Colonial Charter 1.72 for Banished 1.0.7
#11


Hey First of all thanks for making a great mod, cant play banished without <abbr title="Colonial Charter">CC</abbr> anymore




recently upgraded from 1.0.6 Banished with 1.71 <abbr title="Colonial Charter">CC</abbr> to 1.0.7 Beta Banished with 1.72 <abbr title="Colonial Charter">CC</abbr> unfortunately after testing a few things I cant seem to get my old save to work in the new version, the save works with 1.0.7 beta banished with <abbr title="Colonial Charter">CC</abbr> 1.71 so its just the change in <abbr title="Colonial Charter">CC</abbr> that has caused this, was wondering if there's anything I can try, if not I can still start a new city so that's no bother, just want to make sure before I throw the other one in the bin




Ta, Shotdead


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#12

Quote:
12 hours ago, ShotDead said:




I cant seem to get my old save to work in the new version




I'm not sure 1.72 is savegame compatible with 1.71. Almost every single building got altered in some way for the 1.0.7 update.


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#13


after further tests, its defiantly NOT compatible




Good excuse to start a new city tho [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />

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#14


is it me or does this seem odd?




[Image: d0b3434fc8be86dcebe3d2e3b1999790.png]

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#15


[Image: 7d4ad64f742f8c55fb5ff76b2bcd454b.png]



Same with the edibles market, unless people can eat tools, lumber and coats now [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" title=":P" width="20" />



Although no one asked my opinion, but sure as hell am I gunna share it anyway [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" title=":P" width="20" /> why did the creator of banished add only 10 flags and not the ability to make custom limits in-game when needed? like the trader in so much as you can only limit something you have and then have a list of available items also much like the traders, just seems like its going be a pain in the arse for modders to create and assign classes since there's a limit and other mods may clash with different definitions, if you can even run other possible mods when you have all 10 custom flags already assigned. Just a thought...




Honestly tho i'm no programmer and wouldn't even begin to suggest that I know how hard or not that would be to code in [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />

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#16

Hm.  Looks like all the specialized markets have a weird little bug from when I attempted to update things the easy way.

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#17


<div>
<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/7P0JM3h7IQk?feature=oembed" width="459"></iframe>

</div>


 


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#18

Quote:
2 hours ago, ShotDead said:




Although no one asked my opinion, but sure as hell am I gunna share it anyway [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" title=":P" width="20" /> why did the creator of banished add only 10 flags and not the ability to make custom limits in-game when needed? like the trader in so much as you can only limit something you have and then have a list of available items also much like the traders, just seems like its going be a pain in the arse for modders to create and assign classes since there's a limit and other mods may clash with different definitions, if you can even run other possible mods when you have all 10 custom flags already assigned. Just a thought...




Honestly tho i'm no programmer and wouldn't even begin to suggest that I know how hard or not that would be to code in [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



The Developer really considered the game finished when he released in 2014. He's now working on another game.  We are grateful that he took the time to add the new Flags.  Of course, we want more and more, but that may have to wait for a whole new game.  Kralyerg worked with other modders to determine how the Flags would be assigned so there would not be a clash.  Of course, a modder could always use the Flags differently if he wishes to create a mod that is only used with vanilla Banished.


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#19

Quote:
2 hours ago, Kralyerg said:




Hm.  Looks like all the specialized markets have a weird little bug from when I attempted to update things the easy way.




Hahaha ...  99 little bugs in a code, 99 little bugs, fix one bug and mark it off, 199 bugs in a code ... 




An office favourite here [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />  

(sung to tune of 99 bottle of drink *cough*beer*cough*shouldbevodka*cough* on the wall.)


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#20


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3-kralyerg/&do=hovercard" data-mentionid="3" href="<___base_url___>/index.php?/profile/3-kralyerg/">@Kralyerg</a> in seriousness ...  Not sure if it's a bug with me (having a lot of new mods), or, if it's a bug, there are 2 Minerals Stock Piles in the Specialised stockpiles.

I am sure 1 should at least be Materials stockpiles as it's storing coal, whereas the others weren't.




 



[img]<fileStore.core_Attachment>/monthly_2017_03/58b79bfaa1580_20170302Screenshot414.jpg.8fd785af5f6aef5a503591c26552c71e.jpg[/img]
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