安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题




Some (a lot?) of your mods are outdated, published before mid-2017, which means they were made with the previous version of the modkit, for the previous versions of Banished.
That patch changed things for categories/flags/limits, but also some bug fixes for a kind of rare issue with roads, where deleting a road would leave a "dead" square behind where nothing could ever be built again. I think it also tweaked things about citizen behavior like acceptable distances for jobs/idling/pathing.
The old 1 year is 1 year has caused some light AI issues since 1.0.7 because it touched more than just the aging speed, so make sure you picked the more recent (2018 I think) version.
NMT1.0 is outdated, uses the old flag/category system, can cause crashes if an item with the wrong flag arrives in your town. You could replace it with RK's Editor's Choice (RKEC), which has equivalent medieval buildings, plus some extra stuff.
Busy Labourers and Better fields functions are included in RKEC mod too, so you could drop those 2 outdated mods (any old mod that touches AI functions was slightly messed up with patch 1.0.7). If your specialized stockpiles mod is older, you'll have the flag/category issues there too. Some special stockpiles/barns are also included in RKEC.
Same is true for the storage cart and the small vendor buildings, you might have storage issues with things not being accepted because the flags don't match.
Intensified fishing and fish farm should be fine regardless of their age, as food is food, and that didn't change.
My guess would be that at the moment you don't really have those issues because everything is outdated, so pretty coherent, and the odd issue is overwritten by NMT. Upgrading the mods would solve some problems you might have with limits: way too many items used to share the same Luxury or Materials limit, using the more recent mods would get you a bit more control over things by adding more limits to play around with.
So basically, there's always some visual lag on zooming all the way out, but it being more important with road tool selected could be due to some outdated road / AI modded stuff.
A couple of side notes, one thing that makes games lag too (it's a bit better now but still exists) is having the town inventory window opened. It is constantly updating with info from each single storage in town, and eats up memory space like crazy. I don't remember when we noticed the issue and modders / game dev had a look at it, but I suspect that in NMT1.0, that problem was still there.
And then the AI is also pretty bad at getting rid of old cached stuff, so after a long playing session things will slow down. Closing Banished entirely and restarting it to reopen your town every couple of hours will help with that.
To solve the problem:
- First, were the mods installed properly?
After activating a new mod or changing the mod order, you must COMPLETELY close the game and reactivate it. Otherwise there is a chance the game will crash.
- What's your population?
With small populations, the game will run great. With large populations, you may experience problems.
- Try reducing the graphic settings.
Adding lots of stuff, or people, to the game can reduce performance. Reducing the graphics can improve performance by a noticeable amount.
Vrayna's suggestion about RKEC is a good one. It will replace every mod in your list and add more stuff. Plus, unlike CC, you can still play the game exactly like vanilla and ignore all the new stuff. However, RKEC will impact your performance. It's not bad, but it's noticeable compared to the vanilla game. I suspect it's due to all the new stuff added to the world, especially the grass. There's a lot of grass, and it's animated.
Also, it's worth noting RKEC will load a lot faster than CC.
Installed properly? I used steam, what would be improper besides a literal programmed install?
I'm also using a 3900X, its not going to overload ♥♥♥♥.
Lower graphics settings? With a 480 nitro+ 8GB? Really?
Come to think of it I'm curious of DX9 VS DX11 performance...
The game itself doesn't handle changes to its modlist perfectly, because modding was added as an afterthought.
As Wanderer said, after making any change to your modlist (adding, rmoving mods or changing load order), you should always entirely exit Banished and relaunch it before you try to create a new town. It's the only way to force the game to commit the modlist changes to memory correctly. If ou trust its automatic reload when you confirm the changes, you'll quite possibly have crashes later on if you try to exit your town to go back to the main menu.
It's also an old game, and runs on only 1 core, so even modern gaming beasts can hit a limit on how much the AI can handle, although it's probably going to be in the thousand pop in our case. And as I mentioned, cache not being cleared right by the game messes up the AI after a while anyway.
The road tool slowing you down is super weird anyway, and I doubt it'd be hardware-related. I really wonder if using a mod that adds roads using the old code for them (from before the fix to keep them from leaving behind unroutable squares) could be the culprit.
I wanted to try it myself with different mods, but... I lag if I zoom out because of trees before I can even try to select the road tool. I can't really see a difference with or without road tool in my current mess. I'll have to wait till I have a GPU in my computer again (currently using my CPU's graphic functions because my old GTX died last month)
Aw man that sucks. I can get you a 9800GT for 10 bucks if you want :P
But ok, so I found a new bug. Sick.