1.72 bugs
#1


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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#2


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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#3


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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#4

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 <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/7433-calli74/&do=hovercard" data-mentionid="7433" href="<___base_url___>/index.php?/profile/7433-calli74/">@calli74</a> [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />  I will have to do that next time.  I also use the "Dock Wood Finder", a log gatherer (fetcher) from the <abbr title="MegaMod">MM</abbr> 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. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />
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#5


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 [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



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 <abbr title="New Medieval Town">NMT</abbr> 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.


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#6


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, <abbr title="Colonial Charter">CC</abbr> 1.72, <abbr title="MegaMod">MM</abbr> 0.07 and <abbr title="MegaMod">MM</abbr> 0.07 Deco Pack loaded in that order.




 


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#7

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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#8

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. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> 

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#9


It's strange. It works fine for me.




[Image: 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 <abbr title="Colonial Charter">CC</abbr> is above <abbr title="MegaMod">MM</abbr>, it doesn't matter what <abbr title="MegaMod">MM</abbr> thinks about Furnace Fuel because it's being overwritten.  That leave <abbr title="Colonial Charter">CC</abbr> as the likely culprit, but I can't find anything wrong. [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />

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#10


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




 



<a class="ipsAttachLink" href="//blackliquidsoftware.com/applications/core/interface/file/attachment.php?id=1451">Sorted List of Banished mods.txt</a>
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