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I am trying to make bricks using this mod. But the population is using it for fuel.
Could you please eather make it stop or allow bricks to be made by burning somthing else like wood.
Please and thankyou.
(the extra "quit Banished and restart" step is to force the game to save the changes to the mod menu and prevents future crashes whenever you try to quit a town. It's something you should do whenever you make any change to your mods menu.)
@kenny36012: The mod cannot be "patched" to make translation mods work. Translation mods would need to have all the extra stuff from CC added in them. Making CC "compatible" with older translation mods would require removing from CC anything that doesn't appear in the translation stringtables, so basically everything that CC adds.
The herbalists are meant to gather herbs and be where people go (with herbs taken from storage) in order to regain some health, but don't help with disease outbreaks.
The 2 functions are different, and can't be merged. As Fymbutyr mentioned, the apothecary (check the upgrades in the row houses) can be used as in-town herb-using points.
In 1.6 you can also use the buildings from the dock set to produce herbs without needing a forest node or as a place where people go. As they are set to be ground-level, they can be placed on land (just make sure to flatten it first, or you might have a bit of clipping if the place isn't perfectly flat on level 0).
It also has a pretty long loading time in general due to being a very large mod, so depending on your computer, that can go over a full minute of a black screen before anything happens.
Third possibility: your video settings somehow got changed, so keep CTRL pressed while launching Banished to get the video options first, and have check if anything looks out of place. Disable VSync, try switching DirectX 9/11.
When you are in-game, on a new town, does it say that CC is enabled if you go check the mod list then?
In general, after enabling a mod (not just CC, any mod), you have to confirm the changes to the mod list when you close it, and then take the extra step of closing the game entirely and restarting it.
If you don't do that exit and relaunch, the first time you try to quit your new town and get back to the main menu (if you didn't like th look of the map and want to reroll one for example), you will crash. That crash will wipe the most recent changes made to the mod list, which means your next start will not have the last mod enabled, unless you remembered to go re-tick them.
The simple "exit and restart" step makes sure your game remembers for good what mods are enabled and will save you a lot of headaches later on ;)
There's a small icon chart in the right of the "Tools and Reports" section of the toolbar. That can help you find where something is made. Just keep in mind that chart is wrong for Joists in CC 1.55: they are made in the Foundry.