World of Banished

Conversations => General Discussion => Topic started by: KatD on March 19, 2018, 03:56:08 PM

Title: Crash problem when Trader boat arrives
Post by: KatD on March 19, 2018, 03:56:08 PM
So, been playing fine last couple of months, today each time the trader arrives the game crashes; bigger problem, it now arrives on an auto save, so now it crashes as soon as it restarts.

Error is something like Access Violation 64.dll ... I have tried a few things to no avail. Including removing all mods, regedit suggestions etc.  Any help would be greatly received.
Title: Re: Crash problem when Trader boat arrives
Post by: Gatherer on March 19, 2018, 03:59:46 PM
Vanilla trading post?
Title: Re: Crash problem when Trader boat arrives
Post by: brads3 on March 19, 2018, 04:13:39 PM
did you add RED's trading fix mod?
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 19, 2018, 04:52:07 PM
Quotebigger problem, it now arrives on an auto save, so now it crashes as soon as it restarts.

When you start Banished again, do not load the auto saved game.  You might need to start a new game.

Title: Re: Crash problem when Trader boat arrives
Post by: irrelevant on March 19, 2018, 06:14:30 PM
Did you add any mods after you already were playing? This is dangerous....
Title: Re: Crash problem when Trader boat arrives
Post by: Nilla on March 19, 2018, 06:40:01 PM
I have had crashes, when boats arrive, too. It has something to do with different mods using these different "flags". I guess you are using some mods, that are not compatible; maybe even some older mods made for earlier versions of Banished.

The advice from @brads3 is good, worth a try. Otherwise, try to find out which mods don't work together. Worse case, start a new game and (if you have the 1,0,7 version of Banished) download mods new from this page's 1,0,7 download section. And with some precaution, it's not that dangerous to add mods or change mod orders in an existing game. But you have to set the new modorder, start the game and then leave Banished and restart before you start to play, otherwise you will get a crash  (maybe you already know)
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 19, 2018, 10:00:07 PM
I just had a trading post crash, at least I think that is why my game just crashed.  I was building Red's Choice trading post and clicked on it to see the progress.   I see in my mod list I forgot to disable New Vanilla Trading Post patch, which Red's post for his Choice version 11 mod says one should do.  I hope that will solve my problem.
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 20, 2018, 01:36:26 AM
Thanks for your input everyone...

@gathererer  Yes it is a vanilla trade post.

@brads3 I didn't know there was a RED trade fix mod; I am all kinda new; I have only just started adding mods.

@galensgranny Start a new map :(  That make me kinda sad, I have been working on this map for quite a while an built up a good working little system. Also, how do I disable vanilla items?

@irrelevant  I did actually go add mods during game play as I realised it was wasn't adding them each time I restarted the map; it has done that for the last week or so and haven't had a problem doing that before. Maybe new mod I have added?

@Nilla How do I check if I have older mods running?
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 20, 2018, 01:52:32 AM
@galensgranny  meant to say... it is when I click on it also, that is how it started off; just unfortunate I got it stuck on a autosave after a few times.
Title: Re: Crash problem when Trader boat arrives
Post by: Gatherer on March 20, 2018, 01:57:59 AM
@KatD


Try this - > http://worldofbanished.com/index.php?action=downloads;sa=view;down=14 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=14)
Title: Re: Crash problem when Trader boat arrives
Post by: Nilla on March 20, 2018, 02:11:01 AM
Quote from: KatD on March 20, 2018, 01:36:26 AM
@Nilla How do I check if I have older mods running?

That's a tricky thing. Some mods are easy. The text in the mod menu, tells the Banished version in which it was made. If there aren't such text, I think it's quite impossible to know, especially if you've downloaded them from different pages (Steam I don't know, I don't use it). The date it was added to the page might be of some help, I would be careful with mods older than 1 year or so. As I wanted to post this, I just saw @gathererer´s suggestion. It's an older mod but I think, in this case you can try this anyway. (even if mods made today includes this and adding it a second time might add trouble)  :-\

It's generally a tricky thing, to find out which mod might cause the trouble. Experience and a feeling for how the mods work/work together is importand. As a new mod user,  I suggest that you publish your mod list here. There are some experts, that might help you to identify the "bad boy". But of cause, if you've added mods along the way, I would start to take away the latest and see what happens. (might also cause trouble, if you for excample has buildings from this mod, they need to be demolished first) Or go back to an earlier save.
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 20, 2018, 08:28:03 AM
@KatD , instead of starting a new game, try destroying that trade port without clicking on it.  Then see if all is ok.   

What I always do when I start a new game is to save it rather soon after I did a few things, and then save it every so often without over writing previous saves.  Then is some weird thing happens, or I mess up, I can go back to a previous save.

You cannot disable the vanilla items that come with the game.

Regarding old mods, I have many and there is not a problem, but I suppose there could be with some.  It is possible that there was some weird glitch that caused your trading post problem.

Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 20, 2018, 08:28:58 AM
Quote from: Gatherer on March 20, 2018, 01:57:59 AM
@KatD


Try this - > http://worldofbanished.com/index.php?action=downloads;sa=view;down=14 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=14)

That seemed like it might be good, but that mod has been deleted.
Title: Re: Crash problem when Trader boat arrives
Post by: brads3 on March 20, 2018, 08:52:19 AM
now everyone is confused. is the crash when a boat arrives or is it when you click on the trading post?
     GRANNY says we aren't suppose to have the trade fix enabled. now you tell us.i did see an error last game when i clicked on the TP,but blamed it on my mod order.i did do some tests with the RK 10,after adjusting mod order.fixed my error even with the trade fix still enabled. i thought the trade fix was to deal with conflicts of merchants bringing items still tagged with the older flags.or older modded TP's that could bring both new and older flagged items.out of habit i left the fix on.if RED wrote this in the coding of the CHOICE mod, then there should not be a boat errror.   
     the debate over adding mods into a game is case by case.there are mods that can be added without issue. this depends on how much the mod does.the risk is you might not see the issue until way later in your game. not fun to find 2 or 3 days later.
    mod order is very critical.there is a lot of give and take. you add from mod B but take away from mod A.much of the good and bad is player preference. i might like A above B and the changes it makes,someone else will like C above or in the middle of the 2.there are general guidelines to this though. i will leave you a link.

       KAT whcih update version of RK CHOICE are you using? you can build the canal trade post and keep playing.if you have a modded trading post already enabled,you can try that also.that may salvage your game.

tips links: mod order
http://worldofbanished.com/index.php?topic=1790.0

adding 1.06 mods:
http://worldofbanished.com/index.php?topic=2095.0
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 20, 2018, 11:13:18 AM
Lots of great info from all, many many thanks.

So update....

I couldn't get my original game to load past the autosave crash, not long enough to delete the trading post.

So, I removed all mods from the game folder and deleted all my previously saved games.

Started a new game.
I set it back to my original set of mods (from Steam) and I was using a vanilla Trading Post.
I have worked on it all day (pretty much, thank goodness my day off work) to get it to a point where it was running as before.

3 hours in and all good, then out of the blue the trade boat arrives and the crash happened again, same error... note: the trade boat has been coming and going for a while before this.

I restarted the game and an hour in... crash again... when the trade boat arrived... I realised that I was building and placing objects at the time... so I restart, and watched out for the trade boat make a point of not building when I see it arrive and it docks fine.... then as I click on the trade point, it crashes same error.

At least I can keep opening this game (so far). I will delete the trade point see if that helps; do you suggest I download the trade fix??

http://worldofbanished.com/index.php?action=downloads;sa=view;down=14

@brads3  I do not know what RK CHOICE is, sorry.

I would really like to add a few more mods...horses & pigs so all your help is greatly appreciated.

Title: Re: Crash problem when Trader boat arrives
Post by: RedKetchup on March 20, 2018, 12:49:49 PM
euh what is that trader fix mod ? thats very very old, it was to fix a bug with 1.0.4 where the window wasnt expanding enough to be able to show all our 10,000 new resources back in the day!!


this is the real one which i included in RK Ed: http://worldofbanished.com/index.php?action=downloads;sa=view;down=280 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=280)
Title: Re: Crash problem when Trader boat arrives
Post by: brads3 on March 20, 2018, 01:00:47 PM
that be the 1,RED.with that at the top of mod order,i have not seern a boat error.KAT what banished build are you using? at the bottom it should say version 1.07 build 107910. if so then what are your 5 topmost mods?
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 20, 2018, 09:14:45 PM
For @KatD , who did not add Red's Editor's choice mod, but just a few other mods, I think adding the New Vanilla TradingPost for 107 mod at http://worldofbanished.com/index.php?action=downloads;sa=view;down=280 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=280) would be a thing to do.  And put it at the top of the mod list as it's instructions say.

From past posts of Kat, it is likely she added Kid's Bakery and Garden mod, Kid's Animal Shed SA 2, and Kid's Workplace V1.6 mod.  Since some of those add some food items not in the original Banished game, I wonder if that is why the vanilla trading post crashes when the New Vanilla TradingPost for 107 mod has not been added.

So I suggest trying adding the New Vanilla TradingPost mod, then start a new game and see if that fixes the problem.

For me, with Red's Editor's Choice 11 installed, but not towards the top since I was doing some different combination of mods and start conditions, sort of like how Brad has been experimenting, I still get the Red's Editor's Choice trading post crash if I click on it.  So now, I will try enabling the New Vanilla TradingPost for 107 and put it at the top of the mod list, even though Red said he included it in Editor's Choice, and I will see what happens.

However, when using Embx's trading post included in his EB Unified Mod, I never get a crash and it is bringing items such as copper that is needed in Red's Editor's Choice even though EB made his mod before Red's made his mod.  So for some reason, even when having a mix of advanced mods that change starting conditions as I have (Editor's Choice, Necora's Pine mod, Multiple Starts by Tikaszar (from some other mod site), some CC stand alone mods), Embx's trading post never crashes.
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 21, 2018, 02:56:28 AM
@RedKetchup thank you for the link.

@brads3  I am running 10.7 170910 and my top 5 mods are green and are: Tighter Roads. 1:1 aging. All Mining. Banished UI:Mod and More Terrain.
I have a few red at the bottom, but regardless of which I remove they all stay red so I just remove them so they don't load.

@galengranny I didn't add Kids Bakery etc as I wasn't sure how to add them. When I did work it out I added just horses and pigs.... as they are a trade do you think they caused the issue? I didn't get a chance to add them to the game as the Trader never brought me any. I did remove them and the problem continued.

I have tried removing all mods and it continued to crash.

I will give EB Unified Mod a go and if that doesn't work continues I think I will just give it up and move on to a different game for a while.

Thanks everyone.
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 21, 2018, 04:31:19 AM
@KatD ,  mods showing up in a red color in the list of mods does not mean there is a problem or conflict.   It might have in the past, or maybe on occasion it might now, but basically, ignore that.  Most of my mods are showing in red and they are fine together.  Why most mods now are showing in red is because the modders have been sharing some files to get some coordination between mods, or some other reason.  But the game program turns them red as if there might be a conflict when there is not.  So, just ignore the red color in the mod list.

I tried that tighter roads mod a long while ago and there was some sort of problem that I can't remember, but I took it out.  Maybe try not adding it back when you add mods back again. 

Are you clear now on how to add mods when downloading the files (not counting subscribing to mods from Steam)?  Just in case , since you use steam, you put the mod file in the windata folder on your main drive, which is probably C.   (Steam/steamapps/common/Banished/Windata).  What gets put into the windata folder is a file with the extension pkm.  So if you made a house mod, it would be katdhouse.pkm.  Some modders might have other files in a zipped large file, but just put in the pkm file. Maybe you know all this now, but I wasn't sure.

What I have learned is that even when we remove mods from windata folder, the computer still acts like it is there, by keeping in a list for Banished in the computer's registry.  I learned how to clean out the Banished section of the computer's registry to take out mods that are listed there that I no longer have in my Banished Windata folder.  Then Banished runs smoother for me and does  not take as long to load.  If you clean out the Banished section of the registry, then restart the computer, that might possibly fix your problem.

I think adding Embx's unified mod will be good.  His trading posts never give any problems.  Kid made some trading posts too which never gave a problem.  I am not sure his will have horses from the traders since the horses are some new thing.   The vanilla trading post is not needed if you have another one.
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 21, 2018, 04:54:45 AM
Regarding the horses and pigs, since they were added by modders, maybe the vanilla trading post doesn't like them in the game.  I don't know for sure.  I haven't used the vanilla trading post in a long time, not since Embx made a new one that looks nicer to me.   I also use Kid's mini trading posts with one just for seeds and one just for the vanilla animals.

It seems nice in a way to have horses in Banished, but they will just wind up being used to eat and for leather, basically being like a disguised cow from the vanilla game.
Title: Re: Crash problem when Trader boat arrives
Post by: brads3 on March 21, 2018, 06:33:25 AM
KAT,since you don't have the RK EC.mod try the compatability 1.07 from CC. some of the trade animal mods might not be updated to 1.07.that could be causing the trade boat crash.that is if the trading mod doesn't solve the issue. do not use the compatability mod with the RK,though. that will add blank tags to the inventory.

    GRANNY,are you using the pine above the RK? i only saw a error when i had the north above the RK.testing without the north,the trading post would place and i could click on it. have you had luck with the multiple start mod? i tried it and threw it out. crop field outputs varied to much.
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 21, 2018, 08:28:36 AM
@brads3 , at first I did have the Pine mod above Red's Editor's Choice.  Now it is below.  I have not gotten to build the RK EC trading post yet in my new game, but will do so and see how it goes.

I am now playing the Medium Exodus from the Multiple Start mod, which starts with 30 families.  It is hard to get enough food so soon in the game for so many people, but it is fun and different.  I have some crops, but have no idea if the output is different from usual.  I had to have it above RK EC in order to get that particular start.

Title: Re: Crash problem when Trader boat arrives
Post by: elemental on March 23, 2018, 01:06:32 AM
The EB Unified Mod makes my game when I build EB's trade ports. It's the same problem with the game crashing when a  boat arrives. Other trade ports from other mods work fine. The most recent UM was released before 1.07 was finalised so that might have something to do with it. I don't know if EB is ever coming back to Banished. Has anyone heard from him?
Title: Re: Crash problem when Trader boat arrives
Post by: RedKetchup on March 23, 2018, 01:37:35 AM
Quote from: elemental on March 23, 2018, 01:06:32 AM
I don't know if EB is ever coming back to Banished. Has anyone heard from him?

nobody did :( i sent email a month just to know if he is fine.... and never got answer :(
Title: Re: Crash problem when Trader boat arrives
Post by: galensgranny on March 23, 2018, 02:55:00 AM
Quote from: elemental on March 23, 2018, 01:06:32 AM
The EB Unified Mod makes my game when I build EB's trade ports. It's the same problem with the game crashing when a  boat arrives. Other trade ports from other mods work fine. The most recent UM was released before 1.07 was finalised so that might have something to do with it. I don't know if EB is ever coming back to Banished. Has anyone heard from him?

How strange that EB's trade ports from his unified mod work fine in my game, but not yours.  Must have something to do with different mods we have and their load order.  It's a good thing there are many trade ports from various modders so we can all find one that works in our games.
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 23, 2018, 04:54:53 AM
@brads3  @galensgranny @RedKetchup

Thank you everyone, I delete the vanilla trade point and now have KID mini trader and it worked fine! 5 hours gameplay and all well... I got brave and added the pigs and horses I wanted, along with KID mini houses and few other mods for greenhouses.  I did hold my breath as I was told not adding mods into a running game (ek sorry) But all is well...

Only thing I seem to have now, I am in 25 years, 116 population, storage full of meat and herbs and peeps are starving... is it a thing when the game gets to a certain age, as I have noticed this in my other worlds.... also leave it running for a hour came back everyone dead (I know they watch for when I leave and think, lets screw with her).... this is before I started adding mods.

Oh I had ducks too but they flew away... not funny.
Title: Re: Crash problem when Trader boat arrives
Post by: Nilla on March 23, 2018, 06:32:40 AM
Quote from: KatD on March 23, 2018, 04:54:53 AM
@brads3  @galensgranny @RedKetchup
Only thing I seem to have now, I am in 25 years, 116 population, storage full of meat and herbs and peeps are starving... is it a thing when the game gets to a certain age, as I have noticed this in my other worlds.... also leave it running for a hour came back everyone dead (I know they watch for when I leave and think, lets screw with her).... this is before I started adding mods.

Can you explain this more; do you mean, that you have food in your stores and people still starve or do you mean, that you have (what you think) a lot of food, then suddenly is everything gone and people starve?

If it's the first, I can't really help you, there must be some kind of bug or you have built your settlement in a way, that some people can't reach the storage where the food is.

If it's the second, it can be a common mistake, more or less every beginner must learn how to handle. The population and the demand for food increases more than your food production. You must always be a bit ahead with your food production. There are two ways to check, that you're on the right track; If you store as much food as your Bannis need one year, you are safe. One Banni eat about 100 food each year, so for a population of 100, the food storage should be 10 000. You can also look at the menus from the town hall, there is one called "production" where you can see, how much of every category you have produced the last year and how much of each your Banished have used. To be safe your production should always be a little higher than the consummation. You can also look at the food graph, in the town hall. Your game is safe, if it grows all the time.

I'll show you the menus from my last game. I admit I have too much food (that's an illness of mine) 73 000 for 368 Bannis, too much, 36 800 would be enough. The graph look as it should; increasing all the time. The marked line in the production menu shows that I produced 52644 and used 47561 food last year. It's a healthy settlement.
Title: Re: Crash problem when Trader boat arrives
Post by: KatD on March 24, 2018, 03:18:39 PM
@Nilla  Thanks for that Nilla, you were right, not enough food for 100pop