01-11-2017, 12:16 PM
(This post was last modified: 01-11-2017, 12:17 PM by KevinTheCynic.)
<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8298-stiles/&do=hovercard" data-mentionid="8298" href="<___base_url___>/index.php?/profile/8298-stiles/">@stiles</a> I'm sure everyone here knows it's really frustrating to play a game for hours and then one little thing happens and corrupts the save or causes CTD (or Banished's favourite Fatal Access Violation) so when testing a new mod I try to use as many different approaches for a test as I can think of. This includes deliberately doing the wrong things to try and force the mod to crash. It's a brute force approach but it sometimes reveals problems really quickly that otherwise stay hidden for many turns of normal gameplay. The information about what I did to force a crash can be important to a mod maker sometimes because it reveals a problem they didn't get when they tested the mod (because they installed and ran the mod the correct way)... and there will always be players who don't follow the instructions (or won't read the Read-Me notes) for correctly installing a mod.
I've actually been able to add a lot of Banished mods to a saved game and had the save playable for many game years. Updates to mods in use tend to be the biggest cause of problems if adding them to a saved game. When a saved game becomes too unstable I delete it and start again trying a different method.
<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> From what I see over at the WoB site in regards to the Plimoth Plantation mod, it suffers the same problem with coal & steel tools. The mod author said basically that the <abbr title="Colonial Charter">CC</abbr> mod changes flags & functions from the vanilla game and he infers that his mod was made in line with the vanilla flags & functions. He appeared confident that the inclusion of his mod into the MegaMod would address the problem (I'm assuming because authors supply their string tables to allow their mods to be incorporated into MegaMod) - however... I don't use MegaMod so that's a non-starter for me but what it does imply is that the coal problem is a compatibility issue with <abbr title="Colonial Charter">CC</abbr>'s changed fuels & materials.