been almost 10 yrs that I started the " SETTLING OF AMERICA SERIES". in that time, I did a couple of these type maps to highlight the great works by our modders. much has changed since then, not only to the game itself but also many posters and modders have moved on. I do think at least 1 has passed on. NILLA got me doing these blogs. She is missed.
am I safe to post here? I feel I should say something before someone shows me the door, but not sure what to type as I do not want to start a dispute. regardless, this map belongs here since this is the active site for BANISHED and the modders.
so far, I have 19 monuments listed. and RED continues to build more wonders. it will take time to grow the population and produce all the needed materials. Hence, I overhauled my mod order to open more memory so more mods can be added on later. cut a full GB for that purpose.
LIST OF MONUMENTS-
from EB- Statue of Libery
from KIDD- Broadway tower and Bodhiam castle
from Angainor88- Osaka Castle
from DS- 2 Styth Towers and Globe Theatre
from : Dolbadarn- Notre Dame
from TOM- Saint Nicholas Chapel
from RK- there is a discrepency of how we count. the Lighthouse < which he leaves out of the Wonder total> and 9 Wonders so far-
the White House, Cathedral, Machu Picchu, Hermitage Museum, Hanging Gardens, Alexandria Library, Etemenanki, Oracle of Delphi, Taj Hamal,
19 momuments plus various statues
IS THERE ANY THAT I DID NOT LIST? other than the CC bird monument? I ask in case I missed something or if a modder considers a mod a momument differently. Let moe know and I can add it.
the challenge isn't just building them. it is in which houses and other buildings to use nearby with them. am concerned if I can develop a map to showcase such exquisite masterpieces properly.
you named all mine ;D
:D Mine are not really wonders, just big buildings, but you are welcome
to think of them as wonders. :)
Quote from: kid1293 on February 14, 2026, 05:28:34 PM:D Mine are not really wonders, just big buildings, but you are welcome
to think of them as wonders. :)
but they are modded after real world wonders/monuments. wasn't sure if you had a different mod that you considered for the list.
I almost listed your GH Lighthouse as well.
I'd like to contribute to the list! Christ the Redeemer has already been made into a mod. It's an iconic landmark and one of the New Seven Wonders. You can check it out here: https://worldofbanished.com/index.php?action=downloads;sa=view;id=478
added. I have several statues from EB but did not have that 1.
adding EB's Christ the Redeemer takes it to 20 momuments.
worked on a rough draft of the map layout. will be about a 150x150 square city plus 3 support towns/villages and a production/mine area.
mod order just over 3 GB, 154 mods.
[Misc]
Description=monument map||RKEC Lite--no CC|Angainor's colonial houses, ||3. GB 154 mods
[Profile]
KidMagicToolbar=1
KidButcherBaker=1
FeatherPatch=1
MaritimesPineSetEggFix=1
overrideRuralClothes=1
RittenhouseMillVanillized=1
RKECtownhall=1
WheelbarrowBigger=1
HorseWagen=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
Radius=1
overrideUneducated=1
ProperTime=1
WildlifeStarts=1
banishedUImaps=1
unlimited=1
OneStopAllMining=1
SafetyHole=1
Forgetaboutorchard=1
NewPineFlora=1
MaritimesPineSet=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
ChooChoo=1
Compatibility107=1
RKPigsLivestock=1
RKBisonLivestock=1
EBDecoFountains=1
RKEditorChoiceEdition=1
AlexandriaLibrary=1
Hermitage=1
MachuPicchu=1
Etemenanki=1
RKTajHamal=1
HangingGardens=1
DelphiOracle=1
WhiteHouse=1
PlymouthHouse=1
CountryLittleHouse=1
CountryLittleHouse2=1
RKGardenWalls=1
BostonHouse=1
BostonHouse2=1
CityRoads=1
CityButcher=1
college=1
Ketchup=1
StorageShed=1
RKWoodBakery=1
BlacksmithTools=1
MiniBuildings=1
DSThompsonTradeMerchants=1
DSIndustryMining=1
DSBridgeCrossing=1
DSGlobeTheatre=1
DSFuelMarket=1
FruitVegBarn=1
GatherersWarehouseAndBarn=1
DSStythTower=1
DSStythTower (2)=1
EBMonumentFF=1
EBSVProduction=1
EBMaterialsStore=1
EBStatueLiberty=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
EBSVDecoResort=1
EBSVFoundry=1
EBSVWorkShop=1
EBSVRockQuarry=1
EBSmallStorage=1
EBStorageSet=1
EBStatueTrapper=1
EBStatuesOfHonour=1
EBWinery=1
EBStatueCristoRedentor=1
KidFruitNut=1
KidBedBreakfast=1
KidAnimalShedSA=1
KidAnimalBreeder=1
CloseToTheEdge=1
KidVegetableGarden=1
KidFarmyard=1
ChopChop=1
KidAnimalShedPlus=1
KidColonialResource=1
ColonialHousing=1
KidGhostTown=1
KidColonialCityCenter=1
ForestCombo=1
KidGhostTownHouses=1
KidBakeryGarden=1
KidSettlersDeco=1
KidWildWest=1
KidElfGirl=1
KidPlimothHarmonized=1
KidRowBusiness=1
KidRailway=1
KidTravelingTrader=1
KidGHLightHouse=1
KidGrannyPark=1
KidLogDepot=1
KidMarketFood=1
NomadSignComplete=1
KidPortableMineRKEC=1
DecoPlants=1
KidMoreCaves=1
KidDecoFarmAnimals=1
WashingMod=1
KidStorageCarts=1
KidBodiamCastle=1
KidBroadwayTower=1
KidStorageCrates=1
KidTinyDowntown=1
KidTinySeparate=1
KidWindSawmill=1
KidWorkshop=1
KidWorkPlaceVillage=1
KidYardCover=1
MarbleQuarry=1
GrowRoots=1
Terraform=1
SaintNicholasChapel=1
NordicSauna=1
MaritimesRiffle=1
NECEmptySquare=1
FlyFishing=1
VillageShop=1
Izba=1
Hunting=1
Infirmary=1
NordicLogCabin=1
nordichouses=1
A8AmericaCityLiving=1
A8OsakaCastle=1
NordicWarehouse=1
RedCottage=1
NordicSchool=1
TjurkoMill=1
GrassyRoads=1
fountainlite=1
NewEngland=1
NotreDameCathedral=1
NewTrees=1
SJGL_Small_Markets=1
SpecializedStorage=1
UnblockableDebug=1
why you laughing? I left space to add more mods along the way.
the dumbing down is already confusing me. the UI layout is different and there are missing buttons from the toolbars. some must have been attatched to the CC, even thou the CC was loaded way down the mod order list before. the "professions" box no longer has options.
Arguson 109799687, valley no dirt, very large, fair, disasters off, medium wheat and tomato seeds,
This map gives plenty of space for a city to the south, between the lake and the mine mountains. we'll work our way north and west along the northern lake with farms and forests. we need to access the main river for a trade post to acquire seeds and livestock and we also need to access the mine mountains to the west.
Quote from: brads3 on February 17, 2026, 08:59:11 AMwhy you laughing? I left space to add more mods along the way.
the dumbing down is already confusing me. the UI layout is different and there are missing buttons from the toolbars. some must have been attatched to the CC, even thou the CC was loaded way down the mod order list before. the "professions" box no longer has options.
Because 150+ mods thats a lot. i use one and i have enough haha
my normal map base has over 160 and uses a full GB more memory. I do use an earlier version of the CC and the Lite RKEC in order to have enough power to add more mods.
if this comp could handle it, I'd like to have more mods. LOL
YR 5 to 10
10 nomads arrived. 3 families with 2 young workers and 2 children. 2 familes work to plant pine trees and cut logs. another couple begins cutting marble. we do need a valuable trade good for the seeds and livestock. the next nomad family established our 1st school.
the pine forest will supply resources. it will allow us to process charcoal without using our firewood. the Nordic village will produce trade goods. we opened up the map. we now have a trade post, an iron smelter, 3 villages started, and a bridge to the mine mountain.
YR 10 to 20
the population has more than quadrupled over the last decade. we worked steadily at expanding our farms. the builders did manage to find time to add a couple more bridges to access more land. since the trader isn't bringing us good seeds, we etended the trade post. the general trade post should double the boats and bring other supplies. we have more than enough marble to keep both supplied.
we added a lot more storage barns. to help move goods toward the future city, a set of Slink markets was constructed near the mine mountain. now we have plenty of overflow storage capacity.
the farm trader did bring us dairy cows. we also doubled the pine forest.
YR 20 to 30
the forest workers added the pine hospital and a school. a mulimine was dug to bring in stone. to try to speed things up, a set of nomads will increase our builders and laborers.
work has started on our 5th village. it will supply clay and sand as well as plant orchards. the miners will need a school and extend around the back side of the mountain. soon they can begin to make the materials for the DS Thompson trade docks that will supply the city,.
we now have 2 dairy pastures, 1 bison, a leghorn, and a pig pasture.
YR 30 to 40
the miners built our 3rd school. a Doc office, undertaker and a cemetary were built nearby. 2 ore mines were dug. a DS hearth and worker yard begin to make building materials for the trade docks. several small markets keep the bannies supplied,
The Nordics added more pastures and farm gardens. they have an infirmary ,sauna ,and another school. the far west village planted orchards. the village north of the start point ploughed more fields and ordered seeds. across the main river to the far north is a double forest.
finally we can begin to build some of the momuments in the next decade, hopefully we dig enough stone to complete several.
at the same time,
YR 40 to 45
our 1st momument is completed. KIDD's - Bodiam Castle of England is in the lake north of the start point village. in game, it is set to function as a boarding house. here it serves as a processing area for the farmers.
the 1st Thompson Trade post is completed. it will b stocked with paper from the Nordic's mill. the Nordics are also milling flour. our laborers have had to dig and clear land. some terraforming was required. there is room between the mine mountain and the dock area for 9 city blocks.
special building materials are on order for the Nordic's monument. since the full NORTH mod is not being used, trading is the only way to acquire some of them.
YR 45 to 50
Angainor's Japanese Osaki Castle was built, functions as a townhall. due to the limited computer memory, the Japanese houses aren't being used for this map. Angainor's Dupre houses will keep the Bannies housed.
the Nordics had to wait awhile but the materials finally arrived for Saint Nicholas Chapel of Russia.
3 moments completed. we have lots of land clearing to do before we can even start the next. we will also need lots more stone.
are the pics loading OK? with the game limits, I have about 100 years left to build everything. Bannies will have t work and speed things up somehow. there is a lot of regrowth with this mod order.
YR 50 to 60
this city will be huge. 9 blocks wide 7 long. 216 tiles plus the trade docks by 168 tiles. a second Thompson Trade post was built and a large market square was set up. they begin to move supplies for the city. builders are busy clearing roads.
as the city grows, more food and goods will be needed from the outer towns. the far west town has 2 large barns and is clearing land for more food crops. an RK stone mine was dug. to the south of the mine mountain, train stations are planned ti help bring in more food.
Hermitage Museum of Russia serves as a huge storage barn. hopefully it and the market will speed up the land clearing of the city blocks. EB's Statue of Liberty of New York City now stands over the east lake. momument #5 was completed. RED's Boston houses add color to the city.
over the next decade, my goal is to get the roads layed to grid the city blocks. then work places can be built fot the city workers.
YR 60 to 65
I pushed the Bannies to build the next 2 momuments. well the Bannies pushed back. we ran out of iron. with that, tool production decreased. the city had grown fast enough that they were using up the food reserves. at the same time, the new trade posts slowed down and weren't being stocked with goods.
the west farmers were already planting more orchards. the miners were already building a DS blast furnace. it was still hectic. other than the iron, they never ran out of anything else. trading had to be adjusted and will need help to move goods closer for them.
the White House from Washington D.C. and Machu Picchu from Peru were completed. we are up to 7 momuments. the city has a grain mill, bakery, ketchup and sugar factories. much of the road grid has been layed out. the 3rd Thompson Trade post will trade for meat and milk.
YR 65 to 70
Alexandria Library of Egypt which functions as a school, RED's Cathedral, and several of EB's statues are built. while the mine town is busy working on a railroad, our city continues to grow. the Bannies have a pancake house, kitchen, and several food market shops. an RK foundry and glass factory produce building materials for more monuments. a medical clinic and dentist keep them healthy.
9 momuments completed.
it has been a rough week.
MAP MISSION FAILED- well not quite.
game crashed Autumn of year 70. re-ran the year, saving repeatedly along the way. again crashed. was able to save just before the crash. rechecked mod order, builders, workshops, etc. load, try something, and crash- repeat- repeat. went back and replayed the entire year again for bout the 3rd or 4th time and this time it played past the crash point finally. took a few days.
have had a few crashes before. a random crash did happen awhile back. reload and played past it with no issues. that 1 could b due to a few different reasons and is very rare. clicking on a placed building before construction is completed, a known issue and has been corrected in most mods. here it happened with the White House. RED may have corrected it and i have an older version. happened right after a save, so no issue. it also happened later with the Lighthouse with this RK Lite version.
other issue I did find is a weight problem. the RK foundry has to use coal to produce items, won't use charcoal. usually it is used to make iron. only shows up when making gold or silver bars.
the mod order above the RKEC is the same except for the Maritimes Crystal Cliffs mod being removed. should not be a problem. the crash happens as the game is about to change from Autumn to late Autumn,
it had me stumped for a while. thought this map was over and I would need to find the error to even attempt it again.
am saving more often but am making progress.
the townhalls are very "touchy", half of the data about flags/limits are stored there.
When they are used in conjunction with other townhalls mods. it can lead to some crashed depending of the mod order.
not sure what to do with those
In your mod order, is there any mod that provide a townhall ahead, untop, of the white house and rkec lighthouse ?
thw RKEC townhall mod is very close to the top, but i suppose it is possible that a toolbar mod or something else affects it. that crash thou is annoying but not a big problem. not sure what realy hung me up. looked and looked. and ran too many tests. only thing i can think of is a calculation error cause it was about to change seasons. u cross my fingers and hope it went away for good.
oh for that one, of course. it is a memory/PC_resources related. it is random. to amke sure, maybe you could see by cancelling ALL citizens jobs and see if still crash
YR 70 to 75
while the builders wait for special building materials, they continue smoothing ground for roads. the Thompson Trade docks has been extended and a 2nd market square was set up. the city now has a creamery and a small theater. the Bannies have plenty of food shops and a huge variety of foods to choose from. even though we had stockpiled supplies early on, we ran short of building materials. glass, brick, roof tiles, iron fittings, and then lumber.
Notre Dame of France took time and lots of materials to complete. it functions as a church.
the Globe Theatre of England and RED's Lighthouse were also finished. the Lighthouse does cause a crash when clicked on even after it was fully constructed,
12 momuments completed.
Quote from: brads3 on March 07, 2026, 04:05:46 AMthe Lighthouse does cause a crash when clicked on even after it was fully constructed,
yeah thats 100% normal
TEAR 75 TO 80
now the Bannies begin work on upgrading the city roads. we also begin a massive clean up operation to re-clear the growth from the map.
the Hanging Gardens of Babylon, produces tropical foods, and the Oracle of Delphi of Greece whcih serves as another chucch were both completed.
14 momuments.
awww City Roads !
thats another one i should revisite with new textures :P
the roads take time to build but make the city stand out. they are a huge improvement.
YR 80 to 85
the Bannes have been busy. 1of thr 2 DS Styth towers was built. functions as a guard tower and brings in an assortment of goods. 1 of these does have a high chance of death from fighting bandits. KIDD;s Broadway Tower serves as a house. EB's Cristo Redentor looks out over the lake near Notre Dame. RED's Etemenanki, another church, was also finished.
18 momuments completed. 2 left to build.
as the momuments were being constucted, the city continued to grow. I have slowed the population growth down a bit. we are over half way to the game limits per this computer, both in years and population count. clearing is constantly worked on but we are hitting the log limit repeatedly. as stone is dug, more city roads are upgraded. a statue park is a relaxing place to sit next to EB's Statue of Liberty. to increase storage and move goods and materials, wharehouse markets were built near the hospital and trade docks.
to help slow the population growth. the railroad has a deco town. it ships coal almost as fast as it is mined. hopefully some adjustments pay off and the train stations can be extended to supply a 3rd train.
there is lots of work to do. we need to clear the rest of tie city, re-clear growth near the forests, and continue to upgrade the city roads. there is plenty of space left open for more of RED's Wonder Monuments.
are the pics showing up or am i doing something wrong?
whenever I load the blog, some load and some are as files but not the pic being shown.
sorry for the delay. have had issues. a trade boat crash cost some. had to replay a year and led to too many save ppints cluttering the folder. at the same time, the Bannies are having a major problem cutting firewood. I'll explain m ore on that later. we are sxafe to year 85 anyhow.
i only see the 1st picture
wonder why? are the other posts goofy as well?
I write the post, click preview, then add the pics to the drag bar. should I hit preview after adding and loading each pic?
The images are taking a while to load, but it must be something with the website, because if I force a refresh, they gradually start appearing each time I do it.
i see all of them now, this time
btw, i see often many boston houses seperated by big backyards.... planing for something ? like fences.... swimpools... barb&cue party ... ?
undecided still. have toyed with some ideas.
YR 85 to 90
WOW, we have had issues. because of it several years have been replayed a few times. that is why I like to play ahead of the posts. just in case, so I can try to find and fix anything.
we had a huge surplus of logs and with them firewood. so much so the laborers could not clear land fast. they kept hitting the limits. and our storage barns and yards were also too full. that seems like forever ago.
to solve that and open space up so the Bannies could clear land faster, I sent logs to trade posts. with the amount of land being cleared and the foresters, the log count never dropped far. however, our firewood dropped hard. we ran short on firewood. not a gradual drop but a sudden drop. I searched the map for the logs to see where they were and why the cutters were having issues,.
neither me nor the Bannies could locate the logs. I could find maybe half of them. still it doesn't explain why all the cutters were cutting less firewood, even the ones near the forests.
made many many adjustments and hoped. I was running out of ideas. even built the foresters a church. after too many attempts, way too much time, and more head scratching, I finallty had to use the Debug tool to increase the firewood and food a bit. from there on with some good trading, things are stable. no matter how many wood cutters I add, the Bannies only have a couple hundred of firewood by spring. everything else is stable. was quite frustrating.
during all that, our main goal was to clear the city and upgrade the roads. we also had to expand the railroad. we now have 3 trains bringing food and firewood. 2 more stations were built and 2 mines dug.
we are short 85 houses. remember, I was trying to slow the growth down to avoid the end game crash limit. now does it crash at the population, the # of houses, or the year? we can go about 60 more years but only 500 more Bannies.
there are only 2 momuments left to build. both of which go to the south side of the city, as you can see that area is mostly not developed. yes the city houses are spaced out. that is a neccesary evil due to trying to stear clear of the game end limit. otherwise, the population would b way higher than it is already. there are flowers, trees, and parks in their backyards.
the goal was to build this so far and save it with space left open to add more momuments to it later. we are about there. I do want to finish clearing the trees from the city and the city road upgrade.
sorry for the long post but I wanted to give you all an update as to why things slowed down the last couple weeks. it has been a project.
how you like the close view of the Hanging Gardens ?
It is an amazing piece. what do you mean, am I missing something?
I will say some of these monuments don't fit my northern climate. they are out of place a ways.
due to the issues along the way, I have not decorated much. I di wish I could make things look better.
BTW, I think there is a weight issue. maybe due to the wheelbarrow mod? Old Salty will not stock salt. worker stuck in a loop carrying it. changed it from fish to pork had no affect.
Quote from: brads3 on March 21, 2026, 10:01:34 PMBTW, Old Salty will not stock salt. worker stuck in a loop carrying it. changed it from fish to pork had no affect.
really ?
storage of old saltery :
StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Protein | CoalFuel;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1000;
}
and what is salt ?
RawMaterialFlags _flags = CoalFuel;
there is should be no problem unless you have something ontop that change the flag of salt!
was salt always flagged that way as coal?
KIDD's Butcher Baker mod is fairly new and high in the order. can't rememeber why at the moment. am using CC's Compatability 1.07 mod to fix some errors. should that mod be higher? it isn't at the very top but is just above the RKEC.
the other weight or workplace not taking an item was the RK foundry with charcoal. the charcoal is probly from the pine mod.
I will have to doubecheck my main order after this map. Don't remember salty having an issue before though.
after more testing, could it be the ChooChoo mod since it was made before the 1.07 changes? if so, did you upgrade it to tje 1.07 and I just haven't loaded it?
i dont think salt existed in choochoo before last upgrade inside rkec 1.4
edit . yeah salt didnt existed back in time, i just checked.
charcoal in rkev 1.3.1 is
RawMaterialFlags _flags = Fuel | WoodFuel;
and rk foundry storage is
RawMaterialFlags _storageFlags = Fuel | Wood | Iron | Textile | CoalFuel | Stone | Custom5;
what i did in RKEC 1.4 , i added all possible flags at all the possible buildings. i kinda learn that since 6-7 years rkec 1.3.1 was made, it doesnt matter if they have all flags, nothing against so i started to give everything everywhere. nothing bad can happend and it prevents any such bug happening.
YEAR 90 to 96
There is improvement to our production outputs. the Bannies continue to use a ton of firewood but the graph shows progress. they are not running out. they are resricking food and tools. pipulation is over 1000. it has been stable for over 10 years.
the city has been cleared of trees and stone from the developed areas. most of the roads have been upgraded, there is still space available to grow and expand. the south side is open to add more momuments when modders build more. there are 2 that I did not build yet. RED's Taj Hamal and 1 DS tower. 18 have been completed.
the mod order and using pre-107 mods is a give and take. sinetunes you have to choose what will and won't work. I'll try to explain what I think is going on. I still do not know exactly what led to the firewood crisis. that i think was a combination of several events. they hit the limits repeatedly. with limited storage capacity, just raising the limits wasn't solving it. so logs were sent to trade posts to store them. that led to 1 of the trade posts being full. so now the logs were set to go to the trade post and not used by wood cutters. even thou there were logs available on the map, the wood cutters wouldn't use logs closest to them. by the time I caught on to the problem, the Bannies had used the log storage near the cutters for other materials.
the train ships coal and otther goods out. it primarily brings in food along with some firewood and tools. there are 2 mods, KIDD's train and RED's older ChooChoo mod. the ChooChoo mod has a set of stations to trade goods for coins that are then sold by the train engines. usually, more is sold faster than the engines can use the coins and there is a huge surplus of coins. that is not happening in this map.
the train stations won't stock and trade beeswax. normally beeswax would be used to make candles. by setting this mod order for the monuments many mods were removed,. both KIDD's and CC candle makers are not here. the DS candle maker makes enough for the DS mine, but it uses firewood, si beeswax had to be traded through a trade post. that station is now shipping salt. EB's leather chain is also using salt to make saddles. the stations also sell brick/roof tiles for coins. that part is working. the salt, tiles, and other items pre-107 were set to the textile flag.
this is where the give and take come in. if I fix it by moving things in the mod order, something else may not work. if the ChooChoo mod was below the RKEC, I;m afraid it will have more issues selling goods. for instance, Old Salty may use salt for the fish but then the train stations won;'t take brick and roof tiles.
I will have to run some tests but don;'t think all the errors can be solved without causing more problems elsewhere. I do need to update my note files on what breaks when with the mod order though.
I tried to use the zoom hack for more pics. not sure why but I can't look up very well.
for now, this map is on pause until more monuments are designed by the modders.
i am sorry , i should update the Choochoo mod to 1.0.7 RKEC Compatible.
:-\
do you think a new Choochoo should use the sane name.pkm as the old one or a very new name like ChoochooRKEC.pkm ?
It's not your fault. It is also due in part to the mod order.that older version pine mod has some affects, probably to charcoal mainly.
I do need to update my notes. would help me remember where the issues are. I don't normally use the train to trade beeswax. in the process of opening memory for the momuments, I took out some candle makers. so normally, the only thing affected is the salt to Old Salty. the train does a good job of moving brick and roof tiles as well as some textiles.
If you do update it then the new name would be prefered. maybe add another station as well for some of the newer items.
oh i would just copying the files from the RKEC Choochoo part into a new mod and call it ChoochooRKEC and make sure all flags of the materials are compatible with RKEC 1.3.1 / CC
and maybe see if i can find a new train model to work with and adapt to banished
RED, I did some tweaking and testing with my normal mod order. everything looked to work except Old Sakty using salt. train did stock beeswax in the station. the CC Compatability1.07 mod fixed some of the issues once I moved it above the ChooChoo mod. Old Salty still wouldn' stock salt.
I do have to run more tests. dpes have a blank tag, not sure what item. so just 1 building not functioning. not really a problem.
Can you test this at some point ?
Note: require and need to be below RKEC and or CC/MM.
Choochoo for RKEC131 CC v1.0.zip (https://drive.google.com/file/d/1aBm3F-I73CQ5haBywXkXN82iUP-Ro1z7/view?usp=sharing)
how did you do that? fixed the blank tag.
quivk Debug tests
below RK. compatability 107 above RK, with CC NFT. yeah real old version. station has 2 pottery. CC furniture doesn't work with train. is a double furniture tag in inventory.
file is 4 times the size of the old 1.
Old Salty works.
yeah for sure, if you have 2 choochoo mod enabled , you will get double. and you cannot delete the old one without deleting every single pieces (100%) that was from the old one ... you asked for a new name of mod instead replacing the old one :)
about cc furnitures i have absolutely no data, so dont count on it ^^
but , can you try to just start a new game with old choochoo OUT , and new choochoo IN and maybe use the debug tools to build all merchants and all trains and also press "make all resources visible " button and see it works perfectly in the mod order you gonnna think it is the better. That way you will know for future maps :)