World of Banished

MODS Garage => Tips and Help => Topic started by: LadyMarmalade on June 14, 2018, 02:54:09 PM

Title: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 02:54:09 PM
First I need to apologise for all the questions lately..I promise this will be the last one for a while! I feel bad continually posting my queries on here when I do nothing to contribute but I have tried to sort this one out for myself for several hours before coming back here!!

I'm very aware (now) about the importance of load order for mods and I understand the basic concept - i.e. the one at the top of the list overrides the ones underneath. I understand that sometimes you have to relinquish one item in a mod when you are playing several..because they overrride each other, like with the reeds in another post.

I have been playing with (amongst others) RK Editors Choice, New Flora, New Pine Flora, Martime Pine Set and the Flax patch for some time. I was thrilled, after lots of trials and errors to find an order where I was able to get everything to spawn :- flowers, flax, copper, grass..all the things I wanted.

I played a couple of towns and everything was going well. Then I decided to add Kids Sawmill and Chopper. I tried adding them to an existing game and everything seemed fine. I continued playing for another couple of hours and it came time to put up the town hall. I placed it and went off to another part of the map and forgot about it until I realised a while later that it wasnt being built even though I had plenty of labourers and more than enough provisions. When I clicked on it - I had a fatal exception error and crashed. Im pretty certain neither of kids mods had anything to do with it - purely coincidence. I tried just turning them off - still got the crash with the Town Hall.

Then I went back in to a previous saved game and thought  it was because I already had a TinyTown Hall placed  and it wasnt possible to have two. So I went back to before Id placed the new big town hall, deleted the Tiny one and placed the big one again.  It was fine until I clicked on it - when the same crash happened again.

I was confused..because Id been sure I'd placed a big Town Hall in the previous game without problem- but maybe I remembered wrong.

Anyhow - I spent the next several hours removing mods, changing mod orders, uninstalling and reinstalling, cleaning the registry - I even re downloaded all the mods again in case one of them had somehow become corrupted. Nothing I have tried has worked. It all comes down to the town hall.  I can play quite happily in all other respects, I can place and built other town halls from other mods (except the lighthouse one which I cant even place) but as soon as I put the big town hall down and click on it - I crash.

Does this make sense to anyone? Is it logical that the Town Hall should crash the game like this?  I just don't understand why it should just be the Town Hall that's effected and absolutely nothing else seems to be?


Title: Re: Town Hall Crash
Post by: kid1293 on June 14, 2018, 03:20:28 PM
You are talking about vanilla town hall?

The crash you describe comes from not being able to display new flags and limits.
I think someone has added a new item without adding code for vanilla buildings to handle it.
I can have missed it somewhere. I don't know from here.

Can you narrow it down further?

BTW. You can have Tiny town hall at the same time as other town halls.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 03:24:11 PM
Yes, the vanilla town hall. Although with RK Editors Choice its not 100% vanilla if you know what I mean.

What else would you need to know?
Title: Re: Town Hall Crash
Post by: kid1293 on June 14, 2018, 03:31:00 PM
I am probably not right person to ask.  :(
I hope @RedKetchup reads this and can give you advice.
I try to stay away from all these limits and flags as much as possible.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 03:34:49 PM
You and me both! Totally confusing!

Thanks for responding anyway :)
Title: Re: Town Hall Crash
Post by: brads3 on June 14, 2018, 03:36:50 PM
step 1 clear the registry and start over. 2> check the build numbers to be sure you have the newest banished 1.07 build 170910 at the bottom of the game screen.3> add the debug mod  4>leave the 2 flora mods off. mod order top down: flax patch,maritime pine mod,RK choice,add KID's mods below. 5> after reloading,use the debug to place a town hall and click on it. if it fails give us a list of mods. if it passes, try 1 flora mod at a time to narrow it down farther.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 04:04:17 PM
Thanks, Brad.

Followed your instructions and I got the crash immediately, with the two Flora mods disabled. I have a long list of mods that I used. Here they are in alphabetical order:-

BanishedUIprofessions
Bison
Busy Pastures
CCDocks
CropMushroom
Debug Menu
DecorativeItems
Dense Forests
DSAleHouse
DSChapelofErnest
DSFences
DSJettyAndBridge
DSLumberMill
DSOilMill
DSRoads
DSRoastedNuts
DSSmallVillage
DSSmallVillageHomes
EBUnifiedMod
Flaxpatch
Horses
KidGhostFlower
KidLogDepot
KidTinySeparate
KidWindSawmill
Leghorn
LivestockforTrade
Llama
MaritimesCrystalCliffs
MaritimesDecorations
MaritimesDockSet
MaritimesLogCabins
MaritimesNSInshore
MaritimesPineSet
MaritimesSherbrooke
MaritimesStorage
NewFlora
newmedievaltown
NewPineFlora
Pigs
RenewableResources
RKEditorsChoiceEdition
rowhouse
stablepopmod
StorageCrates
TinySmallBarns
XP-Schools

And I'm fully expecting you to tell me I have far too many mods and I need to do a cull...




Title: Re: Town Hall Crash
Post by: Hawk on June 14, 2018, 04:09:58 PM
Not really any help to your Town Hall problem, but I thought maybe this topic might interest you about a utility that will list your mods in the order they are set up in game.

http://worldofbanished.com/index.php?topic=790.0
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 04:17:08 PM
Thanks, Hawk. Saves alot of typing!
Title: Re: Town Hall Crash
Post by: Nilla on June 14, 2018, 05:20:22 PM
One thing rings a bell by me; RK Editors Choice includes some of Red's other mods and he also writes, that you shouldn't use them together. I would take away NewMedievalTown: He writes in this thread which mods might cause problem together with RKEd. http://worldofbanished.com/index.php?action=downloads;sa=view;down=409

And don't be afraid to ask more questions; if people are tired of it, I guess they wouldn't try to help. Personally, I find we can all learn something from other people's questions as well as from our own.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 05:44:16 PM
Thanks, @Nilla. I'll take out the NMT mod for starters!
Title: Re: Town Hall Crash
Post by: brads3 on June 14, 2018, 06:02:11 PM
NMT shouldn't cause the townhall crash. the kughthouse is touchy to place. it does need to be tight to the water but most on land. have you searched  for a spot a lot? did the game work with most of these mods before?
    no i wouldn't tell you there was too many mods. your computer would when it slows down or fails to work.we always recommend new players start with a few mods and then add to it. easier to find conflicts when you have some idea of what has been recently added.

    i take it the base mod is the RK. above this should be UI rofessions,renewable resources,busy pastures,flax and pine mod, the livestock for trade mod,the livestock additions,and seed addons.
   i have no experience with the livestock for trade ,busy pastures,or the stable pop mods.what other issues is the game having? you can try using the debug and throw all kinds of buildings on a map to see if  that helps find more errors.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 14, 2018, 06:46:30 PM
You're right. The lighthouse just needed a good place. it went down fine and no crash when clicked. I don't seem to be having any other issues. I'll keep checking in the morning - its almost 3am I need to turn the damn pc off and sleep LOL
Title: Re: Town Hall Crash
Post by: RedKetchup on June 14, 2018, 10:35:31 PM
when you 've clicked on the vanilla townhall, was it 100% built or they were still gathering the material at the footprint ?

when you added Kids Sawmill and Chopper, where in your list you placed it ? never add a mod midway in a game without placing it at the very bottom of the list because you never know wich part of the code you are changing.

so you think there is a conflict between TinyTown Hall and the real big Townhall ? did you recreated the same crash with both 2 mods ?
from which mod is this TinyTown Hall from ?
Title: Re: Town Hall Crash
Post by: galensgranny on June 15, 2018, 12:02:57 AM
You don't have too many mods for the game to handle. 

Adding items to an existing game or changing load order for an existing game will sometimes make problems.  I would first add the new mods, or do load order changes.  Then exit the game.  Then reload it and start a new game, and see how it goes.





Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 15, 2018, 04:37:24 AM
After a couple more hours fiddling around I think I've discovered what the problem is although it's very weird.

I took out all the mods except:

RK Editors Choice
Flax Patch
New Flora
New Pine Flora
Maritime Pine Set.

and had them load in that order. No crash.

In any mod order apart from this the town hall causes the crash.

The annoying and confusing thing is, in the 'no crash order' it means no flax or wild creal spawns spawns. I know I was told a while ago that it wasn't possible to have everything from all the mods spawn but I DID!  I played a few games and I did have everything spawning (except firewood) and the only thing I can think of is that in those games I never got as far as putting down a vanilla town hall.

So, as it seems its only the vanilla town hall that causes the problem, not any of the smaller mod added ones,  OR any other mod that I add, I suppose it's ok for me to continue playing and just never put down a vanilla town hall?  It can't hurt anything surely?

Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 04:42:29 AM
so MY townhall cause a crash ?
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 15, 2018, 04:46:57 AM
Its does seem that way to me but I could be mssing something.  I can lay down the footprint but as soon as I click on it I get the crash.

Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 04:55:20 AM
Quote from: LadyMarmalade on June 15, 2018, 04:46:57 AM
Its does seem that way to me but I could be mssing something.  I can lay down the footprint but as soon as I click on it I get the crash.

RK Ed beta 13 ?
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 15, 2018, 04:56:26 AM
Yes.
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:02:01 AM
strange, i just replaced my .pkm that i was working on... by the beta 13 that i zipped before uplading...

and it is fine.

can you try to do it with ONLY RK Ed beta 13 ?
and if ok... do it again with + one mod at the time in that mini list ?


Flax Patch
New Flora
New Pine Flora
Maritime Pine Set.
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 15, 2018, 05:12:08 AM
Will do. I'll be back shortly!
Title: Re: Town Hall Crash
Post by: Discrepancy on June 15, 2018, 05:14:23 AM
I would guess it would be something to do with maritimes pine set, as that is the only one calling up the townhall UI code.


And I would guess it would be to do with the BuildUI - if your townhall @RedKetchup has more than 3 build materials Necora's mod would be still calling old 3 build material "Dialog/Build.rsc:build"
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:15:43 AM
Quote from: Discrepancy on June 15, 2018, 05:14:23 AM
I would guess it would be something to do with maritimes pine set, as that is the only one calling up the townhall UI code.


And I would guess it would be to do with the BuildUI - if your townhall @RedKetchup has more than 3 build materials Necora's mod would be still calling old 3 build material "Dialog/Build.rsc:build"


maritime pine set is what i think too
Title: Re: Town Hall Crash
Post by: brads3 on June 15, 2018, 05:22:20 AM
GM,maybe sleep helped.which flax patch do you have? there was secific patches for the new flora.why do you have 2 flora mods? if you have to have the RK above those mods,the goodies of the flora and pine aren't fully working in game. by the way the pine and RK do work together ;)
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:23:24 AM
Quote from: RedKetchup on June 15, 2018, 05:15:43 AM
Quote from: Discrepancy on June 15, 2018, 05:14:23 AM
I would guess it would be something to do with maritimes pine set, as that is the only one calling up the townhall UI code.


And I would guess it would be to do with the BuildUI - if your townhall @RedKetchup has more than 3 build materials Necora's mod would be still calling old 3 build material "Dialog/Build.rsc:build"


maritime pine set is what i think too


yup it crash, but, only if you did put the maritime pine set on top of the list, before my RK Ed !!
if maritime is below RK Ed there is no crash
Title: Re: Town Hall Crash
Post by: brads3 on June 15, 2018, 05:29:19 AM
RED is that with the UI professions? i have the pine and RK but not the UI addon.

Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:30:27 AM
did Necora made a new townhall in this mod ? if not... why it does calling the townhall ?
too bad, Necora never shared his code in The Laboratory :(

so i can not release a Maritimes Pine set fix without the townhall files included by error
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:32:01 AM
Quote from: brads3 on June 15, 2018, 05:29:19 AM
RED is that with the UI professions? i have the pine and RK but not the UI addon.

dont you have an old RK Ed beta ? cause since beta 12c + dont have any profession UI
maritime pine set 1.05 on top of rk ed beta 13 = crash
Title: Re: Town Hall Crash
Post by: brads3 on June 15, 2018, 05:35:52 AM
no i still have the 12C. why woud that cause a crash?
Title: Re: Town Hall Crash
Post by: brads3 on June 15, 2018, 05:38:14 AM
i did find NECORA's notes. the order should be flax,new pine flora,new flora,then pine mod
Title: Re: Town Hall Crash
Post by: embx61 on June 15, 2018, 05:39:52 AM
According to the download info from Necora, the Pine set 1.05 contains a Town hall.
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:46:07 AM
Quote from: embx61 on June 15, 2018, 05:39:52 AM
According to the download info from Necora, the Pine set 1.05 contains a Town hall.

a new custom townhall ?


@brads3

maybe cause in 12c ... i wasnt calling a full read of the townhall, only independant pieces, paragraphs, only the one i modified :
      "Template/TownHall.rsc:toolbar",
      "Template/TownHall.rsc:immigration",
      "Template/TownHall.rsc:map",
      "Template/TownHall.rsc:decal",
      "Template/TownHall.rsc:picking",
      "Template/TownHall.rsc:model",
      "Template/TownHall.rsc:highlight",
      "Template/TownHall.rsc:interact",
      "Template/TownHall.rsc:build",
      "Template/TownHall.rsc:ui",

it was done like this because some people asked me to let them put a special "upgrade" button on vanilla buildings. like CC for example, add some upgrade versions on certain buildings for more capacities... for example
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 15, 2018, 05:47:36 AM
@brads3 - I have both Flora mods because thats what was recommended in the thread, I thought that was correct?

@RedKetchup - Ok I tried various mods and orders.  When placing vanilla Town Hall

1.  RK Editors Choice only - No crashes
2.  RK Editors choice plus New Flora - No crashes, either order
3.  RK editors Choice, New Flora and New Pine Flora - No crashes, any order
4.  RK Editors Choice, New Flora, NewPineFlora, Flax Patch - Crashes unless RK Editors Choice loads first.
5.  RK Editors Choice, New Flora, NewPineFlora, Flax Patch and Martime Pine Set - When RK Editors choice loads last it crashes - When loaded first - no crashes.

(Which brings me to the same conclusion - if I want to play with everything (except the firewood) spawning I just need to play without a vanilla Town Hall.)
Title: Re: Town Hall Crash
Post by: embx61 on June 15, 2018, 05:48:08 AM
Yes a custom Town hall with some F key variants according to his notes.
Title: Re: Town Hall Crash
Post by: RedKetchup on June 15, 2018, 05:51:47 AM
Quote from: LadyMarmalade on June 15, 2018, 05:47:36 AM
4.  RK Editors Choice, New Flora, NewPineFlora, Flax Patch - Crashes unless RK Editors Choice loads first.
5.  RK Editors Choice, New Flora, NewPineFlora, Flax Patch and Martime Pine Set - When RK Editors choice loads last it crashes - When loaded first - no crashes.


Quote from: embx61 on June 15, 2018, 05:48:08 AM
Yes a custom Town hall with some F key variants according to his notes.

so his Flax Patch and Martime Pine Set have (bad?) non compatible files
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 16, 2018, 01:34:40 AM
I guess that means I'll just keep playing without a vanilla Town Hall then :)
Title: Re: Town Hall Crash
Post by: Gatherer on June 16, 2018, 02:26:45 AM
My personal favourite is Kid's free-standing rowhouse town hall. It comes with four different roof textures and also has a minimize button.
Title: Re: Town Hall Crash
Post by: Nilla on June 16, 2018, 03:40:13 AM
I agree with you @Gatherer, they are nice and the cute tiny townhall as well. And I love the lighthouse town hall. It's a bit more expensive to build but very nice and impressive. The Nordic townhall is also a favourite, but I don't think it exist as separate mod. So if it's only the vanilla Townhall that makes problem, I don't understand ,why you insist in wanting to build it @LadyMarmalade. ;)
Title: Re: Town Hall Crash
Post by: LadyMarmalade on June 16, 2018, 05:01:29 AM
Very true, Nilla and Gatherer. There are several nice Town Hall alternatives. I think I'm just old and set in my ways - I need to break the habit!! 
Title: Re: Town Hall Crash
Post by: brads3 on June 16, 2018, 08:17:55 AM
GM,i agree if it was just the townhall.  accotding to the mod order attempts,more is wrong. the RK should be below all those others.based on the mod order she lists, more of those mods aren't being loaded. i am surprised it isn't crashing more than it is.

Quote from: brads3 on June 15, 2018, 05:38:14 AM
i did find NECORA's notes. the order should be flax,new pine flora,new flora,then pine mod

if that won't work, then i think it is a conflict in the spawning of items. RED did have me run some tests yeterday. i have the 12C RK but not the flora addons. i too can not build the main  townhall. i also can not build the main TP.always thought it was a conflict with the NORTH. i can however buid the nordic TP or any other.