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BBGravesen

1.72 bugs

24 posts in this topic

just played banish widt 1.72..

Ewery time i bild the townhall game crash....

Have no other mods installed...

HI.

Bjarne

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Adding to this list..

For some reason, furnace fuel isn't registering for me under the industrial fuel flag. Not sure if it's because I have other mods installed that might be overriding it or not.

My little specialised market carts don't seem to working as intended, I used to like to set a wood one by the sawmills and charcol burners but now they are getting filled with all sorts of junk other than logs. Not sure if this is the only one affected or not as it's the only one I usually use.

The tropical greenhouse from Kraylerg's kave isn't working with the new flags. I'm guessing this will be updated in time so no worries with that one.

 

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Yes, the specialized markets aren't working correctly at the moment.

And side mods need to be updated still. Although if you use the 1.0.7 compatibility mod for MegaMod it will also make any individual mods that are in megamod work, even if you're not using megamod.

I'll have to look into the furnace fuel thing.

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For the Domesticated Animals, I was able to store them in Drygoods, now I don't know where to store them.  If I put a generic storage in next to the gatherer it fills up with 'jumbled gunk'.  

What a great idea for the logs @calli74 :)  I will have to do that next time.  I also use the "Dock Wood Finder", a log gatherer (fetcher) from the MM Docks.  I set that up near where I have a lumber force working.  It was working last night, but I haven't let it have a full run through today to make sure that is all that it gathers. :)

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Posted (edited)

I tried the dock woodfinder today and he is gathering all sorts other than wood too, so it works very nicely as a small market, but for wood alone we are stuck till it is updated. On the other hand it has helped me figure out "conveyer belt" stock piles to my sawmills though :).

I can also confirm the little 1.07 patch for mega mod has also fixed my tropical greenhouse, so my bani's can get rid of their bonemeal for something useful again :)

The poor modders must be tearing their hair out with all the work this new update has caused, but also jumping for joy over NEW FLAGS. I know they wanted them a long time.

I also discovered this fixed the kiln from NMT so I can make roof tiles again, even though it's a separate mod. I'm not using mega mod, instead a cobbled together collection of updated 1.07 mods from WoB and a few old favourites even though they might be glitchy for now.

Edited by calli74
addition.

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Posted (edited)

I hope it's okay to just add to this discussion.  Regarding the new flag for furnace fuel, no matter how high I set the limit (even 9999999) the furnace fuel building has the limit reached symbol and will not produce furnace fuel, although I can buy it with either the trading port or the choo choo.  I've tried both the small and large furnace fuel buildings as well as all the different types of source fuel, i.e., firewood, charcoal, coal.

I've noticed something odd on the newer flags, for some reason they keep resetting.  Often to 0, but sometimes very random numbers as well, like a limit of 48 or 137.   I've noticed these often seem to "reset" to 0 or a random lower number when a trader visits or sometimes even if you just click on the trading post.  Currently I have the farm trader and the small port built.  I built the small port to see if it also reset the limits.  I've had this happen with the lumber mill, building supplier and furnace fuel specifically at this point.

Edit:   I'm using the 1.0.7 Compatibility mod, CC 1.72, MM 0.07 and MM 0.07 Deco Pack loaded in that order.

 

Edited by partsgal60

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I haven't noticed flags resetting, but I'm wondering if your furnace fuel problem is because it's not registering as industrial fuel the same as for me and it's using another limit that you have reached.

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It's definitely not registering as industrial fuel as there is a 0 in the box that shows how much of everything there is.  I set all the limits on everything as high as they could go and it still will not make furnace fuel even though no other buildings are limiting out.   At times like these I feel sorry for our wonderful modders!  I love all the new developments and am eager to have these new flags up and working.   Kudos to you all. :) 

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It's strange. It works fine for me.

bQBb5jm.jpg

The only thing the compatibility mod does is alter the storage capabilities of barns and production buildings. It doesn't touch resources themselves at all. And since CC is above MM, it doesn't matter what MM thinks about Furnace Fuel because it's being overwritten.  That leave CC as the likely culprit, but I can't find anything wrong. :(

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Posted (edited)

I discovered tonight as I was tidying up stock piles that my furnace fuel is heading into the mineral stock pile, if that's any help, maybe I have a mod loaded that's overriding it just now.

 

Here's a sorted list of my current mods, if it's any use to you

 

Sorted List of Banished mods.txt

Edited by calli74
newer list added

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Is this a new game with this mod list? Nothing was upgraded midgame?

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I think a few things have been changed since I started this game, but it was a new game when I put the new version of CC in. I'll start a new with that mod list as it is now and see what happens.

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Well tonight I found a problem and a bug tied together,  My cart had 60 reeds 10 feathers and a couple of bonemeal.  when I went to take out the cart  they couldn't be removed so the cart is still in my game stuck at 13%.

A while later I set my tailor to make coats she ran out of leather, so I turned the cart back on and set tailoring to making Survival coats, it instantly went to from 10 to 25, but the feathers and reeds are still in the cart?  I don't believe they were anyplace else.  but it appears to be a bug. tied to the none access of these items.

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Do you have a barn where the reeds and feathers can be moved?

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Tested in a new game with the same mod list, still no furnace fuel under the furnace fuel flag. On the other hand, no problem with reads, feathers and bonemeal getting stuck in carts. Oh, and I tried to start in hard mode and I had no food, firewood or tools in the starter cart, so I guess something in my mods is messing up somewhere, will further test later with just CC to begin.

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9 hours ago, Kralyerg said:

It works fine for me.

Yep, same here... but I'm rather "conservative" these days, only loading the latest updated mods...

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I tested quickly with just CC and it is working fine so now I'm going through a process of elimination to see which of my mods is the cause.

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I did some digging around. It's the Blacksmith Tools mod.

It has a copy of the old version of Furnace Fuel in it, so its overriding the new flags.

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Posted (edited)

I was just coming to post that myself after a lot of loading screens this morning. The problem with Bani's starting with no tools and food in hard mode is being caused by the compatabilty mod also. I'm guessing something with flags on the  start up storage cart because with a barn start everything is appearing as normal.

I just did a test with most of my other mods loaded and furnace fuel was still working fine, so yes, blacksmith tools is so far the only culprit (at least in my mods list).

Edited by calli74

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Posted (edited)

15 hours ago, estherhb said:

Do you have a barn where the reeds and feathers can be moved?

um yes its why I posted this.   I have a very sarcastic humor and I so want to let it out here!   its very hard not to,  but you don't know me and I don't know you. your just doing your job, . the feathers and reeds are stuck along with the bonemeal in the cart which is stuck at 13% for quite sometime now.  I have a new game they didn't find any feathers or reeds but the cart is stuck at 0% it has 1 bonemeal in it.  I posted this in both places because i asked a question about the no firewood start. and after I figured out how to start Adam and Eve with no firewood, I updated that comment.  because its very doable. I should of claified  my start,  as I am playing on Hard with Very Harsh selected. or Artic if I'm using the global Climate mod too. So I did not start with a barn I had to get them to build it, which allowed the hunter time to kill a duck and create the issue. And as to myself I started banished very close to its first release. I moved to playing mountain starts as soon as someone said you couldn't do them,  I found them very playable but the poor coding of the AI comes out in the game when you play mountain starts all the time, it doesn't take very long. but they are a challenge and so I thats how I played it allows me to enjoy this game very much.  but its kinda frustrating to say the least, due to the poor AI coding.

Edited by Reino

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