Can someone explain to me which mods causing errors and conflicting with each others?

(http://www.part.lt/perziura/ccc553878e5cafc547efc1b3acb56670376.png)
\RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
You have a12 mods in and a13 game i suspect. As Rawcode states send us your output.log file and we can help further.
I haven't had a chance to check compatibility problems with Genetic Engineering yet, so compatibility problems could be there... Also, I'm almost certain some of those mods you've got are Alpha 12
Here it is guys, my output log. Thank you all for your attention to my problem, i hope someone can help me fix this
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You need to check if every mod you have in your mod list is compatible with Alpha 13, also make sure youre not loading a new set of mods on an old world, they probably wont work. Remove any mods that are not A13 compatible. Once youve done that let us see the log again after starting the game.
Quote from: skullywag on May 09, 2016, 05:18:10 AM
You need to check if every mod you have in your mod list is compatible with Alpha 13, also make sure youre not loading a new set of mods on an old world, they probably wont work. Remove any mods that are not A13 compatible. Once youve done that let us see the log again after starting the game.
I have checked my every mod, as i can see, they all are compatible A13 and there are no problems with that, i am really sure. I dont know where is the problem, but i have new errors here, i think its becouse of Wild Rim mod, I have disabled it now and after that there are new errors. Maybe i have installed my mods in wrong way? I mean by numbers, sorry for my terrible english. But i send you my modlist and log, here it is. And the log is below post.

(http://www.part.lt/perziura/2b7336195c7b453ecf16fa4c96af11eb199.png)
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1) Download notepad++, it's free.
2) Open you logfile, very first actual line will give you keyword - "GeneModGrunt".
3) Start "search in files" routine for modfolder.
4) Remove mod that host "GeneModGrunt".
5) ???
6) Profit!
p.s. dont forget about reading notepad++ documentation.
Quote from: RawCode on May 09, 2016, 07:49:54 AM
1) Download notepad++, it's free.
2) Open you logfile, very first actual line will give you keyword - "GeneModGrunt".
3) Start "search in files" routine for modfolder.
4) Remove mod that host "GeneModGrunt".
5) ???
6) Profit!
p.s. dont forget about reading notepad++ documentation.
Thats my nigga, thank you. :D i have no more of goddamn errors, i just disabled Genetic Engineering mod, and no errors now. But look, can i be sure there will be no more errors in future while i will play?
By the way, how i can find out with which mod Genetic Engineering mod conflicts? Or there are no conflicts, just some bugs with mod?
Quote from: Korn.Mil on May 09, 2016, 08:09:13 AM
Quote from: RawCode on May 09, 2016, 07:49:54 AM
1) Download notepad++, it's free.
2) Open you logfile, very first actual line will give you keyword - "GeneModGrunt".
3) Start "search in files" routine for modfolder.
4) Remove mod that host "GeneModGrunt".
5) ???
6) Profit!
p.s. dont forget about reading notepad++ documentation.
Thats my nigga, thank you. :D i have no more of goddamn errors, i just disabled Genetic Engineering mod, and no errors now. But look, can i be sure there will be no more errors in future while i will play?
By the way, how i can find out with which mod Genetic Engineering mod conflicts? Or there are no conflicts, just some bugs with mod?
It's mad about the permathought tag, I really have no idea why. It functions properly... But beside that, it's incompatible with anything that modifies base humans. Such as Expanded Prosthetics.
one more question, are these errors harmful? Or its everything fine now?

(http://www.part.lt/perziura/d4af9bbbcaff42f87d2d54a0e2ac47e2287.png)
Short answer: No, there are no "harmful" errors in the window.
Slightly longer answer: Those are just debug "errors" to show the developers what mods are loaded and if they are called correctly. Leaving "Devmode" will hide these, as they are just a tool for the devs when they debug.
Well, i will explain as simple as i can...
Imagine keyboard, simple plastic keyboard with 104 keys.
Mod A need one more key, it can mount it on board and ever have power to 3dprint all parts.
Same for mod B and C.
Issue is simple, all mods want key #105 exclusively and refuse to accept any other number.
in such case only way to modify each mod.
Thanks guys for answer :) its all fine now