Banished

Banished

(OLD) Colonial Charter: New Frontier (1.55)
Dosent work with any other mods
my colonial charter mod dosent cooperate with any other mod that I have installed. not even the fountain mod
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Showing 1-4 of 4 comments
Vrayna 5 Jan, 2016 @ 3:27am 
If by "not working" you mean "showing a red conflict", you might be pleasantly surprised.

A "red warning" in your mod list is simply to there to tell you part of the mods use the same files and might overwrite each others. In general it's a good sign that you need to pay attention to which has to be loaded on top of each other. The mods higher on the list overwrite the ones lower down.
Any small mod meant to tune things in others has to be above what it is meant to tune. Any mod under a "big" mod like CC might zctually be totally overwritten because CC adds the same or equivalent thing.
Big mods will often show "red" conflicts because they add similar things. In the case of CC and New Medieval Town, the file sharing is intended and the modders work together to make sure the mods are fully compatible despite the warning the mod list gives you. I can't really say much about Fountain Mod. CC made big changes a while ago to its own code to let it be compatible with Fountain, but I have no clue what went on the Fountain's side.

If by "not working with other mods" you mean you ware getting crashes whenever you play with CC 1.55 on, my first question will be about the version of Banished you are using.
If you're using the 1.0.5 Beta version of Banished, CC will crash unless you get a little extra mod to make it compatible and load it above CC in your mod list. You can find it here: http://colonialcharter.com/index.php/forum/kralyergs-kave-of-krazy-kontraptions/2106-cc-beta-fix
Thank you so much for the answer. It really helped me understand what the red bar on the mod meant and it was actually the only thing I was curios about. I thought the mods wouldnt be able work along side each other because of the red bar but now I know. I can now enable my mods without concern :D. thanks
thisone557 23 Jan, 2016 @ 8:24am 
I had a similar problem, and I tried to see if New frontier had the things that Banished PLUS had, but when I tried to see the mod's details, the game crashed.
do you know if it has them?
Vrayna 23 Jan, 2016 @ 10:02am 
From the top of my head, I think I remember Banished Plus as making changes to existing buildings, allowing easier palcement, increasing storage capacity, increasing output and changing the aging of villagers.

CC at the same time does and doesn't do that. So there will be a lot of files that are altered differently by both mods, making them step on each other's feet.

There's a fair bit less tweaking of the existing vanilla Banished buildings/functions.
People's aging is untouched. Placement of fields/pastures/stockpiles/graveyard is improved. Tree-cutting yield is increased by a really tiny bit. Iron/stone yield is untouched. Basic storage capacity of the barn is unchanged.
What CC mostly does is add a lot of options. Different storage, upgrade function on the default barn, several markets with different radius/capacity, specialized storage or trade cart, bunch of different ways to get food, "stuff" to do with industrial chains, etc etc.

I guess I'd say it doesn't "boost" the base game much, but diversifies a lot around it. For the boosting of CC stuff, you then have some tuning mods from Kralyerg.

If there's a specific function of Banished Plus you're wondering about, easiest is to ask about that function directly, I might be able to tell you if that aspect of it is covered in CC or not :)
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