Author Topic: Load order master list?  (Read 233 times)

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Online brads3

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Re: Load order master list?
« Reply #15 on: August 04, 2018, 02:03:59 PM »
save points help if you can narrow down what caused the crash. then don't build that building and make notes so you fix it between games.

    i have an issue now with the domestic animals. adjusted mods and when i built it and turned it on.i did save the game.need to figure out why it is happening though.some issues won't cause crashes. you will have buildings that won't let the worker store a material item. such as i have a odd honey issue now. some buildings will use it and some will not. the worker gets stuck in a loop,where he walks back and forth carrying the honey but doesn't do anything with it.disable the building and make notes for the next game.

    if you have weird crashes for no apparent reason.you may want to add RED's NewLimitVanillaTP fix. that can help fix errors caused by 1.06 mod trading post merchants.

Offline Nilla

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Re: Load order master list?
« Reply #16 on: August 06, 2018, 01:44:21 AM »
I am a totally different player than @brads3 and some other players. I always start games with a few  (1-10) mods. If I miss something, I add some mods during the game. If there are some problems, they are shown fast. I keep the saves, so it's always possible to go back. I like different games and to really test new mods, so this way suits me. And I seldom have problems.

I use some simple rules, where to add the mods in the load order. Green mods at the bottom, If I have another mod ftom the same modder and there's no recommended order, I put a newer mod above an older. If I have no mod from this modder before, I usually put it low on the list.