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Messages - HSneak

#1
Help / Re: Some help finding bugs/decyphering logs
February 03, 2020, 07:00:00 PM
Yeah that's what I thought.

Did you notice anything else in the log ?

Thx btw :)
#2
Help / Some help finding bugs/decyphering logs
February 03, 2020, 02:46:58 PM
Hello,

I'm using a ton of mods (735 actually), and it strangely works but I got some errors which I can't decipher (and perhaps i'm even missing some other conflicts) because I can't really understand Hugslib logs.

So if anyone can help me find out where are the errors and what do they mean, or if there's too many mods conflicts, just tell me so.

By the way, I cannot upload using Hugslib upload function, so I must copy to clipboard and the use Pastebin to share it : https://pastebin.com/XpecMcLZ

I got alot of this line
<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)

Malformed (correct format is Major.Minor) version string on mod 99 Percent from Neceros "1.0.2059" - parsed as "1.0"


I deleted alot of lines such as this one since I think those are not important (yellow warnings in the game log), I think they're related to some parsing in "About.xml" files.

And I deleted another repeated lines which said Tried to draw quad with null material.
Which I believe are due to some conflict between More faction interaction and Rimcities (that's what I found on the net... so far at least), I tried to correct the thingy but I still get that yellow warning whenever I open the world map;

The fix was to add <li Class="ScenPart_DisableIncident">
  <def>DisableIncident</def>
          <incident>MFI_BumperCropRequest</incident>
        </li>
into a save file (in the scenario > parts) and delete every record about any MFI_BumperCrop thingy, so I deleted every             <MFI_BumperCropExpiration>-1</MFI_BumperCropExpiration>
in my save file. But I still get the warning on the world map (this log file was AFTER applying the "correction" to the save file).

So any advice is more than welcome, and if it's too complicated or got too many conflicts, no problem since I can understand that perhaps 700+ mods isn't the "best" way to play this game :)

P.S : I deleted lines in the log file since they were repeated and if I didn't do so, the file size would exceed the max upload limit on pastebin.
#3
@Canute (or others)

Beware of the mod version when using http://steamworkshop.download/ Since it tends to download older versions of some mods. Best way is to see the version in the mod itself and compare, otherwise look at the size of the file, if it's different from the steam one, it's probably an older version. Lastly you can check the modified date of the mods files and try to find the most recent one to see if it's the same as the latest update in the steam page.
#4
@Canute

Yeah, I know of that mod.. I mean I wrote the whole post in order to point out the difference between the two (Outfitter and Outfitted), the former got the option to tune apparel for every pawn individually, which the latter lacks (tuning in the assign tab is less practical than the individual auto-adjustements that Outfitter offers).
#5
Can someone please correctly update "Outfitter"? It's been quite a time now and there seem to be no interest in it. I know that there's this other mod similar to it called OutfitteD (the D is silent ... actually, no...movie ref) but Outfitted lacks the dynamic updates which OutfitteR had (like the auto-correction of apparel regarding to pawn skills... Which is the main reason I use Outfitter). There's a 1.0 version which seems to have a temperature bug but still gets the job more-or-less done.

Another important thing is "Outfitter Infused Patch", this one got no updates to 1.0 at all, and it plays quite an important role (actually i'm separating apparel into two categories, infused and not infused. This way I still can manually adapt infused things to specific pawns).

Outfitter steam page : https://steamcommunity.com/sharedfiles/filedetails/?id=1525516966
Outfitter github page : https://github.com/paulollivier/RW_Outfitter
Outfitter Infused Patch steam page : https://steamcommunity.com/sharedfiles/filedetails/?id=1525520790

I've searched for outfitter in this forum but the latest posts seems to be quite old (sorry if I missed anything related to it).
Anyways thx to all modders for your efforts !!
#6
Unfinished / Re: [1.0] (WIP) Ammunition (2019-10-22)
November 09, 2019, 10:09:23 AM
Great mod !

A lil' suggestion about it, would it be possible to add an option to NOT RELOAD after firing a weapon ? this way it won't consume any new ammo, and it will remove the cooldown for that weapon. So it will be possible to use a heavy weapon (still need the warmup) and change to another one without having to wait the whole cooldown.

It's not directly related to ammunitions but the idea could easily find its way into your mod IMO, I mean weapons cooldown is logically the necessary time to change a clip or to reload a weapon.
#7
@Roolo

Thought you went on vacation or something. Can we expect an update regarding compatibility with Pickup & Haul (the weapon disappearing problem) ? or it's quite impossible for now ?

Thx anyway :D
#8
@Roolo

I'm sorry for the late answer, I was waiting to launch the game since it takes 1h20 to start, but I do use Pick up and haul yesh :D hope it helps.

I'll try to provide a hugslib log next time I happen to play, but I remember posting one before (1st messages) if it can help you, the issue was the same that time (here's the link from my old comment https://gist.github.com/HugsLibRecordKeeper/6c8808f6c043ce2bfe71b023a9172ad6 ).

And I have latest version of your mod, SS and Rimworld (for the log I posted, your mod was 1.0.3 I think, SS was 1.3.2 (actual version) and I think the 2150 version of rimworld wasn't out yet, not sure though) Pick up and haul is v.1.0.5.
#9
@Roolo

Quote"doing the same thing with another weapon ". The language here is a bit vague

I meant here that instead of switching to bare hands, I switched to another weapon which made the offhand weapon completely disappear (I tried 1 handed vanilla melee knife, a 1 handed modded pistol and even a tool from the mod Survival Tools, in all cases, the weapon disappeared).

QuoteAre you sure the weapon really disappeared, and wasn't just dropped on the ground? When you equip an offhand weapon first, and then a two-handed weapon in the primary hand, the pawn will drop the off-hand weapon to make place for the two-handed one.

Pretty sure this time, I looked in the "Mass Carried" by my pawn, which went down after a weapon disappear (logic) so it's not in his inventory (the Mass Carried doesn't change when I switch to bare hands, since the bug doesn't occur then). It's not on the ground, or anywhere near the pawn. BTW an important note, I didn't try with two handed weapons, only 1 handed "dual-wieldable" weapons.

To be clear here's a resumé of what I went through :

Case 1 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Switch to unarmed combat (bare hands) in SS UI.
- Main weapon is put back in the pawn inventory while offhand weapon is still equipped offhand (the weapon that went back to inventory is recognized as a sidearm by SS).
- Click on Bare hands icon again (SS UI).
- Offhand weapon is put back in the pawn inventory (that weapon is considered as "picked-up" by SS [stripped background in the UI]).

Case 2 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips another 1 handed (or 2 handed) weapon as Sidearm or just pick up a weapon [not equipped as sidearm, so stripped background in SS UI]. (So he is dualwielding 2x1h weapons while having another weapon in his inventory for a total of 3 weapons).
- Switch to the 3rd weapon.
- Main hand weapon goes back to inventory while offhand weapon completely disappears (not in inventory, nor in the ground near pawn, he have 2 weapons now in his inventory).


Case 3 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips a 1 handed weapon on main hand.
- Offhand weapon completely disappears.

Case 4 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips another 1 handed weapon on offhand.
- The first offhand weapon drops on the ground, and the new one is equipped offhand.

That's what I've found for now, I'll keep you informed on any new thing I discover, and a big thx to you for trying to fix this :D
#10
First thing first, I moved the mod waaay up in my list (it was near the bottom before).

I've made some tests, and I can't reproduce the "downed-pawn-disappearing-offhand-weapon-thingy", I'm sorry, I surely was mistaken (I was pretty sure my pawn had plasma nades with molotov, and the molotov disappeared, but guess I didn't see it on the ground [or the load order removed the issue]). I couldn't do it again, either by downing my dual-wielding pawn via console or by shooting at him, in either cases BOTH weapons would drop to the ground, primary and offhand.

However, I've found something, when a dual-wielding pawn switches to "BARE HANDS" (or Unarmed combat [Simple Sidearms]), he still holds the offhand weapon, clicking the bare hands icon again would put the offhand weapon back in inventory, doing the same thing with another weapon (tried vanilla, modded, firearm, melee, or a tool from survival tools) would make the offhand weapon completely disappear (I mean even his "Mass Carried" number would reflect that by getting reduced)... A small detail that could perhaps help, when switching to bare hands, he would put the MAIN weapon back in inventory as a Sidearm, while putting the offhand weapon as a picked-up item (striped background in SS UI).

While testing I found another thing, equipping an offhand weapon first then a primary one afterwards would make the offhand weapon disappear. Switching offhand weapons while dual-wielding would make the offhand weapon drop on ground.

And no errors at all in any case (while switching weapons, either disappear or not) no yellow and no red.

Once again, sorry for the mislead about downed pawns...
#11
Quote from: Roolo on February 17, 2019, 08:39:58 AM

I also looked into a compatibility issue with Simple Sidearms that has been reported. Some people said they had weapons disappearing when using both mods. I couldn't reproduce this. Now matter how hard I try, weapons won't disappear. Sometimes they move to the inventory, or they are dropped to the ground, but that's all in correspondence with how things should work.

About that issue, it seems it's not totally related to SimpleSidearms, since I had a pawn dual wielding pistols ONLY (no melee sidearm, 2hand weapon or anything, the only thing he had was his bare hands as a secondary weapon), that pawn got downed and the same problem happened, one of the two weapons just vanished, surely the offhand one [can't remember], the weapon was not on ground, nor in his inventory or anywhere on the map.

Perhaps this could help you try to get to the core of the problem. I'll try to gather more info or something to help next time I launch the game (it's 1h20 now to launch it x') ... I love mod-madness !).

I'm no expert, but I can't remember if the pawn had max carrying capacity or not (since I have a mod which  changes that), I thought perhaps if the game tried to put back the weapon in the inventory but the pawn couldn't carry anything more, the game would just "delete" the weapon. As said, i'll try to find something to direct searching toward the core of the problem.

And ofc, thank you very much for this mod and the updates :D
#12
Releases / Re: [1.0] Quarry
January 31, 2019, 05:40:40 PM
Quote from: ultra4 on January 31, 2019, 08:35:36 AM
Used to love this mod, but then... DeepRim and they are not compatible, and Minning Co is also cool, so one has to choose, quarry or digging to the center of the Rimworld

I use Quarry, DeepRim and Minning Co (DrillTurret, MMS and projector) and there's no incompatibilities between them, I have a 2nd map from DeepRim with its entrance near my quarry which shows modded items (no Minning Co items in my map yet). The only issue I have for now, is that DeepRim building shows debug icons instead of its own (surely due to some incorrect placement in the mod list). Here's my mod order if anyone is wondering (hope it helps)

  <activeMods>
    <li>Core</li>
    <li>RuntimeGC</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>EdBPrepareCarefully</li>
    <li>ModManager</li>
    <li>ModSyncRW</li>
    <li>BetterLoading</li>
    <li>Dubs Paint Shop</li>
    <li>Faction Discovery</li>
    <li>Advanced Animal Frameworks</li>
    <li>Range Animal Framework 1.0</li>
    <li>Miscellaneous_Core</li>
    <li>Humanoid Alien Races 2.0</li>
    <li>Alien Children Compatibility</li>
    <li>Vegetable Garden</li>
    <li>USCM - Core 1.0</li>
    <li>Astra Militarum Imperial Guard Core Mod v1.9</li>
    <li>GiddyUpCore</li>
    <li>battlemounts</li>
    <li>GiddyUpRideAndRoll</li>
    <li>GiddyUpCaravan</li>
    <li>GiddyUpMechanoids</li>
    <li>DoorsExpanded</li>
    <li>WhatTheHack</li>
    <li>TMagic</li>
    <li>InGameDefEditor</li>
    <li>RIMMSqol</li>
    <li>DocWorld</li>
    <li>KK_AnimalOverhaul</li>
    <li>Expanded Roofing</li>
    <li>PickUpAndHaul</li>
    <li>AdjustablePredatorCount</li>
    <li>SeasonalWeather</li>
    <li>Advanced Biomes</li>
    <li>RF - Archipelagos</li>
    <li>Deads dense Biomes</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Realistic Darkness</li>
    <li>ConfigurableMaps</li>
    <li>Roads of the Rim</li>
    <li>Facial Stuff 1.0</li>
    <li>AlienFaces</li>
    <li>RimFace for Facial Stuff 1.0</li>
    <li>Avali</li>
    <li>Ferrex Race 1.0</li>
    <li>RimEffect - Asari of the Rims</li>
    <li>Ratkin</li>
    <li>Astoriel</li>
    <li>Argonians of Blackmarsh</li>
    <li>[1.0] Android tiers</li>
    <li>Lord of the Rims - Elves</li>
    <li>Orassans</li>
    <li>Twilek Race</li>
    <li>Zabrak Race</li>
    <li>Ferian Race</li>
    <li>Lord of the Rims - Dwarves</li>
    <li>Crystal</li>
    <li>[1.0] Leeani - Playable Fox Race</li>
    <li>RimHUD</li>
    <li>Raids For Me</li>
    <li>Hunt For Me</li>
    <li>[1.0] Trading Economy Mod 3.0</li>
    <li>USCM - Xenomorphs 1.0</li>
    <li>USCM - Faction Colonial Marines 1.0</li>
    <li>MoreTraitSlots</li>
    <li>ConsolidatedTraits</li>
    <li>Enhanced Raiders</li>
    <li>A_Dog_Said_1.0</li>
    <li>ExpandedProstheticsAndOrganEngineering</li>
    <li>Rah's Bionics and Surgery Expansion 2.0</li>
    <li>[FSF] Vanilla Bionics Expansion</li>
    <li>Cyber Fauna 1.0</li>
    <li>GeneticRim</li>
    <li>SYR_ProstheticTable</li>
    <li>DontStopTheMusic</li>
    <li>P-Music</li>
    <li>Firefly Soundtrack</li>
    <li>Lawnreality's Music Box</li>
    <li>Jabbamonkey's Graphic Overhaul</li>
    <li>Dubs Bad Hygiene</li>
    <li>WeaponStats</li>
    <li>PathAvoid</li>
    <li>PawnRules</li>
    <li>BetterPawnControl</li>
    <li>ChangeResearchSpeed</li>
    <li>AdjustableTradeShips</li>
    <li>FactionControl</li>
    <li>ForbiddableDebris</li>
    <li>MemorableAuroras</li>
    <li>Infinite Mortar Range</li>
    <li>ReColorStockpile</li>
    <li>[KV] Change Dresser - 1.0</li>
    <li>WeaponStorage</li>
    <li>SaveStorageSettings</li>
    <li>Outfitter</li>
    <li>Change map edge limit</li>
    <li>InfiniteStorage</li>
    <li>Quantum Storage 1.0</li>
    <li>Loot Boxes</li>
    <li>Kill For Me</li>
    <li>ShowHair</li>
    <li>Dubs Rimkit</li>
    <li>TradingSpot</li>
    <li>ProfitableWeapons</li>
    <li>ProperShotguns</li>
    <li>RangedStaggerRebalanced</li>
    <li>SimplePlastic</li>
    <li>StuffedFlaks</li>
    <li>TargetingModes</li>
    <li>UseThatSniperScope</li>
    <li>VisiblePants</li>
    <li>WatermillTweaks</li>
    <li>AllowTool</li>
    <li>AreaUnlocker</li>
    <li>RWAutoSell</li>
    <li>RWAutoCaravanEquip</li>
    <li>Blueprints</li>
    <li>ColonyManager</li>
    <li>CrashLanding</li>
    <li>DefensivePositions</li>
    <li>DyeVat</li>
    <li>RayD - Colorful Traits</li>
    <li>ED-EnhancedOptions</li>
    <li>RimworldFieldMedic-1.1.0.rw1_0</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>HeatMap</li>
    <li>Hospitality</li>
    <li>MadSkills-1.0-2.2.0</li>
    <li>MapReroll</li>
    <li>MedicalTab</li>
    <li>Moody</li>
    <li>Pharmacist</li>
    <li>PrepareLanding</li>
    <li>Large Outposts</li>
    <li>Large Prison Camp</li>
    <li>RimQuest</li>
    <li>RunAndGun</li>
    <li>SameSpot</li>
    <li>SearchAndDestroy-1.1.0</li>
    <li>Smart-Speed-2.01</li>
    <li>SquadUITweaks</li>
    <li>Recipe_icons</li>
    <li>TilledSoil</li>
    <li>Craftable Plasteel - 1.0</li>
    <li>WorkTab</li>
    <li>Terrain_Zone_Selections</li>
    <li>LabelsOnFloor</li>
    <li>Recycle</li>
    <li>RoomSense</li>
    <li>Ugh_You_Got_Me</li>
    <li>Tend_Wherever</li>
    <li>Imprisonment</li>
    <li>AnimalsLogic</li>
    <li>BoomMod</li>
    <li>More Steel</li>
    <li>Damage Indicators</li>
    <li>Haul to Stack</li>
    <li>Let's Trade! [1.0]</li>
    <li>Reasonable Components V1</li>
    <li>StuffedFloors</li>
    <li>Mod-Medicine-Patch</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsVanilla</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>T-ExpandedCrops</li>
    <li>T-ExpandedCloth</li>
    <li>Rimsenal</li>
    <li>Rimsenal - Enhanced Vanilla Pack</li>
    <li>Rimsenal - Federation</li>
    <li>Rimsenal - Feral</li>
    <li>Rimsenal - Security pack</li>
    <li>Rimsenal - Storyteller pack</li>
    <li>Rimlaser</li>
    <li>StackXXL</li>
    <li>sns</li>
    <li>PrisonLabor</li>
    <li>[CP] Metal Gear Solid - CQC Takedown (1.0)</li>
    <li>RazorWire</li>
    <li>[L]MoreDetailBody</li>
    <li>[SS]Lovely Hair Style</li>
    <li>Roppoi hair 1.0</li>
    <li>ameiro anime hairs for 1.0 (female)</li>
    <li>Animal Variety Coats</li>
    <li>Conduit Deconstruct</li>
    <li>gloomy_hair</li>
    <li>Incident Person Stat</li>
    <li>Less Stupid Romance Attempt</li>
    <li>More Faction Interaction</li>
    <li>Prisoner Harvesting</li>
    <li>PrisonerRansom</li>
    <li>Realistic Rooms</li>
    <li>ToggleHarvest</li>
    <li>BetterMiniMap</li>
    <li>ZiTools</li>
    <li>ZiTools BetterMiniMap Addon</li>
    <li>Melee Hunting 1.0</li>
    <li>Nature is Beautiful v1.3 [1.0]</li>
    <li>Save Our Ship (Reloaded)</li>
    <li>Share The Load</li>
    <li>Veinminer R1.0</li>
    <li>Where is my weapon_</li>
    <li>[FSF] Better Spike Traps</li>
    <li>ImprovedWorkbenches</li>
    <li>Dubs Mint Menus</li>
    <li>QualityBuilder</li>
    <li>Snowy Trees</li>
    <li>SYR_GlowingHealroot</li>
    <li>SYR_BulletCasings</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>SYR_Individuality</li>
    <li>SYR_LightRadius</li>
    <li>SYR_Neuter</li>
    <li>SYR_ProstheticIcons</li>
    <li>SYR_ScarRemoval</li>
    <li>SYR_SetUpCamp</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>MorePlanning</li>
    <li>Achtung2</li>
    <li>NoAnnoyances</li>
    <li>ReverseCommands</li>
    <li>CameraPlus</li>
    <li>AnimalAlerts</li>
    <li>SkilledStonecutting</li>
    <li>OutdoorLighting</li>
    <li>[SYR] Stone Rebalance</li>
    <li>99 Percent</li>
    <li>[1.0] Death Rattle</li>
    <li>Death Rattle - Comatose</li>
    <li>TraderDismissal</li>
    <li>Five Second Rule - Release</li>
    <li>Higher Power</li>
    <li>IClearlyHaveEnough</li>
    <li>InventoryTab</li>
    <li>More Components</li>
    <li>MT - Everyone Hauls</li>
    <li>Plant Growth Sync</li>
    <li>RaiderInfo_1_0</li>
    <li>The Rock Trade [1.0]</li>
    <li>While You're Up [1.0]</li>
    <li>[RF] Etched Stone Walls [1.0]</li>
    <li>Meals On Wheels - Release</li>
    <li>UseBedrolls - Release</li>
    <li>FoodRestrictions</li>
    <li>Colonist Bar KF 1.0</li>
    <li>Color Coded Mood Bar</li>
    <li>Interaction Bubbles</li>
    <li>Item List Selector</li>
    <li>Replace Stuff</li>
    <li>CarefulRaids</li>
    <li>FactionManager</li>
    <li>FactionManager-SetUpCamp</li>
    <li>[1.0] Dire Raids</li>
    <li>WanderingCaravans</li>
    <li>Hardworking animals 1.0</li>
    <li>[FSF] Rain Washes Away Filth</li>
    <li>WM Smarter Food Selection</li>
    <li>RimSearch</li>
    <li>RunandHide</li>
    <li>LessArbitrarySurgery</li>
    <li>Architect Icons</li>
    <li>AutoOwl</li>
    <li>Time-Based Dangers</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>Realistic Human Sounds</li>
    <li>AvoidFriendlyFire</li>
    <li>Psychology</li>
    <li>CaravanOptions</li>
    <li>Infinite Turrets</li>
    <li>ResearchPal</li>
    <li>Strong Back 1.0 (by Indeed)</li>
    <li>TechAdvancing</li>
    <li>TableDiner</li>
    <li>We Had a Trader</li>
    <li>[1.0] RPG Style Inventory</li>
    <li>SnapOut</li>
    <li>Advanced Transport Pods</li>
    <li>RimEVE (Music Pack)</li>
    <li>Therapy</li>
    <li>ShowModDesignators</li>
    <li>What Is My Purpose</li>
    <li>The Price Is Right</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Resources</li>
    <li>VGP_Medicine</li>
    <li>VGP_Fabric</li>
    <li>VGP_Soylent Production</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Trees_Flowers</li>
    <li>CCP's Plant Stuff</li>
    <li>[1.0] The Complete Drug Overhaul</li>
    <li>[sd] advanced powergeneration</li>
    <li>Fueled Nuclear Power Generators</li>
    <li>M-13's ChemFuel Generators</li>
    <li>M-13's Geothermal Generators</li>
    <li>M-13's Safe Batteries and Conduits</li>
    <li>M-13's Solar Panels</li>
    <li>M-13's Watermill Generators</li>
    <li>M-13's Wind Turbines</li>
    <li>M-13's Wood-Fired Generators</li>
    <li>Flamethrower</li>
    <li>Grenade Launcher</li>
    <li>Combat_Shields</li>
    <li>More Lamps</li>
    <li>Weapon Attachments</li>
    <li>RimFridge</li>
    <li>CentralizedClimateControl</li>
    <li>ED-ReverseCycleCooler</li>
    <li>Quantum Cooling (and heating)</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Packed Lunches</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Permafrost</li>
    <li>RF - Rainbeau Flambe - Storyteller</li>
    <li>RF - Wild Cultivation</li>
    <li>Fertile Fields Dub's Hygiene Compat</li>
    <li>GeneticallyEngineeredPlants</li>
    <li>TETurretExpansion</li>
    <li>TurretExtensions</li>
    <li>Vanilla Security Expansion</li>
    <li>Ancient_Structures-1.1a</li>
    <li>Caravan Gear v1.6 [1.0]</li>
    <li>DefensiveMachineGunTurretPack</li>
    <li>Definitely More Cannons</li>
    <li>ED-Embrasures</li>
    <li>ExpandedWoodworking</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>FashionRIMsta_1.0</li>
    <li>FishingNets</li>
    <li>Furnace</li>
    <li>Galaxy_Life_1.0</li>
    <li>Galaxy_Life_ADS_Patch_1.0</li>
    <li>GlitterTechNS</li>
    <li>GouRIMet_1.0</li>
    <li>Hardcore Armors 2.2 (Rimworld 1.0)</li>
    <li>Noku Mushrooms_1.0</li>
    <li>RemoteTech</li>
    <li>RemoteDoors</li>
    <li>Rimatomics</li>
    <li>Pasteel Surgery</li>
    <li>RIMkea_1.0</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>Sparkling Worlds - Full Mod</li>
    <li>Spoons_Hair_Mod_1.0</li>
    <li>BirdsAndBees</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_Robots</li>
    <li>Misc. Robots++</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Children_school_and_learning</li>
    <li>Cupros-Drinks</li>
    <li>[TWC]Cupro's Stones 1.0</li>
    <li>Gems</li>
    <li>Industrialisation</li>
    <li>Industrialisation - Glitter Tech Addon</li>
    <li>Rambo Weapons Pack</li>
    <li>GlassLights</li>
    <li>ProjectArmoury_20th_10</li>
    <li>VGL UNSC Weapon Pack</li>
    <li>RepairBench</li>
    <li>Various Space Ship Chunk (Continued)</li>
    <li>USCM - Turret 1.0</li>
    <li>[1.0] Tranquilizer guns</li>
    <li>Anesthetic_Gun</li>
    <li>Anesthetic_Turret</li>
    <li>Exotic's Fine Weaponry</li>
    <li>HolyWasher</li>
    <li>Replica Vanometric Power Cells</li>
    <li>LED Lights</li>
    <li>Xeva's Rimhair</li>
    <li>Cargo Pod Transport[1.0]</li>
    <li>DeepRim</li>
    <li>More Linkables</li>
    <li>Shield Generators by Frontier Developments</li>
    <li>Quarry 1.0</li>
    <li>Rimefeller</li>
    <li>Sniper Turret</li>
    <li>Wall Light</li>
    <li>Rimsenal - Rimhair</li>
    <li>SYR_DoorMats</li>
    <li>SYR_Blueberries</li>
    <li>SYR_MetallicBatteries</li>
    <li>AlphaAnimals</li>
    <li>[1.0] Medical IV's</li>
    <li>Fast_Regen</li>
    <li>Nano Repair Tech</li>
    <li>DissectionMod</li>
    <li>Rimmunizations</li>
    <li>Red Horse Furniture (1.0)</li>
    <li>Chicken Mitchell - Hairtyles (1.0)</li>
    <li>(CP) Portable Power Generator (1.0)</li>
    <li>Prisoner Outfit (1.0)</li>
    <li>Rimmu-Nation - Weapons (1.0)</li>
    <li>PowerArmour T-45b (1.0)</li>
    <li>Rimmu-Nation - Clothing (1.0)</li>
    <li>Rimfall_ The Frontier (1.5) 1.0</li>
    <li>Temperature_Gauge</li>
    <li>SS Bigger Batteries</li>
    <li>SS Battery Fuse</li>
    <li>SS Lightning Rod</li>
    <li>[1.0] Palisades</li>
    <li>[1.0] RePower</li>
    <li>RePower RBSE Patch</li>
    <li>RePower Rimatomics Patch</li>
    <li>RePower Rimefeller Patch</li>
    <li>RePower VGP Patch</li>
    <li>AnimalCollabProj</li>
    <li>AnimalCollabProj ADS Patch</li>
    <li>Red Dragon(Re-upload)</li>
    <li>Advanced Shield Belts</li>
    <li>Esawa's Custom Hydroponics Basin[1.0]</li>
    <li>Horses (1.0)</li>
    <li>Infused</li>
    <li>kNumbers</li>
    <li>Pack Mules Extended</li>
    <li>Wall Vitals Monitor</li>
    <li>[1.0] Metal Corn</li>
    <li>Adeptus Mechanicus_ Armoury 1.0</li>
    <li>Electric Fences and floors</li>
    <li>Camping Stuff</li>
    <li>Fences And Floors</li>
    <li>Halo - Weapons [1.0]</li>
    <li>Megafauna_v1.4_RW1.0</li>
    <li>GeneticRimMegafaunaPatch</li>
    <li>L-Slimes</li>
    <li>Dinosauria</li>
    <li>Dinosauria - Patch for A Dog Said</li>
    <li>GeneticRimDinosauriaPatch</li>
    <li>Kyulen - NinetailFox</li>
    <li>Let's Have a Cat!</li>
    <li>Let's Have a Cat! - A Dog Said Patch</li>
    <li>Spidercamp's Dog Pack (1.0)</li>
    <li>SpiderCamp's Dog Pack A Dog Said Compatability Patch</li>
    <li>RimWorld_MusicalInstruments</li>
    <li>Overhead Ceiling Lighting</li>
    <li>Enhanced_Battery</li>
    <li>MiningCo. DrillTurret</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. Projector</li>
    <li>Regeneration Bay</li>
    <li>Miniaturisation-1.0.0</li>
    <li>PowerLogic</li>
    <li>Definitely More Cannons - Turret Extension Patch</li>
    <li>More Vanilla Turrets</li>
    <li>MoreVanillaTurretsTEPatch</li>
    <li>Combat Training</li>
    <li>RimwoldAutopsy</li>
    <li>Harvest Everything!</li>
    <li>[WD] More Mini-Turrets 1.0</li>
    <li>[1.0] Mass Graves</li>
    <li>Project Fallout</li>
    <li>Backup Generators</li>
    <li>Additional Joy Objects</li>
    <li>Sun Lights [1.0]</li>
    <li>Questionable Ethics</li>
    <li>BioReactor</li>
    <li>RollingTable</li>
    <li>DocWalledVitals</li>
    <li>Rimmu-Nation - Proper Shotguns Patch (1.0)</li>
    <li>HandAndFootwear</li>
    <li>SurvivalTools</li>
    <li>Dual Wield</li>
    <li>ProgrammableVents</li>
    <li>PackedMeat</li>
    <li>AnimalTab</li>
    <li>RelationsTab</li>
    <li>Haul Explicitly</li>
    <li>MarvsClearTheStockpiles</li>
    <li>StorageTweaks</li>
    <li>Double Population</li>
    <li>Stockpile Ranking</li>
    <li>ParallelPowerGrid</li>
    <li>Simple sidearms</li>
  </activeMods>
#13
Ey btw, there's another strange behavior (it's the 480~ish-mods-list-guy btw :D ), I use "Rimworld of magic", and my dual wielding druid when casting a healing spell, fires the offhand weapon x) which was hilarious (no errors again).

If someone else reports this, you know it's a bug, otherwise it's just due to "too many mods" incompatibilities.
#14
Quoteand holy crap 474 mods XD. I've never heard about someone loading in that many mods. I'm surprised that even runs, and I really don't want to know how long it takes to start up your game.

Yeah now launching the game is a project I have to take in order to play x) it takes roughly 1 hours to start (a lil' less, but i'm getting there, 480ish mods now :') ).

About the issue, I get no errors when I switch weapons, but here's the link anyway : https://gist.github.com/HugsLibRecordKeeper/6c8808f6c043ce2bfe71b023a9172ad6
I selected a pawn that had 2x 2handed weapons as sidearms, and dual wielding 2 pistols (equipped), I switched to the other weapons and no error log, but one of the pistols just disappeared totally (that's when I generated the log).

Once again, don't bother too much if this happens only to me x) I don't expect compatibility with what I run. But thank you anyways :D
#15
Dunno if this has already been reported regarding compatibility with Simple Sidearms, but whenever a pawn dual-wielding switches to a "sidearm" (as in "Equip as sidearm"), one of the two dual wielded weapons disappears completely (not on ground or in the pawn inventory). I've tried your mod loaded before and after Simple Sidearms, the bug still persists.

However though, I have a gigantic list of loaded mods, so don't bother if this happens only to me (474 loaded mods so far, madness yeah :D ). I can lock pawns to use only the dual wielding weapons.