World of Banished

MODS Garage => Mod Talk => Topic started by: assobanana76 on October 27, 2014, 06:11:18 AM

Title: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 27, 2014, 06:11:18 AM
none of the authors has started a thread on this mod .. so...
unfortunately I have not had a free moment ...
anyone tried it?
what do you think?
what do you think, above all, of the 30 new crops?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Coug_r on October 27, 2014, 07:29:02 AM
I just started a map with this mod, I cannot tell you a lot before a few years and saddly I don't have much gaming time lately.

First impression: no problem to load with many other mods (after disabling all the mods that Colonial-Charter replaces),a lot of new buildings, professions, items at the trading post (which doesn't seem to crash at all). Seems like a good way to widen the game's variety.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 07:54:27 AM
Is BlackLiquid different from Blackwater?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: solarscreen on October 27, 2014, 07:56:30 AM
Quote from: slink on October 27, 2014, 07:54:27 AM
Is BlackLiquid different from Blackwater?

You mean Blackwood?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 07:57:08 AM
Quote from: solarscreen on October 27, 2014, 07:56:30 AM
Quote from: slink on October 27, 2014, 07:54:27 AM
Is BlackLiquid different from Blackwater?

You mean Blackwood?
I guess I do.   ;D  Yes, Blackwood.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 27, 2014, 09:08:27 AM
I have a red issue with fig, lettuce, white chicken, Red's monastery..  :'(
the last maybe for double profession monks.. but the other?
are included in the mod?
also the chicken??
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 27, 2014, 09:11:29 AM
Quote from: assobanana76 on October 27, 2014, 09:08:27 AM
I have a crash with fig, lettuce, white chicken, Red's monastery..  :'(
the last maybe for double profession monks.. but the other?
are included in the mod?
also the chicken??

Yes, all three of the sample mods (fig, lettuce, white chickens) are included in the CC mod so you shouldn't have them enabled separately. The monastery shouldn't cause a crash as long as you load CC first, at least according to some comments on the CC mod page.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 27, 2014, 09:13:14 AM
 red issue also with sample apiary and modified apiary of Red..
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 27, 2014, 09:25:25 AM
Quote from: assobanana76 on October 27, 2014, 09:13:14 AM
red issue also with sample apiary and modified apiary of Red..

Yes, that one was included in CC also. Forgot about that one.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on October 27, 2014, 09:48:48 AM
I haven't had much time to play with it, either, But I did start a new game and have a look at some of the crops. Personally I think 30 is really overkill, but they are pretty well done with different graphics so they add some visual diversity. Some if the new buildings are cool looking. Can't build the upgrade tailor until you get rope made. There is a conflict with @slink's tavern and brewery. Can't have both  :'( but you can have @RedKetchup's monastery, and all his other toys except for the modified apiary.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 10:03:56 AM
Quote from: Bobbi on October 27, 2014, 09:48:48 AM
There is a conflict with @slink's tavern and brewery. Can't have both  :'(

Is this really true, or is it just that we both have wine in our mods?  My mods will work with anyone's definition of wine, so put theirs first.  For that matter, wine conflicts between my tavern and my brewery.  It is not fatal.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on October 27, 2014, 10:11:15 AM
I will try loading yours after this mod, but when you check the list of conflicts, it shows a long list. After trial and error I had determined that yours were the ones causing the crash, @slink. But I don't remember what the load order was.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 10:44:57 AM
Quote from: Bobbi on October 27, 2014, 10:11:15 AM
I will try loading yours after this mod, but when you check the list of conflicts, it shows a long list. After trial and error I had determined that yours were the ones causing the crash, @slink. But I don't remember what the load order was.
Okay, I loaded all three.  They are conflicting on grapes, figs, honey, wine, and mead.  They don't crash when I load the three together, but whatever works for you is what works for you.  Or doesn't work, as the case may be.  At any rate, the building styles probably don't go together very well and you don't need my brewery and tavern with their buildings already in the game.

I find it interesting that they have somehow shielded the names of their resources from view.  All you can see are round circles.

Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: purringcat on October 27, 2014, 01:46:51 PM
No crashes so far but who makes the warm coats?    They appear on the trade boat but the tailor no longer makes them.
A big undertaking.    Have planted grape vines but just have the support posts so far.   

NOTE:    When C-C mod is activated, warm coats aren't an option for the tailor.   When I de-activated that mod, the option
to make warm coats returned.   
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 02:20:49 PM
I played with it for two game years, and then realized that I really did not need all those buildings.  I am starting over again with just my own mods and some of @RedKetchup's mods.  It is much more fun for me to mix and match than it is to be handed a whole package, especially now that I am spoiled and can see how the game works.   ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: purringcat on October 27, 2014, 02:49:16 PM
Watched the grape vines for two years.. I've never seen them grown like that.   Sorry, but they don't look right.   The plants are great with the tendrils, but they
should be grown along lines so they touch each other.   

(http://i1122.photobucket.com/albums/l528/purringcat/grapevines1.jpg)

And I agree with slink - would like to have the option of installing some sections and not all of them.   Seems to work seamlessly though so good job. 
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 27, 2014, 02:53:37 PM
Quote from: slink on October 27, 2014, 02:20:49 PM
I played with it for two game years, and then realized that I really did not need all those buildings.  I am starting over again with just my own mods and some of @RedKetchup's mods.  It is much more fun for me to mix and match than it is to be handed a whole package, especially now that I am spoiled and can see how the game works.   ;D


I already went through that with T&T and Fountain Mod so I didn't bother to install CC, as impressive as it is. They really have done a great job with it, though. I'm just not an overhaul kind of person, I guess.

I wish they'd release just some of their food crops in a separate package. Not all of them need a production chain to be useful, they'd be fine to just eat, but from what I've seen the comments they have no plans to split anything off. All I'm really wanting to add to my game at this point is a bit more crop diversity. Oh, and a standalone pig mod. Right now I think pigs are only available with CC or ExtraExile.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 27, 2014, 03:00:28 PM
I guess I'll have to figure out how to rig a pig.  Seriously, that is what they call it when you attach animation bones to a model: rigging.  If you want a pig that just skates around, here is one.  It produces pork and leather when it is slaughtered.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 27, 2014, 03:03:21 PM
Quote from: slink on October 27, 2014, 03:00:28 PM
I guess I'll have to figure out how to rig a pig.  Seriously, that is what they call it when you attach animation bones to a model: rigging.  If you want a pig that just skates around, here is one.  It produces pork and leather when it is slaughtered.

Slink's Skating Hogs? Heck yes, I'll take it! :) Thanks!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 27, 2014, 04:23:30 PM
but still, overall it seems a very awesome good mod to use. i didnt played banished with it / since months... but if one day i ll do, for sure i ll add this mod, it has everything, but out of the rope thing... eveything is kinda essential. (i did same myself, with books and seedlings, just for fun to add something IMO)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Denis de la Rive on October 27, 2014, 07:12:29 PM
I have run it with most of the good mods, the only one that I had to remove was SJGL brewery, but maybe I gave it up too fast, the only conflict I had was with the monastery, but I had read it was not a problem, and tested, they both work, they use the same profession, but everything is fine.

My game has run 27 years so far, I even like the trading. My opinion is that by combining it with the non cheat mods the game is better than just with the mod alone, the authors were well aware of the existing mods and chose not to cover the same aspects of the game.

The only problems I have with it are, 1) a lack of player guide to the production chains, I built some building before I had the needed seeds, 2) the large cost of in logs of the outhouse as compared to a wooden house, 20 to 16, 3) the obscure nature of what the back alley dose, 20 logs, 100 coal, 25 rope, for ale, at least that is what I got.

If you want to produce advanced clothing you need to upgrade the taylor, that is also no well described.

Overall, I think that this is a good mod, the visuals for the new crops are very well done, (some might even say awesome), and the mod will leave with something to aim for many years. That is something we can all use, or at least I enjoy striving for more than just population growth.   :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: JamieIdle2.0 on October 27, 2014, 08:41:00 PM
I was rather peeved by this mod to be honest. Not that it doesn't work, but because it is another huge mod. I prefer smaller mods and the ability to pick and choose. The mod works well and is well done, but it is kinda overwhelming. Also some things don't really fit Banished well. For such a large mod there needs to be a guide and tech tree.

I wish I had Red's modeling skill. I would remake the things I like as a set of individual mods.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 27, 2014, 10:04:01 PM
lol jamieIdle 2.0 ??

lol did you got something bad happening to you first account ? ^^
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: JamieIdle2.0 on October 27, 2014, 10:16:30 PM
Quote from: RedKetchup on October 27, 2014, 10:04:01 PM
lol jamieIdle 2.0 ??

lol did you got something bad happening to you first account ? ^^

I got annoyed and deleted it lol
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 28, 2014, 12:35:59 AM
haha what happended ?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: rkelly17 on October 28, 2014, 09:53:42 AM
Quote from: JamieIdle2.0 on October 27, 2014, 08:41:00 PM
I was rather peeved by this mod to be honest. Not that it doesn't work, but because it is another huge mod. I prefer smaller mods and the ability to pick and choose. The mod works well and is well done, but it is kinda overwhelming. Also some things don't really fit Banished well. For such a large mod there needs to be a guide and tech tree.

I wish I had Red's modeling skill. I would remake the things I like as a set of individual mods.

Isn't that the truth--on both accounts!  ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: bubbamcgee on October 28, 2014, 05:13:37 PM
I don't see the problem in using the entire mod in game.  If you don't want to use a part of it (just like the fountain mod), then just ignore it and use all the other parts.  I love the mod because it is complex and challenging to the point where I want to play the game again.  Up until the mod was released, I had given up on the game.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 05:39:15 PM
What is challenging, bubba?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 28, 2014, 05:49:16 PM
Quote from: bubbamcgee on October 28, 2014, 05:13:37 PM
I don't see the problem in using the entire mod in game.  If you don't want to use a part of it (just like the fountain mod), then just ignore it and use all the other parts.  I love the mod because it is complex and challenging to the point where I want to play the game again.  Up until the mod was released, I had given up on the game.

The problem with that is it's an overhaul, and overhauls are intended to be used as the primary mod, always loaded first, and with few other mods installed alongside. And that's fine, that's what overhauls do, but it could cause a problem if someone only wanted, say, the crops it adds, because it would limit the other mods that they could make use of in their game.

That's not a criticism of the mod, mind you, I'm merely explaining why it can be a problem, and why I tend to not use overhauls in the moddable games I play.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: bubbamcgee on October 28, 2014, 08:13:51 PM
I can't say that this mod is an overhaul by any means, nor has it caused any issues with the other mods that I have installed (10+).  And, so far, it plays nice with JamieIdle's excellent trade mod.  I see this mod more as an extension of the existing game, filling in the limited play that was offered at time of the release.  I find the advanced chains and extensive amount of crops, orchards, etc. pushing me to expand for larger towns, feeding more people, trading more, and including every option available.  So far, I have failed miserably at mastering every little detail... unlike the vanilla game.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 08:16:31 PM
Quote from: bubbamcgee on October 28, 2014, 08:13:51 PMSo far, I have failed miserably at mastering every little detail... unlike the vanilla game.

Can you elaborate?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 28, 2014, 08:17:13 PM
Quote from: snapster on October 28, 2014, 05:39:15 PM
What is challenging, bubba?
Sounds like it's challenging figuring out what the tech tree is, absent documentation  ;)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 08:21:35 PM
There is another hope:

Quote from: DeveloperYou can add new buildings, professions, crops, animals, resources, tweak the game balancing, and more.

Plus how can he be failing miserably at mastering details? What does that mean?

I am probably being a little thick. ;) :-[
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 28, 2014, 08:29:10 PM
Quote from: snapster on October 28, 2014, 08:21:35 PM
Plus how can he be failing miserably at mastering details? What does that mean?
I expect it's what I just said, figuring out the tech tree. There are new buildings that use new crops, and these buildings upgrade to further new buildings that use other new crops. No handy reference guide outlining this.

If you've been playing vanilla for several months, this would be confusing. What you have learned, no longer applies.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 08:37:11 PM
And I guess failing miserably means making mistakes like building prematurely, inability to plan or project, etc. The thing is this mod might be pushing things to nearly as far as they can go. I'd really like to know exactly what it does. By the way, what do you think the developer meant regarding tweaking game balancing? Changing outputs and inputs? Someone should focus on game balance. In conjunction with new content, who knows. Something refreshing may emerge. I'm wondering whether this mod also targeted game balance.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 28, 2014, 08:41:48 PM
Only way to be sure is to download the mod and start a new town. I'm not ready to do that, still having fun with Quatre Bras.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 08:46:33 PM
Because getting responses is too hard. You've got some impressive surpluses in that town, by the way. There might be an artist hidden within you having fun with Quatre Bras; there doesn't appear to be another reason. Those neat grids are pleasing to the eye. Seems a number of you have them.

And bubba just logs off again. :) I might indeed just have to follow your advice.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 28, 2014, 08:55:42 PM
Well, thanks; I think I detected at least two compliments in there. ;) I truly believe I do have farming figured out.

I really enjoy playing this game; I put a lot into it, and I get a lot out of it.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 28, 2014, 08:56:50 PM
You did miss the insult. :) The overarching one I might say. :D

By the way, someone mentioned this mod is aware of other successful mods. Does it assume you'd be running some other mods with it or does it just incorporate them? Would I be missing something the creators did not intend for me to miss if I play only with this mod?

Quote from: Colonial CharterWe recommend a fresh start. However, provided that you add this mod to the top of your load order this mod is compatible with many mods we tested

That answers that.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 28, 2014, 09:08:09 PM
Quote from: snapster on October 28, 2014, 08:56:50 PM
You did miss the insult. :) The overarching one I might say. :D

I miss lots of insults, some cause I'm a plodder, others deliberately; it's why I still respond to you. ;)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Mahnogard on October 28, 2014, 10:17:17 PM
Quote from: bubbamcgee on October 28, 2014, 08:13:51 PM
I can't say that this mod is an overhaul by any means, nor has it caused any issues with the other mods that I have installed (10+). 

Their words, not mine. From one of the mod devs in the comments over there:

Quote"This isn't a mod. It's a gameplay overhaul, and we feel like between this and updates we have planned we'll be touching nearly every file in the game. It is not designed to be compatible with all mods that are out there. It's a fresh experience."

Like I said, it wasn't a criticism of the mod, I was just explaining why I won't install it just to use the parts I'd like (the crops). It isn't meant to be used that way, and I don't want to run into issues now or later.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 29, 2014, 02:00:25 AM
OK. I'm there!
I started the thread and then disappeared!
I have not been able to try the mod but I'll use it for my next city Vegan, mainly for the 30 new crops and new cotton clothing!
I personally prefer a great mod to dozens of small mod!
I'm going crazy out of 5 forums to keep up to date with all the mods that are created!
so I prefer few but large enough to choose to use what I'm interested!
Also fountain mod I will use it only for decoration and I never dream of building a castle .. at least I hope!
everything else just does not I'll use it ..
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on October 29, 2014, 05:49:00 AM
Quote from: snapster on October 28, 2014, 08:46:33 PM
Those neat grids are pleasing to the eye. Seems a number of you have them.
And that would tell you something, if you thought about it. The pretty grids exist for a reason. Form follows function.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: bubbamcgee on October 29, 2014, 07:39:59 AM
Snapster and all... Sorry for not replying back earlier.  I have limited time to jump onto the forums and interact. 

To answer the question about mastering things... it is exactly as irrelevant posted earlier.  It is the lack of documentation to know all of the tech tree.  I get started one thing, such as trying to get silk for the tailor.  But, I didn't know if I had to start out with silkbugs or silk cocoons initially... then once I got that figured out, I didn't know that I had to hit an upgrade button on the tailor to actually produce silk based garments.  But, to get the tailor to upgrade meant having rope for the new building, which I did not have yet.  It has been challenging and fun at the same time figuring it out little by little. 

As for the comment that it must be building prematurely or not planning... that is not me.  I am overplanner, laying out my grids, farms, buildings, homes, etc. on paper, then slowly implementing it as resources and citizens are available.  (I have family members that believe that I should have been a city planner.)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 29, 2014, 07:44:27 AM
Quote from: bubbamcgee on October 29, 2014, 07:39:59 AM
As for the comment that it must be building prematurely or not planning... that is not me.  I am overplanner, laying out my grids, farms, buildings, homes, etc. on paper, then slowly implementing it as resources and citizens are available.  (I have family members that believe that I should have been a city planner.)

THATS GREAT !

i still even do it when i play civilisation IMO
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 29, 2014, 08:02:54 AM
Why build anything but wooden houses when the rest are so expensive in stone and firewood for heating is essentially a renewable resource? What's the point of privies and back alleys increasing happiness if chapels and taverns already do well enough? I installed the mod yesterday, looked through the main toolbar, there is of course no documentation or explanation of anything about the mod, and unless they did something to game balance somehow this is probably nothing more than a hollow mod with more content. The production chains introduced probably aren't all that either, and the extra clothing for instance would just keep your people out longer during the winter giving some meaningless boost to production. The extra foods will just be interchangeable, etc.

Quote from: bubbamcgee on October 29, 2014, 07:39:59 AMTo answer the question about mastering things... it is exactly as irrelevant posted earlier.  It is the lack of documentation to know all of the tech tree.  I get started one thing, such as trying to get silk for the tailor.  But, I didn't know if I had to start out with silkbugs or silk cocoons initially... then once I got that figured out, I didn't know that I had to hit an upgrade button on the tailor to actually produce silk based garments.  But, to get the tailor to upgrade meant having rope for the new building, which I did not have yet.  It has been challenging and fun at the same time figuring it out little by little.

The challenge will probably pass quickly.

Quote from: irrelevant on October 29, 2014, 05:49:00 AM
Quote from: snapster on October 28, 2014, 08:46:33 PM
Those neat grids are pleasing to the eye. Seems a number of you have them.
And that would tell you something, if you thought about it. The pretty grids exist for a reason. Form follows function.

The reason it makes sense to begin with is probably mods that provide more convenient buildings like general stores. With the surpluses you seem to be running form following function doesn't seem to ring right. It's more like let me make things pretty as I make true adversity mind-bogglingly out of reach. You need more houses to balance out those farms, and those houses might not have things to employ their occupants. Got them numerous farms though. It's just a strange experience in my eyes, or an aesthetic one. Let's not oversell it. Nothing too wrong with an aesthetic experience.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: BL-Brockens on October 29, 2014, 09:01:10 AM
Hi folks, Brockenspectre here from Black Liquid. I'm happy to answer any of your questions about gameplay and the production chains, as well as listen to any feedback you have.

Some points I got from this thread:

Privy cost should be rebalanced, Back Alley should be explained better (it's not a finished design, we're adding things in expansion to make it make more sense), and we should have some more clear instructions about production trees.

But yeah, ask away - we have a ton of updates planned and we're absorbing other mod content from gracious and enthusiastic CC1620 players into the colonial theme as we speak. We'll have a bakery chain, dairy chain, tool chain etc....

P.S. As for those of you who don't like the mod as an overhaul and want pieces of it on their own, we probably won't be releasing any separate mods with pieces of CC1620. We are aiming for a game that plays differently, has more tier 2 production challenges, and is consistently themed - we see it as a conversion that you'd add other mods on top of.

Anyway, we're all active in the mod community and want to make sure to clear up any confusion you have and improve things for our next update pack in a few weeks. Let us know if you have questions!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 29, 2014, 09:08:22 AM
Hello Brockens. :D *waves*

Did you target game balance in this mod or do you have plans to? What would you say is the point to your mod, i.e. why should it be played, to what end?

What's a tier two production challenge?

A consistent theme would also involve changing the date as 1620 refers to a colony that is quite different from the one portrayed by your little "lore" piece and by extension perhaps the mod, but I apparently digress. ;) Nothing like constructive criticism. In fact, removing a date altogether may be most appropriate as the mod could end up including or allow for salient aspects or features of both.

Here's another question. In your let's call it expert opinion do you think a mod could make the game more challenging, probably in terms of survival, and have its extra content both respond to and build onto the challenge?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Denis de la Rive on October 29, 2014, 09:59:41 AM
Quote from: BL-Brockens on October 29, 2014, 09:01:10 AM

But yeah, ask away - we have a ton of updates planned and we're absorbing other mod content from gracious and enthusiastic CC1620 players into the colonial theme as we speak. We'll have a bakery chain, dairy chain, tool chain etc....

Anyway, we're all active in the mod community and want to make sure to clear up any confusion you have and improve things for our next update pack in a few weeks. Let us know if you have questions!

I like this mod, the complex production chains, the more advanced buildings, gives something to work for beyond simple survival and population growth, if you know what you are doing you can get 100 000+ in food surplus in 20 or so years.

I was wondering if you plan to add decorative element to the mod, with the other mods we some but supply has dried up since the authors have moved on across the road. You could also look at creating different road textures that could be used as decorative tiles, the color choices of the one available are quite horrible.

Also we are trying to create a description of the content of this mod http://banishedpeople.freeforums.org/viewtopic.php?f=24&t=152 (http://banishedpeople.freeforums.org/viewtopic.php?f=24&t=152) and some technical information, like production ratio, and goods value, and trader characteristics would help us be more complete.

Since I have been using the previous elements of the mod since they came out, I am looking forward to the next version.

Thank you for all the hard work. :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on October 29, 2014, 10:33:11 AM
Hi @BL-Brockens, I do really like what I have seen of your mod so far. I am currently using several other mods, with Jamie's Trade mod listed above yours and it seems to be working fine. You say you will be incorporating mods into future releases. I am hoping this includes some of my top favorites, most of which are to be found on this forum.
QuoteBut yeah, ask away - we have a ton of updates planned and we're absorbing other mod content from gracious and enthusiastic CC1620 players into the colonial theme as we speak. We'll have a bakery chain, dairy chain, tool chain etc....
So does this mean that @RedKetchup's Windmill and Bakery mod, Creamery, Monastery, two floor houses (which you could elaborate on to make houses over shops), College and library, ware house, grain silo, root cellar, and decorative items will be incorporated? So far these mods are working for me in conjunction with 1620, and I got @slink's Brewery working which made me happy as I really like the way it looks. But with the authors permission, it seems like you could really use some of this stuff to incorporate into your production chains.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: BL-Brockens on October 29, 2014, 12:30:16 PM
QuoteI was wondering if you plan to add decorative element to the mod, with the other mods we some but supply has dried up since the authors have moved on across the road

Yes, we plan on adding more decorative and colonially themed items.

QuoteAlso we are trying to create a description of the content of this mod http://banishedpeople.freeforums.org/viewtopic.php?f=24&t=152 and some technical information, like production ratio, and goods value, and trader characteristics would help us be more complete.

PM me with exactly what info you need and I'll get it for you.

QuoteSo does this mean that @RedKetchup's Windmill and Bakery mod, Creamery, Monastery, two floor houses (which you could elaborate on to make houses over shops), College and library, ware house, grain silo, root cellar, and decorative items will be incorporated?

RK is awesome and wanted to support our mod, so our next release will include some of what you mentioned here (with significant changes/retexturing by our team to meet the mod's overall vision and be more compatible - also, we won't use everything.)

QuoteWhat's a tier two production challenge?

Tier 1 production challenge: You take a crop, or an animal product, or a gathered/hunted product and you produce a tier 1 product with it.
Tier 2 production challenge: You take a crop/animal product/other and process it at a building, maybe an upgraded building, which gives you an ingredient to make a tier 2 product in another building or upgraded building.

examples:
T1: Hunter gathers Leather, Tailor uses Leather to make Hide Coat
T2: Need seeds for flax, grow and harvest flax, flax goes to Weaver to make Linen, Linen goes to T2 Tailor upgrade (Clothier) to make Full Suit (with wool)

So T2 chains are more fulfilling and better in the mid-late game. We want to have T2 chains for tools and other processes eventually.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 29, 2014, 01:34:40 PM
yup this team has the entire permission to use/modify my mods in part or totality as their convienience :) of course i would be sad to see some of the late awesome looking buildings i created to turn to dull looking ^^ (like the very last creamery building i made, nobody would make something looking better in this game hehe. again today, i look at it for a good 45 mins and checked what i made ^^ )
but meh, it s part of the game, and part of different people vision of what they like or not ^^ i gave them a total copy of everything i had, with all permissions :)

cant wait to see how it will end up, hoping not being deceived hehe
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: ShockPuppet on October 29, 2014, 02:18:26 PM
Thank you for your support RK. :)

I must admit, I have retextured the Creamery. It still looks amazing though I promise :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: snapster on October 29, 2014, 03:10:16 PM
Quote from: snapster on October 29, 2014, 09:08:22 AM
Did you target game balance in this mod or do you have plans to? What would you say is the point to your mod, i.e. why should it be played, to what end?

In your let's call it expert opinion do you think a mod could make the game more challenging, probably in terms of survival, and have its extra content both respond to and build onto the challenge?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: ShockPuppet on October 29, 2014, 03:33:13 PM
if anyone wants us to comment on a particular topic, questions directed at us should be void deliberate tone of questionable intent  :)

I realise not everyone communicates the same, and some need to work on their interaction with others substantially to improve their own personal development, yet the common courtesy remains.

Have a nice day all :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: salamander on October 29, 2014, 03:35:44 PM
@ShockPuppet -- Well said.  ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 30, 2014, 03:53:32 AM
Okay, I removed the latter portion of the thread and unlocked it again.

Please, everyone try to remain civil and to not goad one another.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 30, 2014, 04:48:56 AM
Two little question ..
I intend to use this mod in a new game ..

What will happen if you update this mod?
It will be automatically update by Steam?
And my saved game does not crash?

What will happen to the next "expansion"?
I can add to my game saved on signing the new mod "expansion"?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 30, 2014, 04:50:42 AM
new mod expansion ?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 30, 2014, 04:54:48 AM
Quote from: RedKetchup on October 30, 2014, 04:50:42 AM
new mod expansion ?
was written in the "coming soon" the CC1620!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 30, 2014, 05:11:08 AM
oh ok. my bad
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on October 30, 2014, 05:25:21 AM
btw, cossack/matieuso made his fountain mod code available if you want to add things :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on October 30, 2014, 05:47:16 AM
Quote from: RedKetchup on October 30, 2014, 05:25:21 AM
btw, cossack/matieuso made his fountain mod code available if you want to add things :)
me?? maybe I can made just a square on excel!!  ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 30, 2014, 05:47:38 AM
Hurrah!  I grabbed it.   :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: BL-Brockens on October 30, 2014, 08:02:51 AM
@slink : you're taking over fountain mod?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on October 30, 2014, 08:55:19 AM
I grabbed a copy.  Are they allowing people to distribute parts as long as the original creators get credits?  I'd like to make those partial mods for which some people expressed a desire.  Otherwise I will just splash around with the parts for myself.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Denis de la Rive on October 30, 2014, 08:57:07 AM
Quote from: slink on October 30, 2014, 05:47:38 AM
Hurrah!  I grabbed it.   :)

That would be great, I like your stuff so much!  :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: BL-Brockens on October 30, 2014, 09:09:09 AM
Oh I didn't realize it was released openly. We'll look at what there is.

Can we get back on track answering questions about CC1620? Should we make a new FAQ thread?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on October 30, 2014, 09:14:36 AM
@BL-Brockens, I had asked in the part of this thread that was removed if you intend to make use of @RedKetchup's amazing two story technology?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: BL-Brockens on October 30, 2014, 09:19:43 AM
Quote@BL-Brockens, I had asked in the part of this thread that was removed if you intend to make use of @RedKetchup's amazing two story technology?

Most likely no. Sorry!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on October 30, 2014, 09:24:31 AM
Whimper.  :'(  Why not?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: ShockPuppet on October 31, 2014, 07:19:51 AM
Quote from: Bobbi on October 30, 2014, 09:24:31 AM
Whimper.  :'(  Why not?

Got a different plan for something :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Paeng on October 31, 2014, 10:06:35 PM
For all who want to try this mod but still have many questions -

Unofficial User Guide
Colonial Charter 1620
http://banishedpeople.freeforums.org/colonial-charter-1620-unofficial-user-guide-t154.html


Enjoy!  :)


Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 03:30:25 AM
looks like the big MOD just got ... updated :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 07:07:18 AM
Yes, it's been updated.  There's a bunch of things that you'll probably recognize (thanks RedKetchup), just slightly modified or renamed to fit our theme.  But also there's a bit of brand new content that we're proud of. :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 07:20:28 AM
Grain silo looks awesome !
chapel, watermill looks ok
but creamery , it was very far more beautiful before you touched it ^^
and i guess you cant build the 2nd floor anymore ? hehe
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 08:10:07 AM
We don't have any of the little houses implemented at all. There's plans to do some stuff with them, just not quite yet. :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 08:12:41 AM
Quote from: kralyerg on November 01, 2014, 08:10:07 AM
We don't have any of the little houses implemented at all. There's plans to do some stuff with them, just not quite yet. :)

ok :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on November 01, 2014, 08:30:06 AM
I can affirm that currently the second story is absolutely unusable with the new milkhouse. See attached screenshots. Also, if you use this mod, you will lose the @RedKetchup coal silo, but still have the grain silo. In decorative items, you will lose Red's statues, but have the new colonial statues (I mostly loved the lion, but really I guess that wouldn't fit a colonial theme). The trellis may be added back in later, probably trying to fix the road bug/problem.
When adding mods, one always has to make hard choices. This is a great mod, it adds much more than you lose. But I do have to say that I thought Red's original Creamery was far more attractive, and I don't think it clashed with the colonial theme. Just sayin.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 08:59:03 AM
You say the little house is "absolutely unusable".  It looks like in your screenshots that it's very usable, just clashes.  :)

Hm. I never tried it, but if you put RedKetchups Grainsilo mod underneath the CC mod, it should load our grain silo but still load RedKetchups Coal Silo. It will give a conflict message, but it should still work. Worth a shot. No idea if it will actually work.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 09:04:00 AM
you surely found easy to change the textures (the way i work) , no ? :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 09:14:04 AM
Oh yeah, we can change the textures fairly easily.  It's just that we have other things planned with them.  It'll probably be in the next update.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on November 01, 2014, 09:51:05 AM
If one ignores that the chimney from the first floor ends under a window on the second floor, I suppose the second-storyy house is usable with the creamery.   ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 10:08:56 AM
Ah, I didn't even look at that :).  When I think 'usable' i think 'does it function' The aesthetics are secondary.  But that's just me.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 10:14:11 AM
^^ the chimney supposely to work together , i took alot of time to make sure they imbricate ^^
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 01, 2014, 10:32:18 AM
Oh, absolutely. I was just commenting on his 'absolutely unusable'. It's very usable, just looks ugly :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on November 01, 2014, 10:41:56 AM
Quote from: RedKetchup on November 01, 2014, 10:14:11 AM
^^ the chimney supposely to work together , i took alot of time to make sure they imbricate ^^
I have to admit, I had never encountered this word, until @RedKetchup first used it on this forum. But it is a perfectly cromulent word. ;)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Bobbi on November 01, 2014, 10:49:36 AM
Yes, when I say unusable, I mean that it is so ugly I just can't do it. Me like pretty. Fortunately, I can still build two story houses, no issues there.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 01, 2014, 11:17:17 AM
Quote from: irrelevant on November 01, 2014, 10:41:56 AM
Quote from: RedKetchup on November 01, 2014, 10:14:11 AM
^^ the chimney supposely to work together , i took alot of time to make sure they imbricate ^^
I have to admit, I had never encountered this word, until @RedKetchup first used it on this forum. But it is a perfectly cromulent word. ;)

you can thank Google translator ^^

in french we often use ' imbriquer' put a brick into other bricks so it fits perfectly, like a puzzle ^^
i ve got to asked google ^^
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: blackbird on November 02, 2014, 10:53:47 AM
The idea of @RedKetchup to "imbriquer" (je parle français et j'avais compris  8) ) a house over a working place is a very good one that Blackliquid should follow. I would even like to see a house with 3 floors. I don't like so much that dark place now, the creamery Ketchupstyle was prettier, but that doesn't change that this mod is the best so far in Banishedland. Just my cent.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 02, 2014, 11:37:25 AM
Quote from: blackbird on November 02, 2014, 10:53:47 AM
The idea of @RedKetchup to "imbriquer" (je parle français et j'avais compris  8) ) a house over a working place is a very good one that Blackliquid should follow. I would even like to see a house with 3 floors. I don't like so much that dark place now, the creamery Ketchupstyle was prettier, but that doesn't change that this mod is the best so far in Banishedland. Just my cent.

should take a look at : http://worldofbanished.com/index.php?topic=624.msg10753#msg10753
> > ^_^ grins hehe ^_^ < <
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 03, 2014, 06:00:42 PM
So I was doing some testing and it's very possible to use the original RK mods with CC.

(http://i.imgur.com/RNV3Qlg.jpg)

You can see here that RK's mods are there alongside the Colonial Charter ones.

The trick is to put the RK mods you want to us above CC and they will override the CC buildings.

(http://i.imgur.com/ATbBRME.jpg)

Non-conflicting mods (Little Houses, College, Library, etc) can be wherever you would like.

So if you really need to use those little houses second stories, it is possible. :)

The only drawback is that it will give you multiple toolbar entries for whichever mod you use.  For example, if you use the creamery mod, you will have 2 buttons for the creamery on the toolbar, one from the creamery mod, and one from CC mod. They will both build the exact same building, because the creamery mod overrides the CC building, but not the toolbar icon.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 03, 2014, 08:07:38 PM
thanks you for your testing :) @kralyerg
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Xenon89 on November 15, 2014, 03:32:31 AM
Isn't there a problem using the creamery for example with this mod? RedKetchup's Creamery does not produce Butter, so in this case this Product is missing and you cannot produce normal bread in the bakery.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on November 15, 2014, 03:46:51 AM
you need then to put CC first on the list, and creamry after
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Xenon89 on November 15, 2014, 04:04:55 AM
Is the Creamery still in the Game then? Does it replace the Milkhouse?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: kralyerg on November 15, 2014, 05:45:41 AM
That is the problem.  If you put the Creamery mod first you get the creamery model and the creamery production options.  If you put the CC mod first, you get the milkhouse model and the milkhouse options.  It's because we use the same filenames so it will only allow one version.  Presently you can use the creamery model with the milkhouse production or the milkhouse model with the creamery production. You have to pick just one.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on November 24, 2014, 02:10:22 AM
I have a compatibility problem of mods.

CCT has a conflict with "The Butch ExtraExile Version", "BakersAndMillers" and "The FountainModLite"

"TheFountainModLite" has a conflict with "BetterFields" who do not want to give up, so I can give up "TheFountainMod".

to "BakerAndMiller" I can give up just RedKetchup bakes her .pkm of "MedievalHouse"

but do not understand the conflict with EEBV...

here the screen:
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on November 24, 2014, 03:32:38 AM
the problem may be that I have subscribed to the Steam version and then I only updated the file .pkm with the normal color of the pigs?
so I have a file .pkm updated and a .sub file is not updated?
or "The Butch version" is already included in CCMH?

I point that I will not use the butcher but only the breeding and then free the pigs once maxed demolishing the breeding!!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: irrelevant on November 24, 2014, 06:57:34 PM
I was just going to say, @assobanana76 is raising pigs?!?!?!? ;D ;D  ;)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on November 25, 2014, 01:59:11 AM
Quote from: irrelevant on November 24, 2014, 06:57:34 PM
I was just going to say, @assobanana76 is raising pigs?!?!?!? ;D ;D  ;)
never!!  >:(
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Nilla on November 25, 2014, 03:57:33 AM
Please don´t free them!
I feel sorry for the poor pigs, alone in the forest ......with the wild boars....
and wolves.... and bears... and coyotes...... and donkeys..... and all the other evel animals.....told of in other threads........ they would feel much better in a proper "pigyard" close to the people ;)
(you don´t have to slaughter them)  ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on November 25, 2014, 05:03:27 AM
Actually, he does have to slaughter them if they are in a pasture.  When they breed to more than the pasture will hold, the game slaughters the excess.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Fellow Villager on November 25, 2014, 07:07:52 AM
poor pigs. now they are safe, in my belly :-)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: salamander on November 25, 2014, 09:03:12 AM
mmm ... bacon ... doesn't get any better.  :D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on November 25, 2014, 10:02:24 AM
Quote from: blackbird on November 02, 2014, 10:53:47 AM
The idea of @RedKetchup to "imbriquer" (je parle français et j'avais compris  8) ) a house over a working place is a very good one that Blackliquid should follow. I would even like to see a house with 3 floors. I don't like so much that dark place now, the creamery Ketchupstyle was prettier, but that doesn't change that this mod is the best so far in Banishedland. Just my cent.
I have made a house with three floors.

http://worldofbanished.com/index.php?action=downloads;sa=view;down=32
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: slink on November 25, 2014, 10:05:13 AM
Quote from: salamander on November 25, 2014, 09:03:12 AM
mmm ... bacon ... doesn't get any better.  :D
Bacon ... yummy!  And ham, and Szechuan pork, and barbecued spareribs.  Oh my.  Too bad the herd is diseased right now.  Yes, they say we won't catch it, but who knows?
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on December 02, 2014, 04:13:53 AM
I ask at the creators ...
can I publish this file in a forum thread Banished Steam "Las Vegans"?
is the production chain "vegan" of CC:MH..
I must declare that it is my ...

Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Fellow Villager on December 03, 2014, 02:24:37 AM
aghaahaha you deleted the animal part!!  :o :o ;D ;D
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: assobanana76 on December 03, 2014, 05:53:24 AM
Quote from: Fellow Villager on December 03, 2014, 02:24:37 AM
aghaahaha you deleted the animal part!!  :o :o ;D ;D
no!
there is a cow... free!!
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: tomplum68 on December 05, 2014, 01:16:09 PM
I started using this mod and love it.  banished has been stealing warcraft time as a result.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: XSwifTX on December 07, 2014, 09:23:16 AM
We need you to go back into warcraft, kick Red's ass, and get him back to modding banished.  lol  :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: purringcat on December 13, 2014, 07:31:12 AM
Tailor Upgrade Broken

Something happened to the Tailor Shop during the CC last upgrade.    When he asks for an upgrade, the town tears down his shop instead.

(http://i1122.photobucket.com/albums/l528/purringcat/TailorUpgradeBroken.jpg)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: XSwifTX on December 13, 2014, 08:50:15 AM
They tear it down and then rebuild it.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: rkelly17 on January 11, 2015, 06:48:20 PM
So, do any of you who play Colonial Charter have any good ideas about how best to start the settlement? I decided to try it, but the many options have sort of overwhelmed me. Plus I'm having a little trouble with the game crashing if I try to quit or exit--even loading no mods other than CC, latest version (1.31).
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Paeng on January 14, 2015, 11:08:08 PM
Quote from: rkelly17 on January 11, 2015, 06:48:20 PMany of you who play Colonial Charter have any good ideas about how best to start the settlement? I decided to try it, but the many options have sort of overwhelmed me.

Tehehe, say that loud again... yes, there are really loads of chains and upgrades and materials one has to "learn" first...

Best is to start out as you always did - get the basics going first (food, wood etc.), you can get some extras right away by building a couple of shore houses (catch frogs and turtles first, later switch to dig sand and clay to make glass and bricks). Once you settled in a bit, slowly develop different chains (one at a time, until you understand what products depend on what raw materials) - important is to not try and develop too many different products at the same time, that starts to get confusing fast.

Also important to know -
if you want to produce alcohol and/or weed, that all hinges around the Inn, so build one the moment you start producing/distributing alcohol...
Before upgrading any buildings, check what materials are needed - you may need e.g. rope or glass, so you better produce (or import) those before you upgrade...



QuotePlus I'm having a little trouble with the game crashing if I try to quit or exit

Hmmm, that sounds more like the old runtime error thingy... check my notes here (http://banishedpeople.freeforums.org/about-fatal-error-in-runtime-x64-t109.html) on various remedies...  :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: rkelly17 on January 15, 2015, 11:15:52 AM
Thanks, @Paeng. I seem to have solved the crashes by removing all other mods from Windata and deleting all the mod lines from the registry. At this point in my first town under the 1.32 version I'm doing OK. A trader brought tobacco seeds (I note that seeds are more expensive), so I'm growing tobacco for export--I don't see any processing buildings for tobacco--along with the typical firewood. I have a shore hut and glassmaker for upgrading housing and people are healthy and happy. I also figured out that I need to build butchers, not just eat sides of venison. No livestock yet from merchants (standard medium start). I do miss @JamieIdle2.0's  specialized trading posts which I have been using--haven't checked compatibility yet. I'm also thinking of adding @RedKetchup's two-story houses whose aesthetics fit and would provide more housing options.

Question: I started with sunflowers and peas. Do sunflower seeds count as grain? It would appear so since in previous games lack of grains leaves people much less healthy than mine are.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: Paeng on January 15, 2015, 05:04:58 PM
Quote from: rkelly17 on January 15, 2015, 11:15:52 AMI'm growing tobacco for export--I don't see any processing buildings for tobacco

Check the menu with all the distillers and brewery options - there you find the Curing Barn (tobacco is flagged as another 'drug' = alcohol)...  ;)
* the lack of flags is a downside of the mod kit.
Accordingly you need the Inn to distribute pipe weed... I think.

Quotemore housing options

Actually the housing upgrades provide a lot of new options...?

QuoteDo sunflower seeds count as grain?

Yes, kernels are grain...
see my list of Food Groups here (http://banishedpeople.freeforums.org/food-groups-t167.html)...
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: rkelly17 on January 16, 2015, 07:40:31 AM
Quote from: Paeng on January 15, 2015, 05:04:58 PM
Check the menu with all the distillers and brewery options - there you find the Curing Barn (tobacco is flagged as another 'drug' = alcohol)...  ;)
* the lack of flags is a downside of the mod kit.
Accordingly you need the Inn to distribute pipe weed... I think.

. . . .

Yes, kernels are grain...
see my list of Food Groups here (http://banishedpeople.freeforums.org/food-groups-t167.html)...

Thanks for the help. Yesterday I was looking in the booze menu for something else and noticed the curing barn. I'll check your food groups chart. CC could really use some sort of "manual" for first-timers--I appreciate all you have done to help people get into it.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on March 16, 2015, 09:14:25 PM
@kralyerg  i was wondering if you would agree to release this mod in part like :
a part for all the housing building you add in this mod... CC: Housing
a part for all the industries you add in this mod.... CC: Industry
a part for all the crops/orchards.... CC: Crops and Orchards
etc ?

i am myself thinking to break mine into parts too. for people who want this or that or both, but doesnt want this or that thing.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: gerns on March 17, 2015, 07:17:40 AM
red i would love to have the green house to put next to my forester to justify the seedling he plants in the forrest. with or without interior
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on March 17, 2015, 12:23:56 PM
and why you dont do it ? you can put this building (which is ugly btw lol) everywhere you want, you can put next to your forester :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: DesoPL on June 09, 2015, 03:35:16 AM
if i good remember, there is in progress another update but this time, with asian style buildings. I readed it on steam forums so...

That could be nice, produce an rice etc. :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: ShockPuppet on June 09, 2015, 05:34:02 AM
There will never be Asian buildings inside cc.

I will probably make a middle eastern theme one day. I have always wanted to but I need to find the time. The list of things for CC 1.5 is huge. We make steady progress though.
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: RedKetchup on June 09, 2015, 05:50:42 AM
^^ you already progressing too fast ^^
compare to me :P hehe

i know i dont pass all my days on that . i cant do eet anymore ^^
only a couple of hours during a week :)
Title: Re: Colonial-Charter-1620-BlackLiquid
Post by: ShockPuppet on June 09, 2015, 06:21:47 AM
It's the same for me :)

Sometimes I get tired, so I prefer to do something else. Sometimes I like to make 3d that isn't planned for CC.