– Fixed a bug that caused potential memory corruption when cutting down an orchards trees. – Fixed a bug that caused orchards to cause invalid data access and or data corruption if a citizen tried to harvest a tree, but the tree died before he got there. – Fixed a bug that caused dropped resources (from citizen death/task cancelation) to drop in invalid places. A UCS2 – UTF8 conversion wasn’t made properly. – Fixed a bug that caused fonts from 1.0.4 to not load in 1.0.5. – Added graphs for textiles to Town Hall UI – Added textile to the Status Bar, Resource Limit window, and Town Hall UI – Livestock has a resource limit for the by product they make (eggs, wool, milk, etc) Note that if a by product isn’t created because of the resource limit, the icon won’t appear above the building. – Cropfields, Fishing, Forester, Hunters, Orchards, and Pastures now have a configurable resource limit.
– Textile limit is now available for modders to use. – Nvidia and AMD GPUs in laptops should now be auto selected for use, instead of an Intel Integrated card.
BANISHED MEGA MOD PACK MODS
– Beta Mods and Mods newer than the currently released version can no longer be uploaded to Steam Workshop. This should make looking at conflicts and uploading to Steam workshop easier. – Sped up mod details dialog for massive mods that have 10000’s of files included.
BANISHED MEGA MOD PACK CODE
– Added safety code to check for invalid and dangling pointers – this should make catching hard to find and rare issues easier. Video DX9/DX11/GL dlls are no longer required for compiling shaders. – Shader compiler is now in it’s own DLL. – Data compilation is now in a separate DLL – CompileWin.dll – this can be swapped out for other platforms (consoles, mac, linux, etc)
BANISHED MEGA MOD PACK PC
– OpenGL is now supported (but isn’t currently being released with the PC version) – Math library can now be compiled without the need for SIMD instructions.
– Any mods with custom materials will need to be modified to point to the new shaders and/or use SRSL. – All materials now use custom shading language SRSL instead of HLSL. – Memory usage allowance has been increased to 1 gigabyte, which should allow for larger mods. – Resource files can be in UTF8, USC2, UTF16, big and little endian. For info about the 'Banished' pack though, i'd consult MaelstromPheonix who posted the suggestion for the pack in the 1.7.10 Modpack thread.Codice: Seleziona tutto – UTF8 is now used instead of USC2. I mainly just want Cloud 9 to be taken down since it seems like a waste of Mym's resources. I havn't played any of this 'Banished' modpack though. You are thrown into some unknown world that you know nothing about! It's terrifying yet thrilling! I've heard a lot of people talking about it as well and it seems like it'll be a popular pack as with all the other packs I just listed. Has a world like regrowth, crash landing, Hubris, and Agrarian Skies.as in you don't just spawn into a normal minecraft world and go setup your base. I suggest waiting for it to get worked on more so it's more server friendly and works better.īanished is a new and upcoming modpack. AoA also, isn't very refined and can cause lag as I stated before. MFR and Thermal Expansion work together, but people would end up wanting AE in it and Ender IO, Magic and exploration go well together, all 3 don't unless there's more mods in the pack to work with the 2 tech mods. Synergy: People like being able to automate things in a pack that has tech. AoA is a new-ish mod that requires quite a bit of server resources to run without lag, and since there's now tech in the pack, such as thermal expansion and MFR, there'll be a severe issue of lag in about 2 weeks.
Click to expand.Cloud 9 has magic, exploration, and tech all in one pack as well as mods that were just thrown in and don't truly share anything with the other mods.