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Kralyerg

MegaMod 8 RC2 Discussion / Bug Reports

128 posts in this topic

MegaMod 8 Release Candidate 2 Discussion.

 

Here's a short list of the known bugs. If it's listed here, you don' need to post about it. :)  New entries will be placed at the top of the list.

 

  • Issue: Urban Wood Cutter crashes when clicked on.
  • Status: Fixed

 

  • Issue: RK's Colorful Two-Story House too dark
  • Status: Fixed

 

  • Issue: Duplicate icons for Kids Garden Workplace
  • Status: Fixed

 

  • Issue: Clicking on the Decorations -> Build Your Own Canal toolbar causes a crash.
  • Status: Fixed for the next release.

 

  • Issue: Wagon Workshop isn't on the regular toolbar but is doubled in the community toolbar.
  • Status: Fixed

 

  • Issue: Florist has no Limit box.
  • Status: Fixed. It's Misc.

 

  • Issue: No way to force laborers to gather Flowers for the Florest / flowers taking over town
  • Status: Fixed. Added Flowers to the "Collect Wild Foods" tool. New smaller models and decreased spawn rate will be introduced but may require new town so this fix may be delayed.

 

  • Issue: Missing Seed name at Trading Post.
  • Status: Fixed. It was Orchard Oak Trees.

 

  • Issue: Blank option at Trading Post order screen.
  • Status: No clue. I can't replicate it. Will keep looking.

 

  • Issue: Couple of missing icons in the CC Fences toolbar.
  • Status: Fixed

 

  • Issue: Kid's WorkPlace Preservist is doubled in the Community Toolbar and absent in the regular toolbar.
  • Status: Fixed

 

  • Issue: Kid's Decorative Plants is doubled in the Community Toolbar and absent in the regular toolbar.
  • Status: Fixed
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@ Kralyerg:D Hello . I do not know if this is a mistake, but I noticed something, I have a question?
1. In "Florist -Rk" - there is no window of limit
2. "Florist" - I do not know what is the limit: Food ?, Construction ?, Textiles?, Crafted?, Luxuries? - only the arrow is displayed - the limit has been exceeded
3. Is it possible to get rid of excess flowers on the meadow - using a quick tool, such as "Gathering" or "Wild Food" - could the gatherers collect excess flowers? - without putting up the "Florist" building ??? Regards:D¬¬

 

 

Florist - RK.jpg

Florist 1 -RK.jpg

Meadow - Lea.jpg

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Hi Mr Kralyerg, I have downloaded all the 3 .pkm files, but I don't know what is my mistake. When I tried to use it, all the mods are not compatible to each other. I mean, if I click Megamod1, the other two will be red colored. How is it?

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it is normal that mods are red colored between them. Red colored doesnt mean at all "incompatible" it means they are working together and exchange data between them.

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Hello Krarlyerg,

 

I don't know what goes wrong with MM RC1, however after ~ 5 hours of play I keep getting a crash (random acces violation). The 5 hours is with saves and opening them again later, so totally ~5 hours.

To narrow it down, this is my situation:

- Started a city with only roads, houses (NMT), Canals with fish docks, storage and traders (with fix, works), basic production (gatherer, forester, hunter, etc.), RK claychain and basic barns and thats it.

- Population ~500 

- Game went fine until I added a shorehouse (cc version).

- Tried both DX9 and DX11; same crash.

- Also applied a registry cleanup as per Paeng's instructions

- Mods in order:

  • Ridiculous storage (newest)
  • Hotcrops (is for 1.06)
  • NatDiv
  • Canalfix
  • Necora patches
  • MM RC1
  • missing mods from Necora, Kid and EMBX not in MM RC1

This is the second city with MMRC1 and my mods that created this exact situation (after ~5 hours of play a crash). 

What am I not seeing...

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2 hours ago, WNovizar said:

Is this release compatible with RC1?

It should be. However, if you have built something that is "bugged" in RC1, RC2 will not fix it. You will have to delete it and then rebuild it.  If it doesn't work for you, let us know.

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1 hour ago, deddo said:

Hello Krarlyerg,

 

I don't know what goes wrong with MM RC1, however after ~ 5 hours of play I keep getting a crash (random acces violation). The 5 hours is with saves and opening them again later, so totally ~5 hours.

To narrow it down, this is my situation:

- Started a city with only roads, houses (NMT), Canals with fish docks, storage and traders (with fix, works), basic production (gatherer, forester, hunter, etc.), RK claychain and basic barns and thats it.

- Population ~500 

- Game went fine until I added a shorehouse (cc version).

- Tried both DX9 and DX11; same crash.

- Also applied a registry cleanup as per Paeng's instructions

- Mods in order:

  • Ridiculous storage (newest)
  • Hotcrops (is for 1.06)
  • NatDiv
  • Canalfix
  • Necora patches
  • MM RC1
  • missing mods from Necora, Kid and EMBX not in MM RC1

This is the second city with MMRC1 and my mods that created this exact situation (after ~5 hours of play a crash). 

What am I not seeing...

One of the reasons Kralyerg puts MegaMod together is to make sure all of those mods are working well together.  When you add other mods, there's no way to tell which mod is causing problems. I only have MM8 RC2 loaded, using a new map. When I build a CC Shorehouse, I don't experience any crashes so I'm not sure that's what is causing yours. You'll need to determine which mod is creating the issue and the only way to do that is to start with one, adding each separately. 

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Anyone having slow load for first time run?.. Everything extracted correctly, run order correct, closed, restarted, tiny footprint easy setup, and now I'm in a Loading time warp.

2018-02-26 15.15.21.jpg

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You could try changing from DX9 to DX11 or the other way. For some, DX11 doesn't work at all and for others it really speeds up loading the game.

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Were Necora's mods left out for a reason or are they in there and I haven't found them yet?                                                 

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9 hours ago, purringcat said:

Were Necora's mods left out for a reason or are they in there and I haven't found them yet?                                                 

Necora has said he will participate, but his internet takes forever to upload the files he needs to provide. Kralyerg will add his mods to MegaMod when they are received.

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It should. Let us know if you have any issues.

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Why have all the Tailor buildings (including the original SR one) been forced to create the same extended clothing line.   It's eliminated warm/winter coats and we're left being forced to use Peacoat instead.   Having different lines was great and it's a MM8 death bell for me.    I like the originality that each modder brought in with their creations and that's gone.   Along with the little blue Tailor building that I used everywhere.    This huge mod was really convenient tho and only took a minute to load.    

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@Kralyerg:D Hello Small mistakes: next to the trading: Cheers!

 

Old Town Trading Port - CC.jpg

Old Town Trading Port 1 - CC.jpg

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On 2/26/2018 at 1:16 PM, mysaun59 said:

Anyone having slow load for first time run?.. Everything extracted correctly, run order correct, closed, restarted, tiny footprint easy setup, and now I'm in a Loading time warp.

It's *possible* that sometimes, with a strange combination of Terrain and Size that the game has a hard time generating a valid terrain and just sits thinking forever.  (You didn't list which Terrain you chose)

Like, if you choose Tiny and Waterworld.  It is possible that the game generates a map that has no valid starting locations, because everything is filled with water, and there's not enough land to hold your starting houses, but it keeps trying to find a location, but just keeps looping.  Usually the only way to fix that is to quit your game and start it over and try again. 

The Tiny map size isn't as thoroughly tested as the regular larger ones, so it might be that. Possibly.

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Have bought Trading Leghorns at the Trading Post, can see them in the Town Hall, but no Pasture will take them.

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@Kralyerg:D Hello . Thank you for a quick reply - I meant it "Added Flowers to the "Collect Wild Foods" tool." - quotation

1.Errors on the bar: "Garden Workplace " - Kid X 3,  "Preservist" - Kid  x2

2.I tested "Crop Rice v1" together with the CC segments - it's OK now, because I was in trouble - the game error
I like to play with all CC segments - I have a question - is it possible to add to "Urban Windmill" [CCStacked Shops and Homes] - Rice ??? a small fix, I have "Rice Crop v1" and CCDock - {Rice Planter} - I was nice to make rice with flour - more bread? - and I really like the idea you used in the production of flour - there are different grains in "MM8RC2". I would be very happy to be able to add all the grains to "Urban Windmill" [CCStacked Shops and Homes]? I am sorry that I got a bit out of the testing topic "MM8RC2

3.I thought about adding the Fountain - with the mod Decorative Items Pack - RK, they are very nice and effective - maybe you will agree with me?

Cheers :D:$

 

Garden Workplace -Kid.jpg

Preservist.jpg

Urban Windmill.jpg

Decorative - Fountain - RK.jpg

Edited by taniu

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12 hours ago, Kralyerg said:

It's *possible* that sometimes, with a strange combination of Terrain and Size that the game has a hard time generating a valid terrain and just sits thinking forever.  (You didn't list which Terrain you chose)

Like, if you choose Tiny and Waterworld.  It is possible that the game generates a map that has no valid starting locations, because everything is filled with water, and there's not enough land to hold your starting houses, but it keeps trying to find a location, but just keeps looping.  Usually the only way to fix that is to quit your game and start it over and try again. 

The Tiny map size isn't as thoroughly tested as the regular larger ones, so it might be that. Possibly.

Quite right - thanks, Kralyerg! 

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