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Strange Problem with RKEditor Choice & Barns/Markets

Started by phyllida, February 09, 2019, 02:54:29 PM

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brads3

give us a pic of your full inventory,please.  and a full mod order also.

phyllida

Quote from: brads3 on February 10, 2019, 05:19:11 PM
give us a pic of your full inventory,please.  and a full mod order also.

Not sure what you mean by full inventory?
Mod order is
RKEDitorchoice
MM8 (all 3 files)

RedKetchup

this is a strange bug that i am almost sure thats a pathing issue somewhere from the conflict rkec/mm.
i suggest when you see them, destroy and rebuild. not much we can do.
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phyllida

Quote from: RedKetchup on February 11, 2019, 07:50:09 AM
this is a strange bug that i am almost sure thats a pathing issue somewhere from the conflict rkec/mm.
i suggest when you see them, destroy and rebuild. not much we can do.
I'll try that then RK. Will keep you posted

brads3

i can add to this problem.mod order of small mods can have some weird effects.

     i had a EB farmer market that would not function. in testing, i found the issue had affected another market and all bannies.none of them can carry firewood. they can cut it and pick it, up.but instantly drop it. the only time they move the firewood is when they go home to eat or get warm.as soon as they go back to work,they drop it.vendors do the same thing with their wheel barrows.not sure if any bannie can carry anything.

     i ran some debug tests and narrowed it down to EB's production set being moved in mod order. these markets worked in prior games. the fuel market was working until the EB farm market was built.i have moved the EB production set mod below all other EB mods.