Ludeon Forums

RimWorld => Support => Topic started by: KiriLucas on December 16, 2015, 07:47:36 PM

Title: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 16, 2015, 07:47:36 PM
Hey,
I'm having some problems playing RimWorld with mods, it seems like I'm the only one having this issue (and reporting it) since I couldn't find the solution or even someone with the same problem as me... I'll put the mods and game info/versions after I explain the problem.

The Problem: I can play without mods without having any problems, but if I decide to install a pack of mods, after I save/exit/play for some minutes, my game will run, open and load slower than usual and it will open a debug log with the following (couldn't copy the whole thing, but I'm 100% sure it's only repeating lines):(http://i.imgur.com/Q5dp8dJ.png)

The modpack: https://github.com/ilyail3/Ultimate-Overhaul-Modpack
My RW version: Alpha 12d (0.12.914 rev777)

Yes, I did a fresh install.
Yes, I tried to install in another location.
Yes, I even format my PC (not because of this, but...)
I have Win7 (64x), 16GB of RAM, GTX Titan, no anti-virus or firewall and any other game will play nicely as it's meant to be.

I urge for help :(
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 16, 2015, 08:12:43 PM
Is CCL activated first?

Do you even have CCL?

Have you tried using the latest version of CCL?

PS: UOM IS DEAD!
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 16, 2015, 08:24:41 PM
CCL = Community Core Library? If yes, I do... At least I think so, I downloaded it, extracted to the mods folder and activated... Is that what I'm suposed to do?
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 16, 2015, 09:38:37 PM
Also, THIS IS VERY IMPORTANT: If UOM is dead, is there any other mod I can use who has the same mods? AND... If there isn't, can I play older versions of the game that are compatible with UOM?
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 16, 2015, 10:23:12 PM
Quote from: KiriLucas on December 16, 2015, 08:24:41 PM
CCL = Community Core Library? If yes, I do... At least I think so, I downloaded it, extracted to the mods folder and activated... Is that what I'm suposed to do?
Yes, Community Core Library. Do you have the latest? UOM has been dead for 2+ months so its certainly outdated.

Do you have a ModConfig, or are ya loading the mods in random orders? Random orders are destined to failure.
Quote from: KiriLucas on December 16, 2015, 09:38:37 PM
Also, THIS IS VERY IMPORTANT: If UOM is dead, is there any other mod I can use who has the same mods?
>>No. But MVP is close, and I think its currently the best option.
AND... If there isn't, can I play older versions of the game that are compatible with UOM?
>>NOPE. Which is why you don't play with the dead. UOM saves work with UOM . Vanilla Saves work with vinilla. MVP saves work with MVP. HCSK saves work with HCSK.

Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 16, 2015, 10:32:23 PM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 16, 2015, 10:23:12 PM
Quote from: KiriLucas on December 16, 2015, 08:24:41 PM
CCL = Community Core Library? If yes, I do... At least I think so, I downloaded it, extracted to the mods folder and activated... Is that what I'm suposed to do?
Yes, Community Core Library. Do you have the latest? UOM has been dead for 2+ months so its certainly outdated.

Do you have a ModConfig, or are ya loading the mods in random orders? Random orders are destined to failure.
Quote from: KiriLucas on December 16, 2015, 09:38:37 PM
Also, THIS IS VERY IMPORTANT: If UOM is dead, is there any other mod I can use who has the same mods?
>>No. But MVP is close, and I think its currently the best option.
AND... If there isn't, can I play older versions of the game that are compatible with UOM?
>>NOPE. Which is why you don't play with the dead. UOM saves work with UOM . Vanilla Saves work with vinilla. MVP saves work with MVP. HCSK saves work with HCSK.

Ahhh... By loading you mean activating? If so... Erhm... I just set then to 'active' on the (a to z) order they appear... It's my first time playing something (rather than Minecraft) with mods, I always prefer the vanilla (<3), so I'm kind lost... Sorry for bothering with stupid questions :(
I feel really dumb now haha
Also, thank you in advance for trying to help me so far xD
Btw... What is MVP?

Edit: Forgot to add that I do have the latest (at least the latest I found on the forum)
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: milon on December 17, 2015, 01:24:52 AM
When you enable a mod, notice the [ # ] that appears in front of the mod name.  That's the order the mod will be loaded in.  You generally want Core first and CCL 2nd (& 3rd if using its addon), then other mods after that.

Quote from: KiriLucas on December 16, 2015, 07:47:36 PM
The Problem: I can play without mods without having any problems, but if I decide to install a pack of mods, after I save/exit/play for some minutes, my game will run, open and load slower than usual and it will open a debug log...

It's usually okay to add a few small mods to a game after you've got it going.  But don't add a bunch of mods or a modpack to an existing game - that's guaranteed to cause trouble.  Instead, decide what mods you want and start a new world & colony with them already enabled.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 17, 2015, 09:02:37 AM
Quote from: milon on December 17, 2015, 01:24:52 AM
You generally want Core first and CCL 2nd (& 3rd if using its addon), then other mods after that.
I did that already, it did not work still :(
I do start a new game (world AND colony), and it still does not work.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 17, 2015, 09:57:24 AM
Quote from: KiriLucas on December 16, 2015, 10:32:23 PM
Btw... What is MVP?
https://ludeon.com/forums/index.php?topic=16735.0;topicseen
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 17, 2015, 10:46:08 AM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 17, 2015, 09:57:24 AM
Quote from: KiriLucas on December 16, 2015, 10:32:23 PM
Btw... What is MVP?
https://ludeon.com/forums/index.php?topic=16735.0;topicseen

Ohh, but... It doesn't have as much mods as UOM, does it?
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 17, 2015, 07:07:59 PM
Quote from: KiriLucas on December 17, 2015, 10:46:08 AM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 17, 2015, 09:57:24 AM
Quote from: KiriLucas on December 16, 2015, 10:32:23 PM
Btw... What is MVP?
https://ludeon.com/forums/index.php?topic=16735.0;topicseen
Ohh, but... It doesn't have as much mods as UOM, does it?
It has a ton, but most of em' are under the 'ModVarietyPack' mod.

EDIT:Clearer now? PS:Under is this case means 'included inside'. Deal with it... its English...
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 17, 2015, 08:27:08 PM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 17, 2015, 07:07:59 PM
Quote from: KiriLucas on December 17, 2015, 10:46:08 AM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 17, 2015, 09:57:24 AM
Quote from: KiriLucas on December 16, 2015, 10:32:23 PM
Btw... What is MVP?
https://ludeon.com/forums/index.php?topic=16735.0;topicseen
Ohh, but... It doesn't have as much mods as UOM, does it?
It has a ton, but most of em' are under ' ModVarietyPack' mod.
What do you mean by "under"?

Edit: I did what you told me to do (activating the ccl and c before anything else), and it seems like the problem was solved... Well... Part of it, now I'm getting this: (http://i.imgur.com/qZd0DEz.png)
And I think I should mention that, when I extract the mods to the MODS folder, it asks me to overwrite SOMEthings of the original Core folder... I always allow it to do so... Should I?
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: milon on December 18, 2015, 06:38:28 AM
By "under" he means "things are included in" the ModVarietyPack.  (Don't worry - we know that English is a really confusing language.)

Quote from: KiriLucas on December 17, 2015, 08:27:08 PM
And I think I should mention that, when I extract the mods to the MODS folder, it asks me to overwrite SOMEthings of the original Core folder... I always allow it to do so... Should I?

Eek!  No, you should never overwrite something in Core.  Core is what defines RimWorld.  If you change it, you can never play regular ("vanilla") RimWorld again AND you'll probably break Core while changing it.

Each mod must go in its own folder, like this:
(http://s24.postimg.org/x3fgiz99h/Rim_World_Mods.png)

Now that you have overwritten something in Core, you'll need to reinstall it and start over in order to fix it.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: Coenmcj on December 18, 2015, 07:09:34 AM
Quote from: milon on December 18, 2015, 06:38:28 AM
Quote from: KiriLucas on December 17, 2015, 08:27:08 PM
And I think I should mention that, when I extract the mods to the MODS folder, it asks me to overwrite SOMEthings of the original Core folder... I always allow it to do so... Should I?

Eek!  No, you should never overwrite something in Core.

Milon, it's because the mod (Speaking of English being confusing, are we talking about the MVP or UOM?) UOM, atleast, adds a 'texture pack' of sorts, which is an absolute pain in the rear to remove since the pack seems to be specifically coded in some instances to use the core files and throws a hissy fit when you don't include the new files.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: milon on December 18, 2015, 07:35:18 AM
I haven't used any of the mod packs, but you're saying that UOM is designed to overwrite Core?  That seems wrong to me, and I'm really glad I haven't tried it.  That kind of defeats the purpose of a mod.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: Coenmcj on December 18, 2015, 08:11:15 AM
Aye, UOM overwrit core, it was only a few image files that replaced a few items like meds, metals and such. But a few of the mod items relied on images added directly to core, instead of their respective mod directories.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 18, 2015, 12:03:00 PM
Hmm... Tried not overwriting (even you saying I should) and it still gave me that last message... I'm sorry for bothering you guys, but Rim World is a hell of a game, unfortunately, for the moment, I only enjoy playing it with mods because of the lack of content... I really want to fix this thing :/
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 18, 2015, 01:48:23 PM
Quote from: milon on December 18, 2015, 07:35:18 AM
I haven't used any of the mod packs, but you're saying that UOM is designed to overwrite Core?  That seems wrong to me, and I'm really glad I haven't tried it.  That kind of defeats the purpose of a mod.
It is wrong... I'm sure their is an 100% better option, but Ninefingers never did it.
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 18, 2015, 04:27:06 PM
Tsk tsk tsk... kirk... you should know better.

Screenshots for the most part have no value... I need logs and modconfigs...

If you have windows put these 2 bats in the same file then run Debug Info Grabber.
All the instructions get printed out... so don't worry.

If you got mac and linux.... well... goodluck.

[attachment deleted due to age]
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 19, 2015, 06:09:39 AM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on December 18, 2015, 04:27:06 PM
Tsk tsk tsk... kirk... you should know better.

Screenshots for the most part have no value... I need logs and modconfigs...

If you have windows put these 2 bats in the same file then run Debug Info Grabber.
All the instructions get printed out... so don't worry.

If you got mac and linux.... well... goodluck.

I read the .bat before running it, just to be sure it would work as it should, and it did! But the .zip only came with one of the 2 files the .bat tried to zip (I think), so I had to put output_log in there on my own... I think that's all, and thanks for the time (again, for the 3rd time :P)


Ps: You're all being so kind I'm thinking about stickin in the forum after my problem is solved xD

[attachment deleted due to age]
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: TheGentlmen on December 19, 2015, 01:41:21 PM
Quote from: KiriLucas on December 19, 2015, 06:09:39 AM
--SNIP--
Prob put it in the wrong place.
Its soposed to go 1 level down, relative to Rim.exe. Ex: under mods folder...

This was the part which said so:
echo.
echo MainFolder
echo  !-RimWorld914Win.exe
echo  !Game, a reference point
echo  !-***Win_Data
echo  !Please only have ONE folder/file which ends with 'Win_Data', or else this script will bug out.
echo     !-output_log.txt
echo     !File we will need
echo  !-Gent's Bashes
echo  !Note: Name is uninportant...
echo     !-Debug Info Grabber.bat
echo     !This script
echo     !-zipjs.bat
echo     !Archive Library (thing that makes zips)
echo     !-temp
echo     !FOLDER WILL BE CLEARED. Its automaticly generated, so you don't need to make it yourself. Where we store stuff for usage.
echo     !-output
echo     !FOLDER WILL BE CLEARED. Its automaticly generated, so you don't need to make it yourself. Contains all output.
echo        !-Zipped.zip
echo        !The zip we will make which you will upload.
echo.


Anyways:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Core_UOM</li>
    <li>AbilityPack</li>
    <li>AdditionalJoyObjects</li>
    <li>AlienAnts</li>
    <li>AlphaMuffaloHat</li>
---SNIP---
    <li>RW_ResearchInfo</li>
    <li>SCA11Core</li>
    <li>SeedsPlease</li>
--SNIP---


SCA11CORE is the superior crafting main part thingy... it should be loaded right after Core_UOM (I think if I recall correctly... if that doesn't work, load it after CCL)
Title: Re: Problem with (possibly) MODS - Debug log showing up
Post by: KiriLucas on December 19, 2015, 06:21:14 PM
HOLY MOTHER OF COW JESUS!!!! IT WORKED!!!! I just had to do as Gentz said above plus activating first all the mods that had the word "core" on it...
Thank everyone for the help, the time and patience... Thank you very much, in special to Gentz who's helping since the beggining xD

You guys are amazing, as I said before, you were all so kind and polite that I'll be sticking around :P