Help with mod order

Started by Hexwall, October 13, 2018, 04:23:12 PM

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Hexwall

So Im trying to sort my mods so they conflict much between them but I cannot make head or tail about it. I know certain mods go higher than others but thats it. Wish there was something like LOOT but for Rimworld :P

This here is my mod list:
<li>Core</li>
      <li>HugsLib</li>
      <li>Mod Manager</li>
      <li>EdB Prepare Carefully</li>
      <li>RimHUD</li>
      <li>HolyWasher</li>
      <li>GeneticRim B19 Version</li>
      <li>VGP Xtra Trees and Flowers</li>
      <li>Miscellaneous 'CORE'</li>
      <li>Misc. Robots</li>
      <li>Misc. Robots++</li>
      <li>Artful Robots [B18]</li>
      <li>Misc. Incidents</li>
      <li>Psychology</li>
      <li>QualityBuilder</li>
      <li>Realistic Rooms</li>
      <li>SF [B18] Orbital Trader Transponder</li>
      <li>[KV] Change Dresser - B19</li>
      <li>Dubs Rimkit</li>
      <li>[KV] Show Hair With Hats or Hide All Hats - B19</li>
      <li>Additional Joy Objects B19</li>
      <li>Nackblad Inc Rimhair</li>
      <li>[RF] Packed Lunches [b19]</li>
      <li>[KV] Weapon Storage - B19</li>
      <li>[RF] Fishing [b19]</li>
      <li>Dubs Skylights</li>
      <li>ED-Embrasures</li>
      <li>Wall Light</li>
      <li>Children, school and learning</li>
      <li>Consolidated Traits - B19</li>
      <li>Expanded Prosthetics and Organ Engineering</li>
      <li>Feed The Colonists</li>
      <li>Faction Control - B19</li>
      <li>Faction Discovery</li>
      <li>Nature's Pretty Sweet</li>
      <li>More Faction Interaction</li>
      <li>More Vanilla Turrets [B19]</li>
      <li>MendAndRecycle</li>
      <li>More Trait Slots - B19</li>
      <li>Rimsenal - Rimhair</li>
      <li>Increased Stack</li>
      <li>Stack Merger</li>
      <li>RimQuest</li>
      <li>NamesGalore</li>
      <li>Simple sidearms</li>
      <li>Rimsenal</li>
      <li>Rimsenal - Enhanced Vanilla Pack</li>
      <li>Rimsenal - Security pack</li>

Yes, I know some of them say B18 but shouldn't conflict with B19
I hope someone can help me please! Thank you!

Canute

Since B18 (or was it A17) the load order doesn't matter much anymore.
You just need a requirement mod load first before the other.
And when 2 mod's modify the same, the last one take count.
But you shouldn't use any B18 mods, look if you can find an update or don't use them.
Nature's Pretty Sweet was a big trouble maker at B18, but i don't saw any reports at B19 so far.
Quote14 Stunden ago
Soggy bug has ruined all my playthroughs. My pawn is on fire and is still damp.
Hmm that don't sounds very good. I wouldn't use that mod.

Stack Merger, you don't need that mod anymore at B19, it's part of the vanilla gameplay.



Hexwall

#2
Its just because the debug log always pops up with an error. Like, using fluffly's mod manager I cannot save my mod list anymore and I can't understand the log. And when I load the game it shows so many logs it reaches it limits before I click auto open off

About Nature pretty sweet, I have yet to set on of my colonists on fire and haven't had troubles with it (that I know of.....)

Canute

Maybe you should attach the error log.
Not every text in the window is an error.
Yellow text are warning, you can ignore them most of the time.
Just red text is an error, then you should look what mod add these red text.
If the text don't give a hint, just deactive 50% of the mods, until you could narrow it down.

Hexwall


Canute

Ok, there is a major think
"Could not resolve cross-reference to Verse.ThingDef named Component (wanter=thingDefs)"

Just one mod is causing that i think.
These are the mod's i didn't used myself and one of them should cause these error.


HolyWasher: HolyWasher(1.0.0.0)
AnimalRangeUnlocker(1.0.6833.38830), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.8.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0), NewMachinery(1.0.0.0)
Misc. Robots++: (no assemblies)
Misc. Incidents: Incidents(0.19.0.0), TacticalComputer(0.19.0.0)
Psychology: $HugsLibChecker(0.5.0.0), Psychology(18.9.27.0)
Realistic Rooms: (no assemblies)
SF [B18] Orbital Trader Transponder: CompUseEffect_CallTrader(0.18.0.1)
Field Medic: 0Harmony(1.0.9.1), FieldMedic(1.0.0.0)
Tilled Soil: (no assemblies)
Dubs Rimkit: 0Harmony(1.2.0.1), Dubs Rimkit(1.4.6849.33238)
[KV] Show Hair With Hats or Hide All Hats - B19: 0Harmony(1.2.0.1), ShowHair(1.0.0.0)
Additional Joy Objects B19: AdditionalJoyObjects(1.0.0.0)
Nackblad Inc Rimhair: (no assemblies)
[RF] Packed Lunches [b19]: (no assemblies)
Dubs Skylights: 0Harmony(1.2.0.1), Dubs Skylight(1.4.6849.33236)
ED-Embrasures: 0Harmony(1.2.0.1), ED-Embrasures(1.0.0.0)
Wall Light: $HugsLibChecker(0.5.0.0), WallLight(1.0.0.0)
Children, school and learning: 0Harmony(1.2.0.1), Children(1.0.0.0), ChildrenHelperClasses(1.0.0.0)
Consolidated Traits - B19: (no assemblies)
Expanded Prosthetics and Organ Engineering: (no assemblies)
Feed The Colonists: (no assemblies)
Nature's Pretty Sweet: 0Harmony(1.0.9.1), TKKN_NPS(1.0.0.0)
More Faction Interaction: 0Harmony(1.2.0.1), MoreFactionInteraction(0.1.0.7)
More Vanilla Turrets [B19]: (no assemblies)
More Trait Slots - B19: 0Harmony(1.2.0.1), More Trait Slots(1.0.6844.37902)
Rimsenal - Rimhair: (no assemblies)
Increased Stack: (no assemblies)
NamesGalore:
Rimsenal: (no assemblies)
Rimsenal - Enhanced Vanilla Pack: (no assemblies)
Rimsenal - Security pack: (no assemblies)


Deactivate all,half or some of them until these error disappear and you can idenify the mod.

The rest of the log looks fine.

Hexwall

Good news everybody! It was an outdated mod's fault all along!!! Who would have thought?? Nooooone would have guessed it hahahahah..... Sorry for being a dumb bitch.

Thats solved but I still can't save my mod list using Mod Manager. I really wish we had a mod organizer. Anyway, thank you Canute for helping me in a really polite way!