Problem with new mod

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Expand view Topic review: Problem with new mod

Re: Problem with new mod

by David » Wed May 20, 2015 11:36 am

We will look into it.

Re: Problem with new mod

by Black » Wed May 20, 2015 7:58 am

Food mod is in attachment to 3rd post in this topic.

Re: Problem with new mod

by David » Wed May 20, 2015 7:50 am

Please provide me with the files for the food mod as well.

Re: Problem with new mod

by Black » Wed May 20, 2015 7:19 am

It fixed the problem with JASM, thank you. However new food mod is still crashing when starting a game with industrial seaports on, or when clicking factory plan button. Are you able to reproduce this crash?

Also i dont know if this is connected, but when i tried to automatically update to CapLab 2.7.03, installer crashed (Capitalism Lab stopped working).

Re: Problem with new mod

by David » Wed May 20, 2015 1:22 am

Please try this solution:

Delete all files in C:\Users\<your user name>\Documents\My Games\Capitalism Lab Post-Release Beta\GAMESET

Re: Problem with new mod

by Black » Tue May 19, 2015 1:07 pm

You can download JASM v0.13 from this post in mod forum.

Re: Problem with new mod

by David » Tue May 19, 2015 12:30 pm

Please send me your file and I will investigate the problem.

Re: Problem with new mod

by Black » Tue May 19, 2015 12:02 pm

Sadly in new version 0.13 of JASM i have the same problem :( Game crashes when i click on factory plan button. I even made fresh install of 2.7.02beta, didnt help.

EDIT: JASM version 0.12a works fine with 2.6.37 CapLab.

Re: Problem with new mod

by Black » Mon May 18, 2015 2:28 pm

Ah, i forgot to say, i am still using 2.7.01 beta, and had this problem even before 2.7.02 got released. But i will try to update to 2.7.02 and update mod to see what happens.

EDIT: I'm getting the same error after updating the game and mod. Updated mod in attachment.
Attachments
MOD.ZIP
(6.84 MiB) Downloaded 81 times

Re: Problem with new mod

by David » Mon May 18, 2015 1:13 pm

Please read this post: http://www.capitalismlab.com/forum/view ... =10&t=2541

Changes in the MOD kit for v2.7.02:
-\MOD_KIT\Data\Natural_Resources.DBF - the following 2 new fields have been added for the work-in-progress City Simulation expansion pack:
ELECT_FIRM - the firm code for a power plant that uses this natural resource as fuel
ELECT_CONV - the fuel to electricity conversion rate.
Since it is still work in progress, you may ignore them for now. MOD creators only have to merge the new DBF structure with their existing Natural_Resources.DBF. If your MOD does not create modified Natural_Resources.DBF, you may simply use the Natural_Resources.DBF that comes with the new patch v2.7.02


The problem can be fixed by updating your Natural_Resources.DBF following the above instructions.

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