World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: Artfactial on April 26, 2020, 09:30:46 AM

Title: Necora's Pine Set compatability
Post by: Artfactial on April 26, 2020, 09:30:46 AM
Hey,
so I really have been wanting to add Necora's Pine Set to my running savegame for a while.
It's got a big modlist with RK's Editor's Choice and Colonial Charter-The Journey on top.
RK's set changes some of the trees, which are wonderful.
But it does appear to cause incompatability with the Pine Set, like this:
(https://steamuserimages-a.akamaihd.net/ugc/999179942330296946/1B171FB5247D6ADAC1BE44E1A8FC30119BBF4476/)

Mainy the two types of Birches and the smaller (Maple?) trees have a different texture-map so have bark among the leaves.
Has anyone run into this or been able to use the two together?
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 26, 2020, 10:03:29 AM
that i have not seen. did you run tests with debug to be sure everything is working? and check the inventory logs?

let me see,what are you trying to accomplish or get from each mod? you can gain some but will lose some from each as well. what i have found is using flora patch brings pine items onto the maps. then need Crystal Cliffs mod to patch pine to RKEC. there is aproblem with RED's orchards with this setup.the fruit doesn't get collected. simple fix with CC. as i said you win and lose.  you give upo RED's wild animals with CC above.DS industry has a happiness and health system. this can be corrupted as well.much will depend on you goals.

mod order- new flora patch<adds the pine items to map>,Crystal Cliffs< patches so all RK starts work,this may be moved some to tweak if not using RED's starts>,Pine mod, RKEC<if want RED's wild animals> then we have to debate which starts and what main mod you want.

   i have a few patches and age mods to offset and override conflicts. to use the CC or Necora's stables to produce domestic animals,add the stables above the RKEC. there is an issue with the oats. you can use other grains to feed the Crystal Cliffs barns without the CC stable mod.

     so much of the starts is affected be it animals,grass,trees,gathering,minerals; that it really depends on what you want to have. i can even change the bison skin for the wild bison. but there is no way to get everything from every main mod. many give and takes.

    time now figuring things out saves getting crashes or problems later when you have so many years invested in playing. 
Title: Re: Necora's Pine Set compatability
Post by: Gatherer on April 26, 2020, 12:51:04 PM
I've been using the Pine Set for a long time and have never seen that. I always put it above RKEC and never use CC.
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 26, 2020, 02:55:25 PM
Ran two test
Test one- CC start conditions

Colonial charter J
RKEC
Industrial Mining
Played one year saved. reloaded started save game adjusted order an activated additional mods

New Pine flora
Maritimes pine set
Colonial charter J
RKEC
Industrial Mining
No artifacts or crash (tested Townhall)
------------------------------------------------------------------
Test 2- Start condition Farmer
RKEC
Colonial charter J
Industrial Mining
Played one year saved. reloaded started save game adjusted order an actvated aditional mods

FlaxPatch
New Pine flora
New Flora Edit
Maritimes pine set
RKEC
Colonial charter J
Industrial Mining
No artifacts or crash (Forgot to test Townhall) Most likely you'll need RKECTownhall patch.
-------------------------------------------------------------------------
Questions
   what position are you trying the pine mode at? What position do you want it in your order.?
Request:
   Could you list your mod order.
Optimism
   There is a way to have Maritimes pine below the other mods but I've not tested a pre-existing game.
Guest I'll try one out.
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 26, 2020, 03:34:32 PM
COOKIE makes a valid point. if you don't care about losing the gathering items from the map,you can add the mod below a main mod. there will be no pelts and furs,no chanettas,etc and none of the trees added to the map. you could plant the forests with the foresters. may find some other building issues like i mentioned earflier still.

   when testing the pine mod,remember there is a delay to items spawning on the map. NECORA built this in to help the balance. you weill need to run these mod orders for several years to know what does and doesn't spawn. then debug and ad many buildings to fully test.

    add a case of advil and make coffee before trying. we are not responsable for burned out brain cells.LOL
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 26, 2020, 07:41:25 PM
Adding Maritimes pine below other mods in a pre-existing game

Test 3- Start condition Lakes no dirt,Large,mild, Farmer
RKEC
Colonial charter J
Industrial Mining
Played one year saved. reloaded started save game adjusted order an actvated aditional mods

RKEC Townhall patch
One more resource // (this mod over writes Maritine Trees 6 log per tree to CC & DS amount. Not need if using Kid's tree replacer)
Maritine Trees // (you'll need this or kids tree replacer)
FlaxPatch
New Pine flora
New Flora Edit // (or New Flora)
RKEC
Colonial charter J
DSIndustrial Mining
Maritimes Pine set
No artifacts or crash (tested Townhall).

AS brads3 said there will be a delay for spawning (one or two seasons) but everything will spawn.

As an added tidbit bonus, the flax tool from New flora/edit will highlight the pelts and fur for gathering.

Hope this helps and good luck.

Edit:
The reason I use a tree replacer..
When using Maritime pines below RKEC or DSIndustrial Mining or any other major mods.
I experience a 100% crash to desktop as soon as a tree is chopped down.
With the tree replacer no CTD, also I'm able to play with any of the start conditions that comes with the major mod.
Different video cards has effects on banished. So,this may or may not work for you.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 26, 2020, 10:13:18 PM
Wow, thank you both very much!:)
-My goal is mainly to have the production and recourse buildings(don't think there is another mod that does a Maple Syrup production line).
-And of course to not ruin my savegame of 62 years where I want to at least get another 100 in.:)

So, putting it at the bottom of my load order on my RKEC scenario save game would have been fine. But I got this texture bug no matter if I put it on the bottom or top.
But I was not aware of the list of compatibility fixes and tree replacers that could help, I will try putting those in and see how it turns out.
I'll check back when I have tested around a bit and let you guys know; if this doesn't work we might have to look at my monster modlist or I might have to abandon the idea of safely adding it to my save.
Thanks again, I 'll let you know how it goes!
Title: Re: Necora's Pine Set compatability
Post by: Nilla on April 27, 2020, 12:23:53 AM
I think that also @kid1293 has a mod with maple syrup but I´m not sure and also I can´t remember which. And his mods are mostly easier to get to run with  other mods.

found it

http://worldofbanished.com/index.php?action=downloads;sa=view;down=371
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 27, 2020, 12:59:52 AM
Oh, thanks Nilla! That's good to have as a possible back up. Though I really prefer the Pine building style.

Using the load order CookieBarrel suggested and using Kid's Light tree Replacer I've narrowed the tree texture problem down to a single type of birch! This appears to be a problem with a change in leaf panes so it looks off. It is way better than before, but still is pretty noticeable sadly.
(https://lh3.googleusercontent.com/loPtn7yyOCk-NBcVWrBpiRtljdu_QPVzko7apE6ezwtKCTRV2_V8t9FXevRIRLMzwhXrVDDaKkGoPXeRGIFLM691NR8t2KoDNPA31qTweYLqoyedufAVG9WVmBzO1Cvt3D-OfiMe1rP2IWXv0mVMv6n_cUMOqp6nSQuF6CoXg7QwgIMmkfyLgW-kFNzq5viXArHdho3d0xt7WZFsJolvcbJUg-hp8OUp_PDEj8IIgv5_dr65X2tb71bD2AoOkJyvHCgPRqIm5w1j_tmUSLZW8-lqr4jlfTVcTF48_BLdGgc56j70b4do5hZuSm5ozIwI2WYiSmaS4W3X3I73IAi7KTPXKAajI9Od1JwRTsPUE0o4A-C2zcc323vQCQunfDsrd2fckiREKIzDpoSL9_eS3WSdMP0UWb_2jGytVMrQiss0ptbHEhjko1EKv_lFDqPGXbAtV1IoNFQNcX81B4cmw0JVFKBv451JYt8xFBJhNhEB0qBBxaUqISk6fBC8pQwWMFsTyASdkZ14po5VMiodxYp0V_c4hg8KA-AyOOBaJ9dH8ZH01wcbi-hpeRRwmYowU9ylThWLMjHhUStaSi9beb0VNjqK1yCTrfgkVoRFGL89YkVA2CYqciiOIStFDlCYNZm8kf0Xdvzv4Oxv5GnPIS09YtyW_83fjraxYHreS0OZZIH5tutX-AbNkLT4=w958-h528-no)
The Maritime Trees mod seems to be key in this and I had missed it earlier!
I have yet to try and see what this does on the long run.

I hadn't dared to add  Kid's Tree Replacer and DS Industrial Mining before...
But wow, what a top quality work on both.<3

Oh, and a side-note...With this load order my children appear to be getting re-labeled, this this something done by DS Mining?
I mean 'Evan has become an adult and started working as a Child.' is very historically accurate, that's for sure...:P

Edit:
adding Crystal Cliffs doesn't seem to have a visual effect.
As for debug testing and inventory logging: I'm afraid I'm not quite willing to dig that deep if not absolutely necessary.
While I use more building from CC (prefer the period buildings and economics), RKED is the main mod as I use a RK scenario and don't think it would be wise to switch that now.
Intertestingly, I haven't been able to find the exact Birch tree model that doing weird stuff on the map; non of the decorative items have it. I'll keep going for a bit but yes; brain cells are being burned.:P

Edit 2:
Alright the misshapen trees appear to be Oak trees that have Birch tree textures draped on them.
Kid's Tree Replacer light changes Oaks into Maple. Why this is showing up as Birch is...weird.

Edit 3:
To remove those artifacts I was using 2 tree replacers, Kid's and Maritime Trees (only later noticed I was supossed to use one). It's really weird to me how that fixes the problem for most trees, but the one type. Maybe there is another mod in the list which reverts the oak model back but retains the textures applied by Maritime Trees...But I don't know which would do that (tested it with both CC and RK's above).
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 27, 2020, 06:32:21 AM
you actually should have a maple sap chain in the CC mod. the orchard forests have  maple trees that give the sap. there is a sugar boiler house that makes the syrup. you can not cross mods with this chain. whatever mod produces the sap has to finish it as well.

when adding any mod to a played map,always add it to the bottom. never try to override the start settings in the middle of a game,trees, gathering , minerals,etc. i am surprised the game tried to load the different trees and had the affects to them. by adding to the bottom or the mod order,  the buildings and planting forests should have added but most of the pine mod shouldn't have even tried to load to the game. adding to an already plaed map comes with risks.

      based on you analysis of the effcts being the oak tree, you could try adding a mod above the pine that does code the oak tree. not sure what mod that might be. do you have the seasonFX mod? if it is not being used in your mod setup, i would try it. 

      you should be able to add the Maritimes fishing and dock mod without any issues and the pine mod shouldn't be needed for it to work.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 27, 2020, 07:30:26 AM
Wow...you're right. I've been out of it so long that I forgot about CC's Maple Syrup production. I'm an idiot.

I tried to load the Pine Set at the bottom with the Maritime Trees above it, just to see what it will do...And it actually works. Trees look fine now and I have access to all buildings!
So it still would be wisest not to add it at all at this point?
I do use Seasonal FX and suspected it might edit oaks, even if it doesn't say so in the description.
I've really grown to love Kid's trees during testing, but RK's are still are very pretty.
I guess I'll add some via decorating!

Alright, well I (re)learned a lot.
Thank you both for the help, sorry to bother!:)
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 27, 2020, 08:17:53 AM
Glad to hear things worked out! wait one minute
Sap, sap, is that what this was all about. Talk about barking up the wrong tree.:)

Seriously, this was a fun exercise. I was totally surprised Maritimes Pine could be added to an existing game.
Sorry about 'Evan! I was guessing at your load order.

Is this game (is or) going to be a story?
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 27, 2020, 08:27:57 AM
Gehe, well, the sap was the biggest point. The new trees and other buildings are very nice too, of course.:)
Yes, it was very interesting to see. Almost tempted to enable the Pine Set and Maritime trees now and just let it run to see how far it'll get.

And yes, it's my Coastal Connecticut map for my running village blog, currently in the year 1701.
I try to keep it as historically accurate and keep track of the genealogy of the settlers, so it's already got a lot of work into it and would be horrible if the save got corrupted prematurely.
You're welcome to check it out.:)
http://worldofbanished.com/index.php?topic=2835.0 (http://worldofbanished.com/index.php?topic=2835.0)
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 27, 2020, 09:33:18 AM
i'd make several saves but yes it should work. adding it should add the buildings and forest options. you still miss much of the pine mods gathering system,trapping, and trees that spawn to the start maps. only reason i could see that it affected the oak,is the oak has been left standard by all the other mods you are using.

   i like the options with the pine mod even when i don't use many of the buildings. the traps and nests are cleared by the laborers.htis does help give some textile and clothiing options. does give a look of bees,if you add the flora patch when you start maps, but they don't clear well.  there are 2 gathering tools for RKEC and the pine. 1 thing i have noticed is RED's orchard forests don't work with the gathering hut. easy fix by adding the CC orchard mod or in your case the CC J.

    least you have ma ny new ideas for the next map. you may want to look at adding the train mods. depending on how long or what era you plan to cover. they should add to the bottom even now. i think you'l like the DS factories. lot more work to buld but they look and match the timeframe well.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 27, 2020, 10:40:40 AM
Yeah, the Pine mod really has a lot of nifty things.:)
I'm going to give it a go. Add it and, play around a bit on a separate save(and have the originals backed up safely just in case).
I pretty much make always save in a new slot anyway.

Yeah, lots of inspiration definitely!
I already have Choo-Choo installed, but only recently saw Kid has his own train stuff. Right now, I don't know if the save will last into the 19th century, but it would be awesome.
DS's Industry Mining looks incredible, I have the old DS Blast Furnace and Town Houses C installed but added Industry Mining during the testing today and it didn't appear to break anything straight away, except for giving the children 'child' jobs.:\
There's really awesome buildings in there but not sure if I should risk adding that one too.
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 27, 2020, 01:00:30 PM
the DS shouldn't break the game. it should just add the buildable pieces and not the coding that changes happiness and education to the bannies. you might find some double icons or dots for the parts you already have installed, but it hink DS added more to his toolbars.  check the last map i did before the farm 1 i am on. i did the train from corner to corner. did a KID's and RED's railroad village and some of the DS buildings. Ds gave us some nice raised and offset track sections to work with his buidlings.

    only issue i have is the bannies will freak if the church is full. better off with no church than a full 1,they stop working. you won't have that when adding the mod mid-game. those buildings so look like they belong in the colonial time frame.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 27, 2020, 11:11:56 PM
I'll give it a shot.:)
More tests of introducing Pine Set with the Maritime Trees crash after a bit so far, so I'll probably let that be.

And yes, having not enough place to worship is very historically accurate and I have a lot of good churches to choose from.^^
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 29, 2020, 04:34:42 AM
Thanks for the link it took me right to the post with Madam Knight. I was wanting to read it but forgoten.
However, I haven't forgotten you and been spending way to much time on this. But, than again, having way to much fun. :D
Quote from: Artfactial on April 27, 2020, 11:11:56 PM
I'll give it a shot.:)
More tests of introducing Pine Set with the Maritime Trees crash after a bit so far, so I'll probably let that be.
I agree your story line is too important.
For future reference:
Maritime Pine Set doesn't have the tree animation coded and will CTD unless it's on top of the load order when starting a new game. If someone crazy like me wants RKEC above Maritime Pine Set they'll need Maritime Trees Above all tree introducing mods. I really do mean "above all".

Your suspicions towards Seasons FX are not unwarranted!
It does add new trees according to his mod description at Bandished Mods

I'm trying to replicate the graphic error and have duplicated your mod list in the chronical order in which they appeared from
Haynestown thread reply #4 & #33

So,if you don't mind, could you tell me between what mods is Seasons FX  is placed in your mod order currently?

Thank you.


   
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 29, 2020, 06:43:09 AM
Nice! I can really recommend that journal to pass the time; it's relatively short.:)

I did more testing yesterday, mainly to see if adding DS Mining and Industries would do harm.
The crashes I was experiencing with the Pine Set might have been because I was still loading the Pine Flora patch, without actually adding New Flora.
At any rate, when I removed that, I was able to let the game run with DS Mining without any crashes testing it several times with more than a year.

That modlist is very outdated, so I had to update it. I honestly don't know how some of the new ones introduced got so high near the top but am afraid to change the order now:

RKCE 2.22
CC 1.76
Banished UI: Town Names
DS Globe Theatre
DS Neurbert Smith Shop
DS Thompson Trade Merchant
Port Royal
A8MoroccanTea V1.1
EB Statues Set
DS TownHouses – Type C
DS Fulbert Wright Housing
DS Mead Brewing
DS Fulbert Wright School
DS Globe Theatre
DS Nerubert Smith Shop
DS Thompson Trade Mechants
Nomad zero Pop
DS Ale House
DS Crest blacksmith
Garden walls for 1.0.7
Kid- Gothic Deco V1.1
Kid- Medieval Grace V1.3
Kid- Rowhouses bussiness V2.3
Kid- Rowhouses Housing V2.3
Better UI: Maps
Better Rain Sound
DS Bridge Crossing
Better Stockpile Storage
Better Stockpiles
DS Bryce's Buthers
DS Chapel of St.Ernest
DS Fences and Decoration
DS Jetty & Bridges
DS Harbourough Market and Old Gramar School
DS Roads
DS Roasted Nuts
DS Small Village
DS Small Village- Homes
DS Small Village- Production
DS Small Village- Services
DS Small Village- Storage
DS Stone Bridge
DS Stone Hovel
DS TownHouses
DS Tunnels
DS Wagon Vendor
Fruits & Veg Barn
I see Fire
Pick & Hen Tavern
Plague
Seasons FX
Stynth Tower
Wonderful White House v1.1
One Year is One Year
DS Blast Furnace & Industry Mining
Sherbrook Village
Kid- Some Boats V1.0
Narrow Row Houses
EB SV Wooden Houses Addon
Kid – Colonial Housing V2.01
Kid- Colonial Recourses V2.01
ChooChoo V1.03
City Roads V2.2b
EB Stone Wall Deco Set
Warehouse Inc 2.0
Ketchup Inc. v1.1
Kid – Broadway Tower V1.1
EB Ground Irrigation System
EB Church
EB Statue Trapper
EB Monument Founding Father
EB Statues of Honour
Kid – Plimoth Plantation V1.13
NMT3.0:Rowhouses
Kid – Tree Replacer Deco (edit)
Debug Menu
Winter Citizens
NM Little Housing 2
Kid – Old Town Ports&Pirates
DS Timber Mill
Maritimes dock Set
Maritimes PEI Shore
NS Inshore Fisheries


Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 29, 2020, 06:46:47 AM
my order should be on 1st page of my map blog. i have gotten better at remembering to do those. i use seasonFX only to affect the  look of the plowed crop fields. it did conflict with the pine mod i believe and i have it adjusted so the pine isn't bothered by it. the Crystal Cliffs is needed to patch the pine and RKEC.

   the graphic issue seems to be from loading the pine midgame.some mods are very touchy bout where they load and what mods load with them. to use the Crystal Cliffs animal barns,you need the CC stable addon mod. without it you can't feed aots to the pens,other grains do work though.

   i forgot the stable mod in my current map. and i found RED's orchard forests don't work correctly. the gathering hut won't harvest the fruits.i will need to add CC orchard forests. even after all the tweaking ,i find issues now and then. but my current load order gives more start options. it is always a give and take to these mod orders.   
Title: Re: Necora's Pine Set compatability
Post by: brads3 on April 29, 2020, 06:53:04 AM
i would try the setup without the flora patch. the flora patch will work without new flora mod added,but it might have caused the conflict since you did add it mmid-game. the flora patch helps load Necora's gathering system.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 29, 2020, 06:59:46 AM
Yeah, I will try it without the Pine flora patch later on.:)
Well, with the Maritime Trees and Pine Set loaded at the bottom, the graphics bug was gone, so there still might be some hope.
I don't think Crystal Cliffs fits very well with my theme and compatibility would be kind of weird with this set up anyway...but I'll see what happens.

I use Season FX for its beautiful coloring, makes the New England autumns that bit more like the real thing (still have to add more tree variety).

Edit:
Ran the set up with Maritime Trees and Pine set and got the same crash so, while that fixes the graphics bug, it isn't a viable way of introducing the mod mid-game. At least with my mod list.;)
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 29, 2020, 10:16:16 AM
My, my, someone been busy checking their list, checking it thrice. ;D

Seasons FX appears to be in the same place for my purposes. Don't really see in anything else that should cause the glitch.

Just for giggles try Loading Maritime Trees above RKCE 2.22 but don't load The Pine set.
Maritime Trees will not overwrite vanilla drops, in other words RKCE items. but it will give you 6 logs per tree. :-X

I'm in year 15 with two different tree lodges all grown up. So back too it.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 29, 2020, 11:01:08 AM
Alright, that enticed me.:P

Running Maritime appears to run fine when at the top! I haven't given it the full year-long test, but that probably isn't necessary...?
I have fallen in love with Kid's Maples so wanted to try if only placing Kid's Tree Replacer Light on top would do the same..but the same weird Oak glitch happens, even at the bottom of the list.:S
So I guess I now have the choice of going with Maritime Trees? Thing is, while it is a more realistic and wild looking forests, I'm not sure it would be a great fit for my current Connecticut town .
I like the scale and size variety of it al, though I'm not sure how well it works with this thick density (probably due to RKEC's increased tree spawning).
(https://steamuserimages-a.akamaihd.net/ugc/1000306209427726534/2E1D9CB12069E31EC14663D376ECB6C86AC4F231/)
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 30, 2020, 01:28:42 AM
Quote from: Artfactial on April 29, 2020, 11:01:08 AM
Alright, that enticed me.:P

Running Maritime appears to run fine when at the top! I haven't given it the full year-long test, but that probably isn't necessary...?
I have fallen in love with Kid's Maples so wanted to try if only placing Kid's Tree Replacer Light on top would do the same..but the same weird Oak glitch happens, even at the bottom of the list.:S
So I guess I now have the choice of going with Maritime Trees? Thing is, while it is a more realistic and wild looking forests, I'm not sure it would be a great fit for my current Connecticut town .
I like the scale and size variety of it al, though I'm not sure how well it works with this thick density (probably due toe RKEC's increased tree spawning).

Kid - Tree Replacer Edit

Place KidTreeReplacer.pkm In lieu of Maritime Trees. This should take care of the glitch and it will run with Maritime Pine Set.

Ooh, one more thing if you build Necora's pine charcoal burner insure you place a path or road tightly around it. took me four one time to find that crash. The crash was caused by a mushroom deciding to grow at a bannie work position.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on April 30, 2020, 02:05:08 AM
Tried that with every iteration where the Light version was included just to see the difference, but for completion's sake, here's what that looks like.:)
Texture artifacting on most affected trees, but not all. This was taken with Kid's Tree Replacer at the bottom, but having it at the top doesn't seem to matter for this.
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on April 30, 2020, 10:14:36 AM
Dude, you're breaking my heart. :'(
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on May 02, 2020, 07:40:45 AM
Sorry for the double post!

After a sequence of testing there's some good news mostly bad.
'Guess will go with the bad first. After many attempts I failed to duplicate the graphic error.
My conclusion for what it's worth, this glitch is not do to any mod's, but most likely to a bad save created after banished re-evaluated/compiled the new additional mod(s).

This brings us to tree's. to keep this short I'll go directly to my recommendation with that...
When dealing with mod(s) introducing new tree. Always include these during a new game. Secondly, do not add them later in a game.

If you have any questions I'll be happy to answer them. I just didn't want to write a dissertation paper, plus I don't how too. ::)

oh..for the good news. You can achieve some nice tree blends.
Pic.. Kids tree RKEC & CC Journy
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 02, 2020, 09:29:15 AM
Hey, thanks for the extra testing!:)
Those screenshots look wonderful, I will make sure to get that in for my next game.

And yeah, I was afraid of that. Really hope I haven't seriously damaged the save somewhere, but time will tell!
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 02, 2020, 09:53:07 AM
 i started working on a mod order and explanation for you. i had 1 mod reversed in it so had to fix it. should get it the map started tomorrow. the Pine takes a few patches and i had the stable mod flipped so it caused issues when the barley was harvested.fixed and will restart.

i tried yesterday to upload the 1.04 pine hoping it might work to add to an existing map. file size wouldn't let me load it. did you try using the pine 1.05 without the flora mod? or is that when you got the graphic glitch with the trees?
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 03, 2020, 12:17:49 AM
Hey, thanks a lot.:) Don't know if the load order will help for my current game but it is very welcome for the next.^^

Yes, at first I only added 1.05 Pine Set at the bottom which resulted in the wonky trees. I don't use the New Flora mod.
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 03, 2020, 07:41:35 AM
why why? you woke up the gremlin.he has been asleep a very long time too.yes i have a gremlin who lives in my computer and like to mess with me when he wakes up.some reason he does not like us. at least, i have him trapped in a corner... for now.

     these mod orders can be tricky ,and what does work can have issues we do not see. the Crystal Cliffs mod merges the pine and RKEC.however there is an issue with grains. up til now it has been oats,now it is barley as well. we need the CC stable mod to patch that issue. i checked this. thankfully the village blogs keep notes organized. this setup worked with corn and without the CC stable mod. map played fine.until now when the gremlin woke up.

     with the stable mod above the Crystal Cliffs mod,game crashes when the barley starts to harvest. with the stable mod below but above RKEC, wild oats causes crash.apparently it only happens when you use the clear tools across it.bannies cleared somke to build and no crash happened.go figure.
   
      i'll try the stables below the RKEC.and run a few tests with the debug.
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on May 04, 2020, 02:53:15 AM
#Gremlins, it's an invasion!
Was curious about the oats and barley thing. Load Chrystal cliff. Checked somethings out.
Started a new game with (1) Pine set and (2) Chrystal cliff. Played awhile so to get some seeds to test.
Crash!!!!!. Isolated the variables. There it is. Trader Joe pulled up to the docks, Crash!!!!!

Oh well, just one more thing to track down and solve.
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 04, 2020, 03:08:48 AM
COOKIE,did you have RKEC loaded and the townhall patch? if you did not have RKEC,there is a patch for trading posts that RED made ofr the 1.07 changes. or did you find another gremlin?
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 04, 2020, 03:27:03 AM
this is what i came up with. i'll post more with the next map blog. at start-RKEC townhall patch, new flora patch,crystal cliffs,pine mod,seasonFX,RKEC,.CC stable from top down.

  this has a give and take to it. Necora's stables does not use oats. other grains can be fed to it to produce domestic animals. to use oats to get domestic animals use the CC stables. no crashes from the grain crops.the clear food tools do not work for many wild foods that were added by the pine mod.wild oats is not cleared by the food clear tool but is via the clear all with no crash.

note- this was tested using RED's pine wood start.using a medium start  setting should enhance the pine mod  functions including the gathering.
i did find that using TOM's Nodic Landscape mod gives an added food clear tool that will pick up different items than the RK food tool. be advised this mod changes the climate farther north and makes it harsher.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 04, 2020, 07:14:16 AM
Awesome!
Placing Season FX near the top is interesting.:)
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on May 04, 2020, 07:30:06 AM
Quote from: brads3 on May 04, 2020, 03:08:48 AM
COOKIE,did you have RKEC loaded and the townhall patch?
Quote from: CookieBarrel on May 04, 2020, 02:53:15 AM
Started a new game with (1) Pine set and (2) Chrystal cliff.
Quote from: brads3 on May 04, 2020, 03:08:48 AM
or did you find another gremlin?
A slimy one at that :P

Update:
Tested:Pine Set above Crystal Cliff (no other mods!)   Result: CTD yes
Tested Crystal Cliff above Pine Set   Result : CTD yes
The Patches Above Pine Set then Crystal Cliff   Result: CTD no.

These two mods left unmitigated will conflict.
Poor trader Joe does't know why his boat sinks at the docks. ???
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 05, 2020, 12:28:32 AM
Interesting that the Barley should be the problem.
I hope the Gremlins aren't causing too much of a ruckus.:P
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 05, 2020, 06:11:20 AM
i was surprised by that too. i knew it effected oats. took a little while to work out. did get the map started and have played it far enuf to know we have no crashes. 
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 05, 2020, 07:11:49 AM
Awesome:D I can't imagine the amount of work going into that, Gremlins or no.:)
I'll check out the blog later in the week!
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 05, 2020, 07:44:00 AM
wasn't that bad really. taken me too much time to get the mod order this far thou.i try not to mess with it much. wasn't sure on the placement of the stable mod so i knew which mod was the problem. lot easier than having to narrow it down. the 1st crash happened in the fall of year 1. 2nd happened in the 2nd or 3rd year. time consuming. 
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 05, 2020, 08:02:01 AM
Yeah with such situational problems, that only become harder to pin down the larger a mod list gets, having a solid list to build on helps a lot, yeah.
I used to have a pretty static mod list too; just got careless along the way and will undoubtedly pay the price further along in my save.:)
Just so many goodies all around and ideas that pop up...
Title: Re: Necora's Pine Set compatability
Post by: Kristahfer on May 05, 2020, 03:09:05 PM
@Artfactial , have you used Mod Manager (http://worldofbanished.com/index.php?topic=2602.msg54035#msg54035). It is a fantastic tool that will allow you keep a running set of modification load sets. As you make changes it will assist you in saving the changes and then quickly write the changes to the game. It is a great time saver. Moving mods is painless and very fast.
Title: Re: Necora's Pine Set compatability
Post by: Artfactial on May 05, 2020, 11:24:36 PM
Hey,
I had actually not yet switched but I probably should. Intended to in-between games.
It does sound very convenient and I don't know how I have managed to still keep using that mess of a vanilla system for so long...:P
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on May 06, 2020, 09:53:30 AM
Crystal Cliff adds barley and oats grain to the trading post for trading and to use with stable building. These grains do work.
Barley seeds from CC journey produces same barley grain.
The oats seed from CC journey produces a different oats grain and of course this grain doesn't work.

Quote from: brads3 on May 03, 2020, 07:41:35 AM
     with the stable mod above the Crystal Cliffs mod,game crashes when the barley starts to harvest. with the stable mod below but above RKEC, wild oats causes crash.apparently it only happens when you use the clear tools across it.bannies cleared somke to build and no crash happened.go figure.
@brads3
From the quote above you harvest barley. What mod does this barley seed come from?
Title: Re: Necora's Pine Set compatability
Post by: brads3 on May 06, 2020, 10:53:54 AM
the trouble was with the combined mods. the crystal cliffs has a stable that produces domesticated animals used to make several animals pens.it can be fed different grains. the pens use corn.Necora's grain coding and RKEC is different somewhere.probably CC grain is different since that i assume is what Necora used.

   when i put the CC stable mod in, i couldn't remember where it had to go in the order. i tried it above the pine group. game crashed as soon as the bannie tried to harvest the barley. moved the CC stable below the crystal cliffs mod.barley harvested. few years into the map, another crash. i worked to find the issue. when using the clear tools to send bannies collecting food, crash happened as the spawned oats was collected.

    as it is now,the CC stables is below the RKEC.grains harvest without issue. laborers can gather food with no crashes. the crystal cliffs stable uses grains except oats.to feed oats and get domestic animals,you would use the CC stable barn. i  even upgraded the crystal cliffs mod hoping the other pens would use more than corn. they do not.

     you are correct that the trade merchants can bring other grains from the crystal cliffs mod. there does show some doubvle grains to the inventory. it is not easy to see which is which in game thou.plus it is easier when you can grow the grains.if you used a CC addon to bring the grain seeds before the RKEC loaded,then yes you could do that.moving a main CC mod above the RKEC changes a lot. all RED's wild animals,the fodder,and the RED's gathering would not spawn.

    the oats and seeds are from the  RKEC.with a few others added.KID's garden grains work the same as RKEC. the oats from the KID's mods do not feed to the stables either. i thought i did have the mod order set at 1 time where the crystal cliffs stable did use RK oats,however mods have changed and been upgraded more since. it is a give and take to adding numerous mods. somethings work well ,sometimes we run into issues that aren't solvable without giving up something else.
Title: Re: Necora's Pine Set compatability
Post by: CookieBarrel on May 06, 2020, 04:05:11 PM
If your running older mod versions, I want be of much help , all my mods are of the latest. :(

From reading Necora's threads and mod descriptions. It seems she felt that the stables an pen's was op'd and to correct this
she added feeding cost and trading of grain. None of her mods adds the seeds. Apparently She intended allowance of
seeds from other mods. Since she started at Black liquid and getting the code for domesticated animals, the assumption would be
that she would code for CC seeds. Seeing that barley works but not oats, I could only speculate that the code for oats was poo pooed.

P.S.
Tested your nasty gremlins and they bite!  >:(
Hopefully, Kralyerg will update Stable soon if he does I hope he adds the pen's.
Having Stable at the bottom is best since it doesn't add oats or barley anyways.
It does however add ghost items.