Banished

Banished

Colonial Charter: The Forge Awakens (1.62) OLD
Ritcey 31 Jul, 2016 @ 2:08pm
Issues with crashing related to certain buildings.
Hello!

I seem to be having quite the issue with this mod as of late. Here's the chain of events:

1. After having returned to the game after quite the hiatus, I upgraded from 1.24 to 1.62.

2. I started a new 1.62 game and, in an effort to get a map I could work with I had to restart a few times, but I ran into that issue (which I think has been discussed elsewhere) where exiting the game causes a crash dump.

3. After having found a map I could work with I played for several hours, expanding into many areas of industry and agriculture without issue. This included building the Trading Port and a building which was new to me the 'Town Arrival' that lets you check census data etc.

4. After having managed to pry my eyes away from the screen, pop a save and come to it later in the same day, I find that, while everything seems to be working well, the game will instantly crash dump whenever I click on either of the two aforementioned buildings. It even happens automatically when the trader pulls up to the Trading Post in his wee little boat.

5. In an effort to troubleshoot the issue myself, I removed the other mods I had on file, both of them were Colonial Charter mods. Iron Curtain and Golden Llama (they were already disabled, but I had read that removing them altogether may help).

6. After having restarted the game, restarted Steam, restarted the computer etc. I find I am still afflicted by the same issue.

I really do enjoy this mod, and the products this modding group have produced in the past. I would hate for this mod to prove broken; does anybody have any advice?
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Showing 1-8 of 8 comments
Vrayna 31 Jul, 2016 @ 2:24pm 
1) The crashing when you exit a town you just made because you don't like the map is a thing that's indeed been there for a while and can happen with any mod. The work around is to remember to always entirely exit Banished after making any change to your mod list, before starting a town. It seems to really commit the changes to memory and prevent the confusion when closing towns to get back to the main menu.

2) Trade Post / Town Hall (or Town Arrival) crashes. Those things are sadly too random to be able to pinpoint the cause and fix. They apparently even sometimes appear in games without any mod. Could be linked to inventory issues or a random thing going wrong at some point.

Is something brand new being made in your town? Like the very first tinned ham being made and appearing in the inventory? One way you could try to see that is pausing everything as soon as you open your town, and unassigning all workers from anything non-critical or that hasn't been there pretty much from the start.

Another thing you can try is settings those 2 buildings up for destruction and rebuilding them. It might or might not help.

Sometimes going back to an older save file also helps. Remember to save regularly and try to alternate save files so you always have an older safe one to go back to. Sometimes an issue that will ALWAYS happen in for example Early Autumn 57 whenever you open your last save will simply never happen if you go back to an older save, even if you try to do things the exact same way you did in that "corrupted" save. The miracles of Banished.

As a side note, if you are playing very long Banished sessions, take the time to save, exit Banished, and relaunch it. It helps clear up the AI's brain and lets it restart its priority calculations and random pathing stuff.
Last edited by Vrayna; 31 Jul, 2016 @ 2:39pm
Ritcey 31 Jul, 2016 @ 3:03pm 
Originally posted by Vrayna:
1) The crashing when you exit a town you just made because you don't like the map is a thing that's indeed been there for a while and can happen with any mod. The work around is to remember to always entirely exit Banished after making any change to your mod list, before starting a town. It seems to really commit the changes to memory and prevent the confusion when closing towns to get back to the main menu.

2) Trade Post / Town Hall (or Town Arrival) crashes. Those things are sadly too random to be able to pinpoint the cause and fix. They apparently even sometimes appear in games without any mod. Could be linked to inventory issues or a random thing going wrong at some point.

Is something brand new being made in your town? Like the very first tinned ham being made and appearing in the inventory? One way you could try to see that is pausing everything as soon as you open your town, and unassigning all workers from anything non-critical or that hasn't been there pretty much from the start.

Another thing you can try is settings those 2 buildings up for destruction and rebuilding them. It might or might not help.

Sometimes going back to an older save file also helps. Remember to save regularly and try to alternate save files so you always have an older safe one to go back to. Sometimes an issue that will ALWAYS happen in for example Early Autumn 57 whenever you open your last save will simply never happen if you go back to an older save, even if you try to do things the exact same way you did in that "corrupted" save. The miracles of Banished.

As a side note, if you are playing very long Banished sessions, take the time to save, exit Banished, and relaunch it. It helps clear up the AI's brain and lets it restart its priority calculations and random pathing stuff.


Nothing brand new is being made in the town at the moment, just regular things like 'Town Abodes' and various products like brick, charcoal, lumber etc.

Thanks for the information and your prompt reply! I'll give your suggestions a shot and see how it works out.
Buddy 5 Aug, 2016 @ 1:09pm 
Having the same problem, started a fresh save 17 years in and trying to build a trade port, but if I click the building footprint I get a fatal error and game crash. This also happens with the resource depot. For giggles, I started a new town and immediately placed down a trade port and clicked the blueprint, and received no crash and everything seemed normal, so from that I suppose that this is a save file issue, which is a little disappointing. I'll try to work my way around it and see if there's a way to get the game to unscrew itself, I'd hate to have to start my town all over.
Ritcey 6 Aug, 2016 @ 7:39am 
Yeah, I'm with you nuke. After having tried to resolve my problems I just ended up starting a new map and, like you, built a trading port only to find... no problems whatsoever.

So while it's unfortunate that my one town had to take a dive, I still really love the game/mod and appreciate the timely advice offered by Vrayna. I feel confident that, if I have any further issues, I can get support in this section. Thanks again! :)
Vrayna 6 Aug, 2016 @ 8:01am 
I can't recommend the "have several save files for each town" trick enough. Sometimes going back to an older save is apparently the ony way to get past those crazy crashes that happen with Trade Posts or Town Halls. :(
Buddy 6 Aug, 2016 @ 2:37pm 
Well I managed to find a solution. Well, kinda... When you first open up the game and are on the main menu, go to your mods and disable CC. It'll tell you that it needs to reload the game, click yes/ok. Now load your save file that uses CC and previously crashed on clicking certain buildings. I'm guessing that the game detects that you save requires the mod and enables and "reloads it? I have no idea what black magic and fantastical wizardry goes on behind the curtains of Banished, but this should fix it and you'll be able to continue without issues, atleast for the time that you have the game open. From what I have seen, you will need to do this for every time you open the game or else you'll be back to square one with crashes on clicks on specific buildings. It's not perfect, but now I don't have to forever scrap my town of 200 citizens.
Last edited by Buddy; 6 Aug, 2016 @ 2:38pm
Vrayna 6 Aug, 2016 @ 4:33pm 
That's an interesting work-around, thanks for mentioning it, I'll add it in the list of "things you can try to recover your save" tricks!

You're right in thinking that the game remembers which town uses which mods by the way. The mods list is kept in mind for each individual town and they are disabled/re-loaded on demand whenever you open a town that uses a different set of mods than what you currently have enabled.
Frosslund 2 Sep, 2016 @ 6:55pm 
You my good sir are a gentleman and a scholar! Thanks so much for the tip. My saved game works fine now. Almost threw away a 500+ town.. :s
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