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Cities in Development (Obsolete)

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OK, so I dropped ExCE due to its bugginess and most problems are gone.
Mods (all are the latest CF releases):
Community Patch, CiD, CulDiv (with soundtrack), RtP, EC, E&D, Suzerainty, EE, IGE, Really Advanced Setup, LeeS' Disable All Wonder
The thing is I still get few crashes and freezes which leave nothing in the logs. I've also noticed some bugs which have in-game workarounds so I'll post these to make lives easier for the players:
- sometimes pressing the 'Next Turn' button with a unit selected causes CTD, workaround: always deselect ('do nothing this turn' button) the unit before going to next turn; bug leaves nothing in the logs;
- it is impossible to select the artifact/landmark after the first slave Archaeologists complete the first Archaeological Dig, the 'Choose Archaeology' button is looped, workaround: don't use slave Archaeologists or replace them with regular ones via IGE when they reach the Antiquity Site, sadly this works until the AI uses the first slave Archaeologist; bug leaves nothing in the logs;
- Database.log: no such table: JFD_Epithets;
- Lua.log: the error: JFD_CID_Loyalty_Functions: [Documents Path]\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:350: Cannot find key - RequiresPietyLevel is connected to some of the World Wonders because when I use Disable All Wonder by LeeS' the error is gone.

Now the gameplay important bugs:
- the most gamebreaking is the inability to purchase slaves, I'd be glad to see a manual fix instructions for that because I wasn't able to track the source of this bug, that's why I'm posting that again and again;
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug

Regarding balance I have some suggestions:
- shouldn't Great Person improvements provide Development points? At the moment only the Citadel does so and if I remember correctly at least the Customs House used to do so in previous versions; my suggestion is:
Customs House: +2 Development
tech unlocking the Research Lab: Academy: +1 Development
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced

I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that), but first I need to finish my Wonderless Balance mod (I strongly recommend you to try LeeS' Disable All Wonder mod, makes the game a lot better).
 
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
Don't they all say "On standard speed"? Regardless, it's not possible to make the text change dependent on speed.
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug
This is a feature of the CP, and no it isn't mentioned in the description.
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
They already get extra Health at Biology, don't they?
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced
I mean, if you want to provide the models...

I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that)
Uh... are you meaning Yields? If so, making new ones isn't really something you do...
 
After installed this mod and play a game for a while, I always get an error in a windows pop up screen saying "Error Loading Font Textures". Usually the game stops responding but If I turn off the screen, the game could run without CTDs. However, after that pop-ups happened, a variable of graphical glitches begin appearing in the game, many of them including the top bar and unit icons, become black squares or even worse... I tried to lower the graphic setting to the minimum, switched the overlay to medium and turned off high texture strategic view & gpu texture decode. unfortunately, nothing helps me to solve this problem. The only way I can possibly solve this problem is by running the game with Dx 9 instead of Dx 10. I believe there is way to solve this issue, and I hope I could get handy assistance from @Chrisy 15 regarding this. Thanks ahead.
 
After installed this mod and play a game for a while, I always get an error in a windows pop up screen saying "Error Loading Font Textures". Usually the game stops responding but If I turn off the screen, the game could run without CTDs. However, after that pop-ups happened, a variable of graphical glitches begin appearing in the game, many of them including the top bar and unit icons, become black squares or even worse... I tried to lower the graphic setting to the minimum, switched the overlay to medium and turned off high texture strategic view & gpu texture decode. unfortunately, nothing helps me to solve this problem. The only way I can possibly solve this problem is by running the game with Dx 9 instead of Dx 10. I believe there is way to solve this issue, and I hope I could get handy assistance from @Chrisy 15 regarding this. Thanks ahead.

Consensus is that this is an issue to do with memory limits and hardware stuff or something, and I believe that it can even be encountered in the base game; it's just that JFDDLC piles more stuff on so it's more intensive. Closing and reopening should fix them, even if just temporarily.
 
Thank you Chrisy. As you said, Re-opening the game does fix graphical glitches temporarily, but not ideally long enough than I expected. I guess the problem is on my side. Much appreciated of your clarification.
 
any tips of how to tackle down cities's crime and plague issue? It seems inevitable for me to face protests/resistance/plagues no matter how hard I attempted to offset. To be honest, I am not an veteran player of JFDLCs, but it seems too much for me to handle all of these problems. The sadiest thing in my game is that the largest populous city(which is my capital) has only 22 pops (Plus many cities of mine basically stop growing by the effects of organized crimes and plagues)... and i already reached the modern era (with Both EE and FW enabled). Any way to enlighten me regarding these issues?

It is just so depressed to see many seemingly tragedies coming so frequently in the game.
 
any tips of how to tackle down cities's crime and plague issue? It seems inevitable for me to face protests/resistance/plagues no matter how hard I attempted to offset. To be honest, I am not an veteran player of JFDLCs, but it seems too much for me to handle all of these problems. The sadiest thing in my game is that the largest populous city(which is my capital) has only 22 pops (Plus many cities of mine basically stop growing by the effects of organized crimes and plagues)... and i already reached the modern era (with Both EE and FW enabled). Any way to enlighten me regarding these issues?

It is just so depressed to see many seemingly tragedies coming so frequently in the game.

The main counter to plagues is to watch the alert; when it pops up with the 10 turn warning, that's the time to set your City to Avoid Growth so that you can maximise the food in your buffer. Aside from that, remembering to build Apocatheries (or w/e the ones with the Doctor specialist are called) helps bc they're actually really good! Then ofc settle rivers etc.

As for Strikes, just keep building Happiness buildings even when your global happiness is fine; and then for Loyalty you just build XP buildings, connect cities, and keep garrisons in order to limit the risk of captured cities flipping away and in order to reduce Treason and increase Growth.
 
I have some weird troubles.

I'm using Advanced Air-Groud-Naval Units Mega Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=464817218) with Vox Populi 9-7-2 version , ingame editor and your JFD Mod Stuffs now. (like City Dev, Culturual Div... exept new civil mods)

A warning message pops up 3~4 times and says, "Font Error : Error loading font texture". (This is a full message.)

After that, interface and unit icons goes black squares or change other unit icons.

Advanced Air-Groud-Naval Units Mega Mod is only incorporates many units with xml code.

So i think this mod cannot accur any conflict issue unless using replace unit mod.

And this issue seems like compatibility problem with your mods.

Can you check for this issue? (you can download log files at down below.)

It would be nice if you check this issue and fix for next JFD's Mod Version!


- I'm running DX 10/11 on Windows 10 and Here is My PC DXDIAG info.

------------------
System Information
------------------
Time of this report: 9/14/2017, 06:28:11
Machine name: DESKTOP-HKG4QDR
Machine Id: {9BFEAAC6-137D-48B8-B929-54E1F99F83C2}
Operating System: Windows 10 Enterprise 64-bit (10.0, Build 15063) (15063.rs2_release.170317-1834)
Language: Korean (Regional Setting: Korean)
System Manufacturer: MSI
System Model: MS-7A59
BIOS: A.30
Processor: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 CPUs), ~4.2GHz
Memory: 16384MB RAM
Available OS Memory: 16342MB RAM
Page File: 6377MB used, 12396MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 192 DPI (200 percent)
DWM DPI Scaling: UnKnown
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.15063.0000 64bit Unicode
---------------
Display Devices
---------------

Card name: NVIDIA GeForce GTX 1080
Manufacturer: NVIDIA
Chip type: GeForce GTX 1080
DAC type: Integrated RAMDAC
Device Type: Full Device
Device Key: Enum\PCI\VEN_10DE&DEV_1B80&SUBSYS_119E10DE&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 16241 MB
Dedicated Memory: 8071 MB
Shared Memory: 8170 MB
Current Mode: 3840 x 1600 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: SAMSUNG
Monitor Id: SAM0D3B
Native Mode: 3840 x 2160(p) (60.000Hz)
Output Type: HDMI
---------------------
 

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Last edited:
I have some weird troubles.

I'm using Advanced Air-Groud-Naval Units Mega Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=464817218) with Vox Populi 9-7-2 version , ingame editor and your JFD Mod Stuffs now. (like City Dev, Culturual Div... exept new civil mods)

A warning message pops up 3~4 times and says, "Font Error : Error loading font texture". (This is a full message.)

After that, interface and unit icons goes black squares or change other unit icons.

Advanced Air-Groud-Naval Units Mega Mod is only incorporates many units with xml code.

So i think this mod cannot accur any conflict issue unless using replace unit mod.

And this issue seems like compatibility problem with your mods.

Can you check for this issue? (you can download log files at down below.)

It would be nice if you check this issue and fix for next JFD's Mod Version!


- I'm running DX 10/11 on Windows 10 and Here is My PC DXDIAG info.

------------------
System Information
------------------
Time of this report: 9/14/2017, 06:28:11
Machine name: DESKTOP-HKG4QDR
Machine Id: {9BFEAAC6-137D-48B8-B929-54E1F99F83C2}
Operating System: Windows 10 Enterprise 64-bit (10.0, Build 15063) (15063.rs2_release.170317-1834)
Language: Korean (Regional Setting: Korean)
System Manufacturer: MSI
System Model: MS-7A59
BIOS: A.30
Processor: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 CPUs), ~4.2GHz
Memory: 16384MB RAM
Available OS Memory: 16342MB RAM
Page File: 6377MB used, 12396MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 192 DPI (200 percent)
DWM DPI Scaling: UnKnown
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.15063.0000 64bit Unicode
---------------
Display Devices
---------------

Card name: NVIDIA GeForce GTX 1080
Manufacturer: NVIDIA
Chip type: GeForce GTX 1080
DAC type: Integrated RAMDAC
Device Type: Full Device
Device Key: Enum\PCI\VEN_10DE&DEV_1B80&SUBSYS_119E10DE&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 16241 MB
Dedicated Memory: 8071 MB
Shared Memory: 8170 MB
Current Mode: 3840 x 1600 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: SAMSUNG
Monitor Id: SAM0D3B
Native Mode: 3840 x 2160(p) (60.000Hz)
Output Type: HDMI
---------------------
Welp, you don't suppose to use them at once cuz they will conflict.
 
The consensus is that this is simply an issue related to memory constraints or something; it's certainly encounterable in the near-vanilla game on a bad computer.
 
I was kicked out the discord ( surely because of my inactivity^^' ) so I post here my ( little ) work about compatibility, balance and bugs with VP :

- Crime is pretty balance, I did not calculate exactly the bonus of gold due to conversion of maintenance with crime but even if it give you a little gold extra that's balance by the malus you have in all yields and so, all happiness of VP. The only tweak I make is to modify the name of the defense unhappiness of VP who is "Crime" to "Disorder". ( my choice, it can be another word who reminds "unhappiness due to lack of defense")

- The compatibility option for VP deactivate the "encampment to town" improvement system but as I tested that's not make the game crash so I reactivated it. For balance I just copied the yields of the VP trading post to JFD village and town ( not encampment to keep an evolution ). Like crime it have a little name conflict because custom houses in VP are rename to town but you can reverse it to "custom house" or change it to "merchant town" like me, again a matter of taste^^
For the rest of the development function I lowered the happiness bonus because, for me, it was a little too much for balance with VP happiness system but I'm interested to know if anyone think different.

- For power the system work very well but it deactivate the oil refinery for compatibility. The oil refinery is delete surely because a VP national wonder use the same icon, personally I reactivated it because I don't like this national wonder who give you 2 out of nowhere coal resource and also it imbalance the power system because you can't use oil for power. For balance I copied nearly all the coal station buildings, change it name and icon to JFD oil refinery, and change resource requirement and resource yields to oil resource ( even disease yield ), I kept the mutual exclusive group so you can't build coal station, oil refinery or nuclear station in same city.

- Health work very great with VP. I tweaked the sanatorium, because it's not a native VP great improvement it not give bonus through time like other great improvement so I added +2 to sanatorium health yield to biology and penicillin tech.
In VP the health care policy give you free hospital in all your cities and the compatibility option keep it ! that's totally imbalance ! Mostly because it's free of power too >< So i reverse it to the CID original health care policy who is better.

- it's surely CID bugs ( even without VP I mean ) but with slavery I can't buy slave worker, I found a tweak in this thread as I remember but with it you can produce slave worker too, not very satisfying... also you can buy archaeologist and diplomatic unit with salve who is not very realistic, I unable this, who fix the slave archaeologist bug by the way. ( explained in one of the JFDLC thread, maybe this one )

So it's all I make for myself directly in the VP and CID mod files, that particularly not convenient when VP update but I don't know ( yet ) how to made a compatibility patch from scratch, so if anyone is interested to cooperate for made a patch it's open bar !

Oh and if you have good documentation and tuto I'm interested^^
 
OK, so I dropped ExCE due to its bugginess and most problems are gone.
Mods (all are the latest CF releases):
Community Patch, CiD, CulDiv (with soundtrack), RtP, EC, E&D, Suzerainty, EE, IGE, Really Advanced Setup, LeeS' Disable All Wonder
The thing is I still get few crashes and freezes which leave nothing in the logs. I've also noticed some bugs which have in-game workarounds so I'll post these to make lives easier for the players:
- sometimes pressing the 'Next Turn' button with a unit selected causes CTD, workaround: always deselect ('do nothing this turn' button) the unit before going to next turn; bug leaves nothing in the logs;
- it is impossible to select the artifact/landmark after the first slave Archaeologists complete the first Archaeological Dig, the 'Choose Archaeology' button is looped, workaround: don't use slave Archaeologists or replace them with regular ones via IGE when they reach the Antiquity Site, sadly this works until the AI uses the first slave Archaeologist; bug leaves nothing in the logs;
- Database.log: no such table: JFD_Epithets;
- Lua.log: the error: JFD_CID_Loyalty_Functions: [Documents Path]\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:350: Cannot find key - RequiresPietyLevel is connected to some of the World Wonders because when I use Disable All Wonder by LeeS' the error is gone.

Now the gameplay important bugs:
- the most gamebreaking is the inability to purchase slaves, I'd be glad to see a manual fix instructions for that because I wasn't able to track the source of this bug, that's why I'm posting that again and again;
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug

Regarding balance I have some suggestions:
- shouldn't Great Person improvements provide Development points? At the moment only the Citadel does so and if I remember correctly at least the Customs House used to do so in previous versions; my suggestion is:
Customs House: +2 Development
tech unlocking the Research Lab: Academy: +1 Development
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced

I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that), but first I need to finish my Wonderless Balance mod (I strongly recommend you to try LeeS' Disable All Wonder mod, makes the game a lot better).

For the archaeologist bug :

Fix I have not tested yet :
In the file MODS\JFD's Cities in Development (v 58)\Components\Slavery\Core\Slavery_Units.sql

at the line 110 you will have :
WHERE Cost > 0 AND Mechanized = 0 AND MoveRate IS NOT 'WHEELED' AND NOT Class IN ('UNITCLASS_JFD_WORKER', 'UNITCLASS_WORKER', 'UNITCLASS_JFD_COLONIST', 'UNITCLASS_JFD_SLAVE', 'UNITCLASS_SETTLER', 'UNITCLASS_JFD_GREAT_RECON', 'UNITCLASS_JFD_GREAT_EXPLORER', 'UNITCLASS_JFD_GREAT_AIRSHIP', 'UNITCLASS_JFD_GREAT_ADVENTURER', 'UNITCLASS_CARAVAN', 'UNITCLASS_MISSIONARY', 'UNITCLASS_INQUISITOR', 'UNITCLASS_CARGO_SHIP', 'UNITCLASS_WORKBOAT')

add the unitclass of archaeologist :
WHERE Cost > 0 AND Mechanized = 0 AND MoveRate IS NOT 'WHEELED' AND NOT Class IN ('UNITCLASS_JFD_WORKER', 'UNITCLASS_WORKER', 'UNITCLASS_JFD_COLONIST', 'UNITCLASS_JFD_SLAVE', 'UNITCLASS_SETTLER', 'UNITCLASS_JFD_GREAT_RECON', 'UNITCLASS_JFD_GREAT_EXPLORER', 'UNITCLASS_JFD_GREAT_AIRSHIP', 'UNITCLASS_JFD_GREAT_ADVENTURER', 'UNITCLASS_CARAVAN', 'UNITCLASS_MISSIONARY', 'UNITCLASS_INQUISITOR', 'UNITCLASS_CARGO_SHIP', 'UNITCLASS_WORKBOAT', 'UNITCLASS_ARCHAEOLOGIST')

at the line 115 you will have a very similar query, add unitclass too.

Like this, you and the AI will not be able to buy archaeologist with Slave. ( which is more realistic in addition )
 
For me silo and cisterne is not showed, even in civilopedia, when using CBO. Also investments to wonders sometimes shows -1 Gold.

Both are deactivated by the CBO compatibility option. Silo because CBO add the "agrobusiness" building who do pretty the same thing as the silo but require 2 horses instead of 1 power and Cisterne because CBO aqueduct does not require a river.
Cisterne was used for put a health building without need of a river, So for keep the CBO balance, the Cisterne bonus (+1 health on lake) is add in addition to CBO aqueduct.

For Cisterne no need to keep it for balance but for Silo you can Keep it and deactivate agribusiness because CiD already add a 2 horses require building for produce power, power who can be used to build Silo.
This modification is planned in my compatibility patch.

For the moment if you just want to reactivate Silo, you can edit the JFD_CID_UserSettings.sql in the root of the mod folder. In line 447 you will see the CBO compatibility option, in the query, if you delete 'JFD_CID_HEALTH_BUILDING_ADDITIONS_GRAIN_SILO' the Silo should be reactivated.

For the investment bug, The JFD investment feature is deactivate with CBO because CBO already use his own investment feature who, as you found, make JFD wonders cannot be invested. As I looked into the code it seem that the CBO investment feature is coded into the dll... so no quick fix possible...
 
Both are deactivated by the CBO compatibility option. Silo because CBO add the "agrobusiness" building who do pretty the same thing as the silo but require 2 horses instead of 1 power and Cisterne because CBO aqueduct does not require a river.
Cisterne was used for put a health building without need of a river, So for keep the CBO balance, the Cisterne bonus (+1 health on lake) is add in addition to CBO aqueduct.

For Cisterne no need to keep it for balance but for Silo you can Keep it and deactivate agribusiness because CiD already add a 2 horses require building for produce power, power who can be used to build Silo.
This modification is planned in my compatibility patch.

For the moment if you just want to reactivate Silo, you can edit the JFD_CID_UserSettings.sql in the root of the mod folder. In line 447 you will see the CBO compatibility option, in the query, if you delete 'JFD_CID_HEALTH_BUILDING_ADDITIONS_GRAIN_SILO' the Silo should be reactivated.

For the investment bug, The JFD investment feature is deactivate with CBO because CBO already use his own investment feature who, as you found, make JFD wonders cannot be invested. As I looked into the code it seem that the CBO investment feature is coded into the dll... so no quick fix possible...
Okay, so 'JFD_CID_HEALTH_BUILDING_ADDITIONS_GRAIN_SILO' just deactivates grain silo rather than give another option. I thought that line makes grain silo compatible with VP. But now I know.
 
All the features in this query are disabled for compatibility, this is a part of my patch to reactivate some of this features if they can be interesting but need some work for balance, reason why they were disabled I guess.
 
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