since there's a limit and other mods may clash with different definitions, if you can even run other possible mods when you have all 10 custom flags already assigned. Just a thought...

Honestly tho i'm no programmer and wouldn't even begin to suggest that I know how hard or not that would be to code in :)

The Developer really considered the game finished when he released in 2014. He's now working on another game.  We are grateful that he took the time to add the new Flags.  Of course, we want more and more, but that may have to wait for a whole new game.  Kralyerg worked with other modders to determine how the Flags would be assigned so there would not be a clash.  Of course, a modder could always use the Flags differently if he wishes to create a mod that is only used with vanilla Banished.

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2 hours ago, Kralyerg said:

Hm.  Looks like all the specialized markets have a weird little bug from when I attempted to update things the easy way.

Hahaha ...  99 little bugs in a code, 99 little bugs, fix one bug and mark it off, 199 bugs in a code ... 

An office favourite here :D  
(sung to tune of 99 bottle of drink *cough*beer*cough*shouldbevodka*cough* on the wall.)

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@Kralyerg in seriousness ...  Not sure if it's a bug with me (having a lot of new mods), or, if it's a bug, there are 2 Minerals Stock Piles in the Specialised stockpiles.
I am sure 1 should at least be Materials stockpiles as it's storing coal, whereas the others weren't.

 

20170302 Screenshot414.jpg

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