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tuggistar

Colonial Charter Modular

There are any plans to continue and expand the Colonial Charter Modular. And what Modular themes will be in the near future.

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Kralyerg plans on getting back to that after he's finished with MegaMod :)  He really doesn't know what piece will be next.

 

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Posted (edited)

I have an idea - I am just a player, I want to suggest something - There is a great project called "Rise of the Faraoh" - Redketchup on the project website "WoB" - January 26, 2016 - LackLiquid also wanted to help with this project but nothing came of it / - I think he gave up. Maybe someone will help - Redketchup will do a great job - great project - it's a pity that this project has not been implemented - I think there are talented designers on this site? Please, let the mod of Egypt be implemented? I am sending a few photos from the project - and more on this topic on the "WoB" website - or maybe @Kralyerg will come up with something? Greetings:D:$

http://worldofbanished.com/index.php

2016-02-14_00003.jpg

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Hostel almost done.jpg

house 1 modifications.jpg

mLj9fxd.jpg

Edited by taniu

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@Kralyerg :DI wrote about this project, but it may be different - but with reference to Egypt - we have 2 Mod "Palm Tree Start" - Kralyerg and NMT 3.0 Series; Orchads Redketchup - you can plant exotic trees - you can add a few houses and basic amenities - at the beginning, later develop this topic - something new for Banished? We have The North, and now maybe Egypt? with hot climate and desert? Cheers!:D:$ 

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Red Ketchup took a break from this project so he could work on his Editor's Choice mod. Eventually he may work on it again but it could be a while.

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@Redketchup only told me that it is - "there is still a very thin chance, very thin''

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He's put a lot of work into it but has really hit a wall and needed to get away from it for a while. I can't see him abandoning it forever, But right now, there are other things he prefers to work on.

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Posted (edited)

Is there a list of the climates in CC and how they affect the game? For example, CC Marine. What kind of climate is that? Temperature range? Is there snow with that? And so on. Some of them give info, most don't much. Thanks.

 

Neva mind, lol, I found the charts. :)

Edited by Willows
1 person likes this

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Posted (edited)

At the Colonial Charter Modular I noticed that there are many new buildings there. But when I put the colonial Charter Modular and colonial Charter then I constantly Crash the game and together to play with the new buildings in CC Modular with CC is not possible. Can you do something about it.:(

Edited by tuggistar

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When you add or delete a mod, be sure to exit Banished completely before starting a new game.  If you have done that and the game still crashes, try just loading one mod at a time to see which mod(s) are actually crashing the game and let us know which ones those are.

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Posted (edited)

Spoiler

The Order of mods is:
Colonial Charter-Journey 1.75
CC Frontier 1.0.0
Saved and left the game entered and Crash game. Deactivated from the registry.
Then:
Colonial Charter-Journey 1.75
CC Stacked shops and Homes 1.0.0
Also saved and left the game entered and Crash game. Deactivated from the registry.
Then:
Colonial Charter-Journey 1.75
Orchard Foresters 1.0.0
All is well.

 

Edited by tuggistar

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Try putting the smaller mods first and let me know if it works.

 

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Sorry to take so long. Here is a list of mods which I use most of the time in banished:

Spoiler

Banished UI Mod
Buxton Scetch Font
Real Calendar ru
Russian Translation(Lucy Bextor)
Better Stock Piles (DS)
Cold Realism
SeasonFX
RK Editors Choice Edition
Flax Patch
New Flora with Gatherer
Pine Set
Maritimes Riffle
Natural Diversity v1.1
Horse Wagen
Infections +
1.0.7 Compaibility
Emporium Building
Bakery Plus
BlackSmith Tools
CC Castle Storage
Unhappiness Radius
Magazine Materials
Happiness Radius
Statue Plus
Colonial Charter - Journey 1.75
Orchard Foresters
CC Frontier Set (OFF)
CC Stacked Shops and Homes (OFF)
Brick Tunnel
Build Monuments
Cathedral
San Miguel Belltower
Stable
Tool Shed
Tropical GreenHouse
Soup Kitchen
Fast Food Stand
PirateCove
Grow Roots
Grow Ginger
Seed Diversity
Brown Horse Livestock
White Horse Livestock
Marble Quarry-A CC Mod
Jade Quarry-A CC Mod
The Fountain-Highborn Society
Ivisible Add Collision
Color Roads
Grassy Roads
Covering
Irrigate Beta
Mini Buildings
Renewable Resources Beta 2
Terraform Super BETA
All DS Mods from 1.0.7
All ambx61 Mods from 1.0.7
All Necora Mods from 1.0.7
All Kid Mods from 1.0.7
Remaining Red Ketchup Mods
Tom Sawyer separated from the North Mods

 

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6 minutes ago, tuggistar said:

Here is a list of mods which I use most of the time

This begs the question: Why don't you try MegaMod, if you're using just about every mod you can find already?

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Posted (edited)

The Mod is too big for my RAM, which I have too little. Plus, if there are updates for mods in Megamod then I will not have a place in the RAM. Megamod me a little bit of an order in the toolbar, too he confusing me. The usual order in the Toolbar is more to my liking.

An individual mods are easy to update, and easy to remove if this mod is not needed yet, so not to load too much memory.

Edited by tuggistar

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Posted (edited)

How you can use new buildings from mods:

CC Frontier 1.0.0.
CC Stacked shops and Homes 1.0.0.
The Mod Orchard foresters along with the Colonial Charter-Journey 1.75 works perfectly.

The remaining mods on my list are:
D20 Medieval Houses
Angainor88-South African Housing
Narrow Row Houses
MD-Wood Cottage
Triangle-Smalltipi Home for Bannies
Voeille-Decorative Plants
Then old mods about roads, decoration and buildings that do not conflict with anything.

Edited by tuggistar

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When mods turn red, it doesn't mean they conflict; they just affect the same part of the code.  The order you have listed them should work fine.

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returning to the theme of "Colonial Charter Modular" - I would be very happy for the future, a mod on themes - Africa and Egypt. We have some very interesting French buildings thanks to @ Angainor88- "South African Housing" and the project is still not finished @ RedKetchup "Rise of the Faraoh ", perhaps @Kralyerg added a landscape with palm trees and African plants and the right climate - hot, tropical. At the southern and northern extremities of the continent there is a Mediterranean climate with hot summer and mild, rainy winters. However, many unusual land mammals still live here today. like giraffes, hippos, zebras, African elephants, two species of rhinoceroses, gorillas and chimpanzees. In Africa, we also encounter the largest predatory animals such as lions, cheetahs, leopards and hyenas, herds of herbivorous antelopes, the largest non-tropics: ostriches, turas and czepigi and large herds of picturesque birds living on lakes and in river floodplains, such as flamingos or pelicans. Maybe @Troy added some African animals, e.g. atylopy, ostriches, zebras, crocodiles, parrots, etc. -at animals and breeding animals, cattle, goats could be added to the stusie breeding - meat, feathers, eggs and camels for meat, milk, skin [wool - lightweight blankets]? This is just my idea, but there are so many great moderators - who can take such to work on such a project ? We have the mod "The North" - winter. Africa - Summer? Greetings:D

Africa_2.jpg

Kilimandzaro-768x521.jpg

1024px-Bali_Barat_mangroves.jpg

1024px-Dahab_Egypt_Phoenix_dactylifera.JPG

800px-Fynbos_plants.jpg

800px-River_Nile_04.jpg

800px-Garrigue_2007-09-20.JPG

depositphotos_181349826-stock-photo-wildebeest-african-wildlife-africa-tanzania.jpg

LoziBullsSenanga.JPG

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TUGG,your mod order is wrong. do you have the latest version of banished? the RK does require that. the RK above the NAT DIV will over ride the ND mod.the ND will override the animals of the RK.that is a pick and choose situation.the FLORA mod requires patches available at WOB from  NECORA to work with the pine and NAT DIV. you may want to check the TIPS blogs at WOB.there is a write up about how to organize mod orders.

 

   i can't see why it is crashing.check your mod order and start a page at WOB if you still have issues.

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