MegaMod 8 RC1 Discussion / Bug Reports
#31

Quote:
1 hour ago, DuoHiro said:




Don’t know what caused it but when I put the MegaMod on my computer and started a game it wouldn’t load. Just had a black screen for like 10 minutes. 




MegaMod is HUGE. Depending on your machine, the loading time might feel like nothing is going on or you computer crashed, while it's actually working on loading up the mod. Switching* from DirectX9 to DirectX11 might help with the slow loading time, but some people seem to have random crashes with it.




My desktop takes about 4 minutes of blackscreen, my laptop recently went from 10ish minutes down to 6-7 as I added more RAM. (I stick to DirectX9 myself, as I have had a couple crashes with no reasonnable explanation when using 11)




 




Keep CTRL pressed while starting the game, it'll bring up the options window before the game really starts. That lets you make the change between DirectX versions without the need to wait through the long blackscreen.


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#32

if you can, go alt tab during that blackscreen it can speed up the process by 100X faster.

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#33

To run Banished from a SSD does help with loading time.

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#34


a SSD is a bit faster than an hard drive but it isnt that much.




have you tried the alt tab 1-2 sec ?


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#35

Clicking the "Build your own Canal" tab in the decorations section causes a crash

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#36


Hi! This is what happens when im trying to install the megamod, what am i doing wrong?



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<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2018_02/b72c61e443c74fb16cd8ec0e4f49e288.png.693a24957b0d1eb4734ef36875623a03.png" data-fileid="2944">[img]<fileStore.core_Attachment>/monthly_2018_02/b72c61e443c74fb16cd8ec0e4f49e288.png.693a24957b0d1eb4734ef36875623a03.png[/img]</a><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2018_02/f1a4f59796b62ed9eb8a8fbf20f98f48.png.486c58bf36dc72003f20f75caf5e20cb.png" data-fileid="2945">[img]<fileStore.core_Attachment>/monthly_2018_02/f1a4f59796b62ed9eb8a8fbf20f98f48.thumb.png.b71d0a07de7e7b45af5d9c8505587258.png[/img]</a>




 


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#37


Mods turn red because they affect the same code; not because they're incompatible. You're good to go [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



 


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#38

I'm running into the flower apocalypse. They grow too much. They take up space when edibles, trees, etc. are removed and my forests are steadily thinning out. Is this a Megamod issue or intended behaviour?

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#39


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/25294-talore/&do=hovercard" data-mentionid="25294" href="<___base_url___>/index.php?/profile/25294-talore/">@Talore</a> Red Ketchup who created the flowers and Kralyerg who puts together MM8 and working on code as I write this that will reduce the size and spawn rate of the flowers.  [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



 


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