[Extension] Bare Necessities Remastered

The game crashes when I click Next on the Mods List screen when this mod is activated. With this mod off, it works just fine.

Here's my mods list:
- (j) Bare Necessities (v 14)
- (n) Semper Fidelis
- (over) More Unique Components for VP (v 88)
- (overhaul) More Wonders for VP
- Historical Religions Complete (BNW or GK) (v 45)
- InfoAddict (v 22)
- Jarcast's Cities of Marble for VP (v 3)
- Jarcast's Hidden Wonders (VP) (v 2)
- New Beliefs Mods
- Randomize City Names (v 2)
- zai4z's Landmark Cultural Variation (v 1)

Any advice?

Edit: Seems to be a conflict with Semper Fidelis as I was able to play a game with Semper Fidelis off and the rest of the mods on.
I tried the v14 of the mod with the last verrsion of sempre fidelis and, too, encountered crash unpon selecting next from the mod screen.
Unfortunately nothing appears on the logs so it's a mystery.

However, I tried to screw the game and changed the last letter of the Bare Necessity mod id from "e" to "f" so that the game recognizes it as a different mod and it worked: the loading finished and could set up a game.
So for whoever it's encountering the crash issue go to the modinfo file and change the mod id as you like and delete the cache folder.

EDIT:
Update 14.2 online.

Changelog:
- Changed mod ID to solve mod list screen crash when Bare Necessities has Semper Fidelis and More Wonders for VP as reference and is enabled together with those wonders;
- Added More Wonders for VP mod as reference (because now there is no crash);
- Now no need anymore to edit Semper Fidelis modinfo file to remove the block because the mod has a new different ID.
 
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Jarcast, would you consider buffing the Cistern? it feels hard to justify it right now during the early or mid-game, especially in a water mill city.
 
Jarcast, would you consider buffing the Cistern? it feels hard to justify it right now during the early or mid-game, especially in a water mill city.
Buff in which direction?
 
I suppose give it more base food or even food saved on citizen birth, so that it's useful before you've got a Bath built. Giving Tradition an extra (small) Aqueduct plays to the strength of that policy line.
 
Update 14.3 online.
Cistern buffed: now in addition it carries 10% :c5food: of Food is over after a new :c5citizen: Citizen is born.

EDIT: Update 14.4 online.
City Hall and Stronghold slightly buffed:
  • City Hall: +2% => +3% Gold/Production from Base/Industrial City Connections.
  • Stronghold: +1 Gold.
 
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I think I found this weird bug with Newgrange. When a citizen is born I get the notification that I'm awarded the GA points and the counter at the top changes to add them on:

Turn 43; 379 / 1050 Start a GA: 75 turns
Turn 44; 408 / 1050 Start a GA: 81 turns

This can't be right, can it? I know the happiness changes when a citizen is born but for it to go backwards like this, it doesn't make sense to me, unless it always did and I never noticed it before 🤷‍♂️
 

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Not a mod issue but a VP issue (if any).
Your happiness drops from 9 to 8 so you need more turns.
 
A question regarding memorial, when expending a GP yields are given to closest city or GP should be in range of city?
Geographic distance doesn't matter otherwise it would have been specified in the building text.
Every city that has the building receives the yields upon GP expending.
 
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