Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


1.72 bugs

24 posts in this topic
1 hour ago, estherhb said:


I so hope that was for real!  

Share this post

Link to post
Share on other sites

1. I'm seeing a similar bug to another poster who reported fuel refiners using the wrong production limit. Rather than with fuel refiners, I'm having this problem with two other buildings: precious metal mines and stables. Both reach production limits and won't produce more, even though minerals and miscellaneous materials are respectively not at their limits. Through further testing, I've observed stables and precious metal mines use the textiles limit instead of minerals or miscellaneous.

2. Since upgrading to 1.72, merchants are very picky about which lakeside trading posts they'll visit, even when the lake is quite obviously connected to a wide river (and trading posts along that river get plenty of visits). Sometimes lakeside trading posts work, other times they simply never show up, even after 10+ in-game years. I'm not sure if this is a coincidence or in any way related to Colonial Charter, but I wanted to list it here just in case.

I'm not using ANY mods besides CC 1.72. Has any one else seen either of these behaviors? I hope they're fixable in a future patch (without making our cities crashy).

Thanks to the Black Liquid devs for creating such an amazing mod!


Edited by demon9675
Added info on another possible bug.

Share this post

Link to post
Share on other sites

Do you know that you're using an outdated version? You're using 1.72, but 1.73 is the newest version.


We've already fixed the Precious Mines, but the Stable one is new. So thanks, I have now fixed it for the next update.

I have no idea about the merchants at the trading post. There's not really anything that mods can do to affect how they decide to work.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now