Banished

Banished

(OLD) Colonial Charter: New Frontier (1.55)
467 Comments
TheStaline 18 Nov, 2022 @ 3:16pm 
Was one of the best mod for the games
monke 4 Dec, 2020 @ 10:55am 
I didnt reed the desciption but is this a millitary and attakcs mod??????
elmerfud123426 26 Sep, 2019 @ 10:56am 
top mod out there, you guys and gals rock! need some maybe natives to defend against with all the cannons and muskets walls ect. but looks awsome though. :) thx...
flameingtwister 23 Sep, 2019 @ 1:01pm 
does anyone have excellent adventure?
Silly Goy 20 Oct, 2018 @ 4:08pm 
@LateralusXs Tropico are some of the best and most comfy games of all time. Also one of the most unique. Copies nothing from from a game that came out 20 years later.
Icepop 23 Sep, 2018 @ 5:24am 
@LateralusXs So you know how the original Tropico was made in the 90s, when did Skylines come out exactly?
LateralusXs 13 Sep, 2018 @ 9:48pm 
And I fuckin hated Tropico, shit game. Cities Skyline copy, wannabe.
Twi 26 Nov, 2017 @ 10:31am 
this is literally Tropico in a shit climate .
Sillls 29 Jul, 2017 @ 12:37pm 
Request. Population does not use furnace fuel.
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.
mr.baker 10 Jul, 2017 @ 11:42am 
ya
[SeC8] MAnTT12 18 Apr, 2017 @ 9:14pm 
can u guys fix the mega mod it keeps crashing my games
xFallenEvil 5 Mar, 2017 @ 10:08am 
Ein echt geiler Mod
ShockPuppet  [author] 14 Dec, 2016 @ 6:57pm 
@Malko Thanks! Theres a new version on steam (Forge Awakens 1.62), and we are working on 1.7 - blackliquidsoftware.com
mazzeen 14 Dec, 2016 @ 6:48pm 
This mod is so awesome
Vrayna 4 Nov, 2016 @ 4:36am 
Are your barns full? Distances too long? People Unhappy/Hungry? Accidentaly blocked the access point the farmers want to use with a fence? Super high population and x10 speed?
dang.repleh 3 Nov, 2016 @ 3:14am 
Why my farmers sometime stop working on field? even if I spend many labour on field, they just dont do anything except doing nothing?
Vrayna 28 Oct, 2016 @ 3:59am 
TyberZhan.33 23 Oct, 2016 @ 7:06am 
Whats the "New Version" ?
Skull 16 Oct, 2016 @ 8:29am 
@Denn you click the subscribe button and it automatically updates banished. its what you do for any other workshop mod for any other game:steamhappy:
Vrayna 5 Oct, 2016 @ 1:36am 
Subscribe to it and restart your Steam app to make it notice it has stuff to download. Give it a little bit to complete the mod download, then launch Banished. Go to the mods menu in-game and tick Colonial Charter. Exit the mod menu by confirming the changes, then entirely exit Banished. Restart the game and start a new town, you should be seeing all the fancy new CC stuff when picking your start conditions.
(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.)
Denn 2 Oct, 2016 @ 11:36am 
how can i download this mod?
Vrayna 27 Sep, 2016 @ 10:12am 
CC 1.55 was made for Banished 1.0.4. The update to Banished 1.0.6 broke a few of the models, especially crops. To "Fix" that, you need the CC beta fix small mod from Kralyerg, loaded above CC in your mod list. You can find it here [colonialcharter.com].
aleksander1234 24 Sep, 2016 @ 4:49am 
looking for a mega food mod
Forrce 10 Sep, 2016 @ 7:40am 
All of the crops introduced in the mod are invisible
Hippocalypse Now 7 Sep, 2016 @ 7:46am 
Some of the crops in farm has no artwork
Raven-01 2 Sep, 2016 @ 4:35pm 
awsome mod. definately a must for banished. hope they continue these mods on forest village!
Vrayna 7 Aug, 2016 @ 2:03pm 
@Eagle Eye: colonialcharter.com for all recent info and stuff and things about Colonial Charter ;)
Eagle Eye ™ 7 Aug, 2016 @ 2:01pm 
Where can I donate to you my friend? You did a great job here.
Vrayna 2 Aug, 2016 @ 2:26am 
Version 1.62 of CC is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=687663103

@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.
DanSaratoz 1 Aug, 2016 @ 12:50am 
hey you can not patch the mod to be compatible with mods translations?
ZoZoZiZi 9 Jul, 2016 @ 10:17am 
C'est incroyable!
TheNightWarriorGaming 26 Jun, 2016 @ 2:49pm 
where is the new version of this, or is that false?
John 4 Jun, 2016 @ 11:01am 
hey so is there enamys
Caine_Hollow 1 Jun, 2016 @ 10:13am 
any chance you incorporate the no mountain mines and flatland mod at some point?
Vrayna 19 May, 2016 @ 12:18am 
The hospital is meant to deal with disease outbreaks, not general health issues.
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).
Fimbultyr 18 May, 2016 @ 4:16pm 
The people actually have the choice between herbalist and apothecary. Just built a apo in the town and they will visit him.
PNW_Squatch 18 May, 2016 @ 4:07pm 
Is there a way you guys can fix the Herbalist BS, make ot to where the people can visit either a Hospital or a Herbalist when they want their dope?
l_pleinelune 4 May, 2016 @ 10:39am 
ah. ty.
Vrayna 3 May, 2016 @ 3:09pm 
@l_pleinelune : It's the one error in the in-game icon chart. Joists are made in the Foundry in CC 1.55.
l_pleinelune 3 May, 2016 @ 9:42am 
Joists are not being offered as an option to build in the large smithy. If it is, then I must have something wrong.
ablemandx 25 Apr, 2016 @ 10:05am 
is it just me who thinks that workshops need an "auto" so it just take the raw material that is in stock, so you get a beautiful mix of things to one's people .. ??
Mengm 24 Apr, 2016 @ 12:30pm 
nice
Vrayna 22 Apr, 2016 @ 8:37am 
@TheWhiteHattedGamer : Which version of Banished are you running? 1.0.4 or 1.0.5 beta? CC1.55 was made for 1.0.4 and requires an extra "patch fix" [colonialcharter.com] mod to run with the current 1.0.5 beta.
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.
Official| TheWhiteHattedGamer 22 Apr, 2016 @ 8:08am 
this makes my game load to a blank screen, its broken:steamfacepalm:
Vrayna 28 Mar, 2016 @ 7:24am 
Had the mod finished downloading?
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 ;)
Sabaton 26 Mar, 2016 @ 7:24pm 
Ive got this mod in my games mod list and have enabled it.. started a new game but no mod?
Vrayna 25 Mar, 2016 @ 1:49am 
@beldus01: By building a "Building Supplier" and checking what it uses to make the supplies.
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.
beldus01 24 Mar, 2016 @ 5:26pm 
the mod is amazing add alot of new jobs and making it a better game, but how do you get building supplies
Ahoy Ladies! 24 Mar, 2016 @ 10:41am 
This is no longer a Mod: This is on the edge of a Expansion Pack and the beginning of a whole new game.
Vrayna 23 Mar, 2016 @ 1:50am 
CC: The Forge Awakens version 1.61 now available from the colonialcharter forums: http://colonialcharter.com/index.php/forum/welcome-mat/2790-colonial-charter-1-61#23508