Help with Debug log and mod compatibility

Started by Cynsity702, October 19, 2016, 11:59:22 PM

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Cynsity702

Attached are screenshots of some debug logs i have with some reported mod issues. I haven't noticed anything in game yet with mods but heres a few of the dev's information. Can someone tell me what they see because I do not understand how to read this stuff.
Thank you.

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RawCode

i hope you understand, that nobody going to read text from screens?

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lc-soz

Quote from: RawCode on October 20, 2016, 07:34:39 AM
i hope you understand, that nobody going to read text from screens?

Gotta love the amount of arrows.  ;D ;D ;D ;D

Cynsity702

Cant seem to find the output log on my MAC, i came across a player log though and hopefully it helps?

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nccvoyager

Indeed, that is the output_log file on MACs.
QuoteMac (Steam): Users/<UserName>/Library/Logs/Unity/Player.log
Mac (non-Steam): /Users/[your user name]/Library/Logs/Unity/Player.log

Most recent loaded game modlist:
*Error; Holy Crap That Is A Ton Of Mods; Dumping As Attachment*

Loaded "Player.log" in notepad++, and the following lines are beginnings of exceptions I saw.
2882, 3100, 3147, 3190, 3233, 3335, 3382, 2456, 3467, 3474, 3493, 3536, 3559, 3566
And on, and on, and on...
Honestly, I cannot even begin to start looking for the cause of these errors.

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Cynsity702

I apologize man, I really enjoy playing the game and as we all know MODS make this that much more obsessive. So, I get that I have probably the record for most mods used but I would like to know how to read these errors as well. Whats the yellow vs the red mean, what errors cause the game to not be able to save. Also, I need to know which of these errors is most noticeable that i need to think about looking at that may the root cause. I would like to get an understanding of it all so that way i can try and figure out some solutions on my own. Thanks again for anyone who's taking the time to add any comments or taken a look at my post and at least laugh.

RawCode

QuoteInitializing map from file Xtreeme Colony with mods Core, EdB Prepare Carefully, Verify Start - Prepare Carefully Compatable, Achtung! Mod v1.3, Miscellaneous 'CORE', Misc. Robots, Misc. Robots++, Misc. Incidents, Misc. MAI, Craftable Robots, Misc. MapGenerator, Misc. Objects, Misc. Training, H.P. Lovecraft Storyteller V1.1c, Misc. Bees'n'Honey, Call of Cthulhu - Cosmic Horrors V1.3f A15, Call of Cthulhu - Neutral Factions V1.5a, Jecrell's Tobacco and Cigarettes V1.2, Call of Cthulhu - Industrial Age Object Pack V1.0c A15, H.P. Lovecraft Storyteller [Double Pop] V1.1c, Rimsenal, Rimsenal - Storyteller pack, Rimsenal - Rimhair, Rimsenal - Security pack, Rimsenal - Federation, Rimsenal - Feral, USCM - Core, USCM - Turret, USCM - Colonial Marines Corps Faction, Astra Militarum Imperial Guard Core Mod v1.27, Astra Militarum Imperial Guard No Hats Addon v1.0, Astra Militarum Imperial Guard Turret Addon Mod v1.0, Infused, Outfitter A15, Outfitter A15 - Infused, Colonist Bar KF 0.15.3, Storyteller - Phil Bromlin, No Raid Storyteller, [A15] Talons Faction 1.5 New pawns and races, Orassans, Syndicate, Iron Dan for 0.15, Iron Rim, Numbers, Double Population, Combat Readiness Check, CRC Double Population, Animals Tab, Medical Tab, Colony Manager, Wildlife Tab, Glitter Tech, Core Driller, Core Driller - Glitter Tech Addon, Core Driller - Stone Addon, Core Driller - Imperial Guard Addon, Core Driller - Industrialisation Addon, Faction Discovery A15, Hospitality A15, DE Surgeries, Expanded Prosthetics and Organ Engineering, Improved Surgery, Realistic Medical System EPOE Version, RMS EPOE Accustoming Fix, A Dog Said..., AMC(2) Emergency Treatment, Chemicals & Neutroamine,  Rim Pharmaceutical Drugs, ADgSd + ImprvdSrgry Patch, A Dog Said-EPOE compatibility patch, GliTech+ImprovedSurgery Patch, DESurgeries + ImprvdSrgry Patch, EPOE + RMS + IS Compatibility Patch, Mutagens and Psionic Drugs, Mechanite Augmentation, Prisoner Harvesting, Condition Replacement, Bionic Replacements Crafting , Replacement Organ Crafting, Medicine Kit Crafting, Medical Training, Disease Plus, Medieval Times, Rim-Magic, RimMagic, TrueMods - essentials - full, [sd] goodnight, [sd] chicken nest, [sd] spaceship, [sd] pillows and beanbags, [sd] advanced powergeneration, [sd] round tables, [sd] luciferium production, [sd] conduit wall, [T] ExpandedCrops, [T] ExpandedCloth, [T] MoreFloors, [T] MiscStuff, [T] MoreBedsVanilla (for More Furniture), More Furniture, JTBetterShipReactor, JTSarcophagus, JTOrbital, JTMedicinePlus, JTEfficientBatteries, JTHomemadeBionics, JTWeRAnimals, JTMeleeXP, JTDrill5Eva, JTBetterCrashedShips, JTCampfireCremate, JTExtendedPowerArmor, JTBetterHauling, Psychology, JTSavagePrisonersCompatPsychology, Expanded Traits, Marine Corps Traits, More Mental Breaks, CriticalMoods, Milder Breakdowns, No debuffs from pet killing\selling, Mood Adjustments, Metro Armory A15_2, Medieval Asian Weapons, Weapon Tech, RT's Weapon Pack, 20th Century Weapons Mod (20CWРњ), [A15] Tau Empire: Warhammer 40k CORE, Project Fallout v1.3, Infinity Rim: Ariadna, Half-Rim 2, High Caliber, Remote Explosives, The Boom Box v1.0, Deadly Miniguns, Healing Gun, LifeSteal Gun, Tranq Gun, Anti Material Rifle, RPG, SuperCrossBow, Firefoam Grenades, Grenade Fix, Weapon Rebalancing, A15 Terra Firma Package V1.25, Defensive Positions, Turrets Pack, More Vanilla Turrets, Mannable Turrets, Moveable Traps and IEDs, Mine Tech, LT-Gardening, LT-DoorMat, ED-Embrasures, ED-ShieldsBasic, HealShield, ED-Laser Drill, Cyclone Wire, More mortars, ContainerMortarMod, MiningCo. MiningHelmet, MiningCo. LaserFence, MiningCo. MMS, MiningCo. ForceField, RT Fuse, RT Solar Flare Shield, RT Power Switch, RT Quantum Storage, MBS Flares, MBS Spotlights, MBS Firefoam Solutions, Izzyssentials Core, Izzyssentials Hydro, Izzyssentials Switch, Izzyssentials Solar, Izzyssentials Lights, Izzyssentials Furniture, PetFollow, Better Pawn Control, CPTrainingEnabler, CPBeasties, Cats Diversified (ADS Compatibility), Hedgehogs!, CK - Animal and Plant Pack, Mamuffalo V1.02, MuffaloOverhaul, Muffalo packs, Taiga Creatures, Badger Badger Badger Mod!, Beasts of the Rim, Improved Infestation, MoreLesserMechnoids, More Manhunters, Resource Muffaloes, Resource Muffaloes Glitter Tech, Resource Muffaloes EPOE, Wall Torch Mod V1.1, Electric Wall Torch Mod V1.0 A15, Helpful Lights and Miscellany V1.4, Reasonable Lamps, WattSun, LED Technology, Advanced Lamps [A15], Additional Lights, Derek's Lighting Mod, Floor Lights, Optimus Energon , Rimushima v2 Modular Nuclear Power, RTGs, Capsule Power, Big Batteries, More Batteries, PowerSwitch, Day/Night Switch, Time-of-Day Switches, RedistHeat, Furnace, Temperature Control, Quantum Cooling, Vegetable Garden , (ADD-ON) Soda Garden, Agriculture, Tilled Soil, Hot Coffee, Noku Mushrooms, Synthmeat, Advanced Hydroponics, HydroponicsBasinWithOwnSunLamp, JTMoreHydroponicOptions, Animal Feed Trough V1.1, Enhanced Forests A15, Map Reroll, Realistic Darkness Lighter Version V1.3, CaveworldFlora, Steel extraction, Black Gold, Xeva's Rimhair (A14, A15), Facial Stuff A15, Spoons Hair Mod, Apparello 2, Nackblad Inc Rimhair, FashionRIMsta, No Hats, No Visible Hats (Medieval Times), No Default Hair, RIMkea, Halloween Special Edition, RimFridge, Kitchen Counter, Modular Tables, MBS Double Sleeping Spot, Barn Stall V1.0, Luciferium Production, Craftable Synthetics, Neutrainer and AI Persona Core Crafting, Dye Vat, Recycle, Ushanka! A15_1, Armor Crafting, Storage Search, Patch - Storage Search + AllowFresh, Storage Crates, NonDecayingStorage, SortingEquipmentRack, Recolor Stockpile, Roof Support A15, Fences, Log Walls, Mending, Repair Workbench, Practise Target, Training Rack, Stonecutting Tweak, AstroTec 5.0b, Animal Hide Working, Canned Food, Fireplace Mod V1.7 A15, MJ - Make Plastic and Plasteel (A14, A15), MJ - Make Component from Plastic (A14, A15), Allow Tool, Blueprints, ExtraPlanning, Floor Equality, Pottery Mod , Wool Carpets A15, Mind Altering Device, Particle Combiner, Boots and Stuff, Multiple Independently Re-entry Vehicle Artillery, Craftable Drugs, More Drugs, More Pills, More Pills - Nicotine Addon, Jayo and Jayo_Sleep, Wanna Get High , Real Drug Names, Faster Moisture Pumps, Smokepit and Jerky, Cheaper Components, Specific Components, Crafting Hysteresis, QualityBuilder, Static Quality Plus A15.1, Auto Seller, FishIndustry, Melee Hunting, Industrialisation, Right Tool For The Job, Vein Miner, Feed The Colonists, NoMoreLazyPawns, Haulpriority_lite, Trading Spot, Wandering Caravans [v1.1.3], More Trade Ships, Better Traders, Trading Plus, Soylent green, Raindrops No Longer Fall On My Head, Refactored Work Priorities, Miracle Heal Enabler, Hand Me That Brick, Shutdown All, GHXX Tech Advancing, Leave No One Behind, Less Incident Trolling, PermaDeathNameFixer, PhiClient, Better Pathfinding, Tangerine Music Labs - Ambient Jams, P-Music, Never Forgotten, Lovely Day, Rimraid, Long Way Home, SpacekatTommy's music, Tough Life, One Can Dream To Fly, Code Red, Alive, Garden Resources a15, Vanilla-like wheat A15, Xerigium, Where is rich soil?, Fences And Floors, Tiny Table, Industrial Rollers, MoreDrugs, Real Drug Names - Updated, Hunting Hours Restriction, Hauling Hysteresis, JTMoreAreas, and Giant Yorkies

are you kidding?

kaptain_kavern

#7
You have simply too many mods to even know which one causes issues. With this many I'm nearly sure you'll have multiple different issues at the same time. And at a scale that there is no point trying to go past that.

I don't want to just say "you were wrong doing that, haha!" and let you down. But there is nothing much more to say about trying that. I can't explain myself better in English but I will try it somehow; because I feel you when you say you want to understand why.

I don't know if you have played since some alphas back, because there is no more one left up to date for now, but have you seen how mod packs are done?

EDIT : Here is a link to the mod folder content of the "Hardcore SK pack" modpack, one of the most worked on modpack, around here since many alphas, it is well known that there is a lot of works/time in this project; i think I can say. You can notice how many mods it is using : barely 40 (including some custom made by their team, and it worth to mention that some in that list are heavily modified version of original ones that are not updated still.

Was trying to give an example to give you "perspective"


In order to make that many different mods going well together you'd have to rewrite code in most of them (mods) AND writing several additional custom mods/patches just to ensure compatibility between say items, recipes, factions, traders, etc... Not to mention balance. *

And AFAIK the amount you're dealing with is more than most of the mod-packs I've seen.

Also I noticed that you have mods that have completely contrary purposes. Like several factions mod and the no-raid mods. So that kind of thing is not even a balance or compatibility issue but a "game-logic" issue.

This was my attempt at trying to explains a bit. Hope someone will say it clearer somehow.
I can only advice you to choose more carefully and trying to "pay attention in advance" to mods interaction between them.

Best regards


* : Because if several mods are modifying the same "def" (so an item, pawn, building, plant, anything) it's only the modifications from the last one (in the mod-order list) that will be applied in the game.
That's why I was saying there is no point trying to keep trace of each mods' modification with that many mods involved.
And that's why we don't have so many mod-packs around yet, I believe; it really involve quite some heavy works

Cynsity702

Kavern,

Thanks bro for all that....it makes a lot of sense for sure. Im guessing I will have to really figure out which mods I really really want to play with and go from there. Probably have a few mod list like playlist for certain ways I will want to play. It makes a lot of sense the way you put it and I appreciate your time and effort. I know my mod list was huge but didn't understand the true problem was that I just have too much going on in the game. Thanks again.

RawCode

you can't have all mods at same time, 10 mods is limit for any kind of compatibility assistance, if you have more mods - it's not actually possible to find and resolve issue in reasonable amount of time.

just installing all mods you have in same order will take multiple hours.

it's possible to resolve pure xml (def related) issues (still it will take multiple hours to download everything in order) by running simple script that will perform same actions as game, and report possible issues (same name injections, cross mod injections)

BUT, most mods you have are CLI based, code related issues cannot be solved automatically, human must check each possible conflict case.

RemingtonRyder

Note that you can have different save folders with different mods loaded using the -savedatafolder= command line switch (see the readme.txt in the RimWorld installation folder). This may help when you're trying to find mod combinations that work.

If you want a desktop shortcut for each different -savedatafolder= using Steam, make a shortcut to your Steam.exe and then add (in Target)  -applaunch 294100 to get it to launch RimWorld, then follow it with the -savedatafolder= option.

e.g. "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 294100 -savedatafolder="C:\Users\yournamecouldbehere\Saved Games\RimWorld A15 Lost Tribe"

Cynsity702

Ok, I have a pinpoint error I am getting when loading the mod industrial objects for chutlu from jecrell. Something about the fridge ambiance is missing? I have both steam and non steam versions and I applied each separately to see if that made any difference. Also moved it around in the mod list. Error occurs only when that single mod is applied.

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