<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8733-buildhappy/&do=hovercard" data-mentionid="8733" href="<___base_url___>/index.php?/profile/8733-buildhappy/">@
BuildHappy</a> I have a couple of ideas on this load order, I need to just take a minute on it, but just wanted to let you know I have seen this post. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />
Firstly, what I normally do when there is an 'unknown' crash is:
- look at the map, what new buildings are being built from the last save onwards (are you loading from the last save), and go ahead, pause all the new builds.
- have you deleted the Autosave file, sometimes they can be corrupted.
If the game runs longer than normal, then start to unpause buildings, a couple at a time and see if there is a build crash somewhere.
I found a while back, there was a build crash, took me a while to find because I had so many projects on the go.
Also:
Are you using the Pine Set and NatDiv, as a pair - as in, the Pines changes the start trees, but NatDiv adds all the start resources?
If so, I find that it's helpful to have them placed together, further up in the mod load order as they are 'heavy' in the way they alter the game start menu.
I wrote out a mod order list over here, also wrote a few tips on different mods, and why I load them the way I do:
<iframe data-embedcontent="" frameborder="0" src="<___base_url___>/index.php?/topic/1409-wrong-mod-order-crashes-all-around/&do=embed&comment=8225&embedComment=8225&embedDo=findComment"></iframe>
- Also, rather than using Minrathous mods, which were written for Banished a while ago, I now use <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>'s mod: IncreasedCC which he wrote for <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6-estherhb/&do=hovercard" data-mentionid="6" href="<___base_url___>/index.php?/profile/6-estherhb/">@
estherhb</a>
<iframe data-embedcontent="" frameborder="0" src="<___base_url___>/index.php?/topic/1229-increased-resources/&do=embed&comment=6326&embedComment=6326&embedDo=findComment"></iframe>
Wildlife v1 - can you elaborate on that one, perhaps link me to it - I wonder if that may be causing a little issue with the new Banihsed, not sure, but if it runs similar to the old DarkBiBou ToL mod, then that may be an issue. Wouldn't hurt to read the find print on it.
I'd also move Kid's mods lower than "working" mods, those that change function, storage or resources. (ie move the mining over them), make sure extra leather & increasedCC is also at the top, in the first group of mods.
I just find that having things that change the start of gameplay are at the top [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Kral explained it all in a post, and I can't find it now, sorry. [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />
---------- ~*~*~*~*~*~*~*~*~ ----------
Sooooo sorry, forgot to add: (and this is why I wanted to wait until my brain unfroze before typing, but I couldn't stop myself).
WARNING WARNING WARNING
- this post has been updated!!
When updating mod order, or adding new mods, removing mods etc - it is so important to completely EXIT Banished and let it reload.
I wouldn't risk a large *favourite, OMG_THIS_IS_MY_LIFEZ_WORKX* map when taking out one set of boosters (being the Mint's ones, for the IncCC ones), I have done so, and I didn't have a problem - the resources changed production values, but there were no crashes, but this is on you as a user - remember, backup, backup, backup. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> Test on a small map, one where you've used it, but it doesn't matter if you trash it - an older one, not a new one.
I would always backup my WinData file before proceeding, and it's great you're not like me with over 200+ mods, I've recently decided to redo them all, someone let Steam sync onto a new PC user in online mode ...
Someone shouldn't do things like that when ill. Anyways, it's a valuable lesson in backups, which thankfully I had, but I now have 2 Banished copies, my main core game and from the Steam sale, a 2nd play for beta testing mods etc, so it was a win win [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> ...
Moving back to YOUR topic Happy, lol... sorry.
Backup - copy your WinData file
Copy your Save Files
Delete the mods no longer using, add the new ones, then follow my 10 step process. I know, boring, right [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />
<p style="color:#666666;">
1) Load Banished
2) Navigate to mods screen
3) Arrange mods into required order
4) Press OK
5) Wait for game to 'enable' the new order
6) Back to main screen
7) EXIT game entirely
8) Load Banished
9) Check mod load order, make sure all is ok
10) Load a new map
<p style="color:#666666;">
If you are loading into an existing map, go through 1-9, then for 10:
10) Load existing map
11) Go to mods menu, scroll down until you find the new mod, enable it
12) Go to main menu - SAVE the map, in a new save space
13) Personal preference: I will EXIT & LOAD Banished again, just to be sure, others have said they don't need to - this comes down to personal preference. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />