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Author Topic: Need help figuring why my mod is crashing (Answr: NO_EAT on some civs makes CTD)  (Read 3788 times)

squamous

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Re: Need help figuring why my mod is crashing
« Reply #15 on: March 12, 2020, 05:58:02 pm »

World Gen Crashes that ive noticed have a few new issues that arised.. Which requires a lot of testing.


- DARK FORTRESS civs cannot have defined positions currently due to Randomised possible conflicts per World Generation.
- NO_EAT in creatures raw seems to cause a crash for FOREST RETREAT civs, which I had to remove that from 1 of my civs.
    -  ^ Not sure if this issue could also be with NO_DRINK or any others.
- Multiple Responsibilities, meaning having 2 or more positions defining certain responsibilities, have a tendency to cause crashes for FORTRESS and TOWN/HAMLET civs.


^ that's mostly what ive learned from trying to update my mod.
Ha, yeah, No_Eat. That was the tag I missed testing last night. Generating Gigants just fine now.
What a great forum.

Oh wow really? That's insanely annoying. Oh well
Not sure what about no_eat it doesn't like though. It seems to work in vanilla on elves and dwarves.

--edit

No, wait put them in the entity file by mistake. Yeah, [NO_EAT] on dwarves causes crashes. Elves seem OK.

Either way yeah its weird, and for once not a mistake I made. I'm just glad I can fix it.
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Shonai_Dweller

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Re: Need help figuring why my mod is crashing
« Reply #16 on: March 12, 2020, 06:52:37 pm »

I'd make a bug report, but I'm not sure if it's just Cave_Detailed doesn't work with No_Eat, or something more complex like, No_Eat civs aren't eating so livestock populations are exploding beyond acceptable levels (which might explain why it's been seen in Forest_Retreat civs). No idea why your Venusians work, for example.

No_Eat was always on your creatures from previous versions, right?
« Last Edit: March 12, 2020, 06:55:13 pm by Shonai_Dweller »
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TomiTapio

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Re: Need help figuring why my mod is crashing
« Reply #17 on: March 12, 2020, 07:21:42 pm »

Whoa.
Removing NO_EAT and NO_DRINK from all OldGenesis civs seems to have fixed all the worldgen crashes!
No more year 12, year 30, year 32, year 120 crashes.
Thanks!
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Fatace

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Re: Need help figuring why my mod is crashing
« Reply #18 on: March 12, 2020, 07:21:56 pm »

I should add this tho... 47.01/2/3 versions, It seemed I was only having crashing issues when I was trying to solve the issue with Dark Fortress positions, trying to see if I can get it to work, usually happened at the end of Civ placement, but even then, if it went thru, or after I stopped doing it and completely removed it, once in a while, past 100 years, after accepting the world, the game would crash on "cleaning objects".

47.04 rolled around, and that's when it constantly crashed between 1-80 years randomly, only to find out the NO_EAT was an issue. Unsure of the cleaning objects crash is connected to it, but the NO_EAT issue seems to have appeared more obviously in 04... :s
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I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...
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