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RimWorld => Releases => Mods => Outdated => Topic started by: crusader2010 on June 07, 2016, 02:16:28 PM

Title: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:16:28 PM
Hello everyone!  :D

I have reposted this pack in order to make room for more information in the future, since the previous thread was very close to the character limit.



IMPORTANT:



DOWNLOAD LINK: LINK (https://mega.nz/#!AM8U3AyZ!hi9ewbghqdMj_TvDGvrNp8C1bhBMT4TbTWDt78OHM_U) (latest version: v9.3, date: 09-06-2016; for MacOS use Keka or 7zX to extract, Winrar 5.0+ or 7zip otherwise)

GAMEPLAY VIDEOS/TUTORIALS:



NOTES:



KNOWN ISSUES:



User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive, in the Config folder.
3. Extract the archive(i.e. the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!



CHANGELOG:

Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:16:51 PM
ORDERED MOD LIST:
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:17:05 PM
reserved
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:17:21 PM
reserved
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:17:34 PM
reserved
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:17:47 PM
reserved
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:18:02 PM
reserved
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 02:24:27 PM
Added version v9.2 of the pack. See CHANGELOG 14 for details.
Will require a new colony to play!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Incompatibility on June 07, 2016, 03:36:02 PM
Hey, love the pack, but is there any way to make the some of the crafting tables less cluttered? The machining table and reloading bench especially, there's just way too many things to craft at one bench. Is it possible to split the weapon crafting into separate benches based on research?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 07, 2016, 05:56:35 PM
I've been playing RimWorld for about a week now, love these kinds of games and think I've spent roughly 50-60 hours on it so far. As usual it didn't take me long to check if the game had any mods and been trying this pack now for at least 40 hours of game play, must say, I love it since it gives a more natural progression curve and a larger diversity.

However I've found some bugs with the Blueprints mod, well perhaps not bugs, but more things that is wise to keep in mind:

If I create a bedroom, with all the furniture (especially the heater) etc in it or a turret placement with the Vulcan gun as an example and then create a blueprint of that room/location and rotate it, the graphics also gets rotated on some stuff. The heaters looks especially funny and the base of the Vulcan gun is all of a sudden a hexagon instead of a square. This mostly happens in "God Mode" but it also happens frequently while in regular mode, they still work as they should though.

If you place a power line on top of an existing power line with a blueprint one ain't always canceled out which leads to two power lines in the same location, leading to errors the severely lag out my game. This mostly happens in "God Mode" but it also happens frequently while in regular mode. This can on rare occasion happen if I build any power generating thing on top of a place were I previously had a power line as well. I've spent quite some time hunting down were I might have put a power line on top of another now.

Quite frequently I also have issues with grass coming through the floor if I have a potted plant in the blueprint, I think it depends on what is built first, the floor or the potted plant. In "God Mode" I need to remove and replace any potted plants to get rid of this.

This is perhaps more a bug/thing with that particular mod and not the pack itself, but you might be able to fix/tweak it nonetheless.


I also wish to suggest this mod I found to be added to the pack "Vegetable Garden": https://ludeon.com/forums/index.php?topic=12934.0
Works to my experience without issues with the pack and adds just as much diversity on the food side as the rest of the pack have in other areas.

Ohh and lastly I've been looking for a mod or some way to alter the trade window a tiny bit. Lets say that I have 400 of X and it sells for 10$/X, I want to sell as much as possible but the trader only have 2000$ so I can only sell 200 of X to the trader. Right now this means that I have to click 200 times on the + arrow to add yet another thing for sale, this is extremely cumbersome, is there any way around this? A simple solution would be that when you press >> you only sell the amount of stuff the trader actually can afford and not every single item of X that you own or the ability to alter the number by just typing 200. Or am I simply missing something?

// SuedKAT
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 07, 2016, 06:56:50 PM
I've been playing RimWorld for about a week now, love these kinds of games and think I've spent roughly 50-60 hours on it so far. As usual it didn't take me long to check if the game had any mods and been trying this pack now for at least 40 hours of game play, must say, I love it since it gives a more natural progression curve and a larger diversity.

However I've found some bugs with the Blueprints mod, well perhaps not bugs, but more things that is wise to keep in mind:

If I create a bedroom, with all the furniture (especially the heater) etc in it or a turret placement with the Vulcan gun as an example and then create a blueprint of that room/location and rotate it, the graphics also gets rotated on some stuff. The heaters looks especially funny and the base of the Vulcan gun is all of a sudden a hexagon instead of a square. This mostly happens in "God Mode" but it also happens frequently while in regular mode, they still work as they should though.

If you place a power line on top of an existing power line with a blueprint one ain't always canceled out which leads to two power lines in the same location, leading to errors the severely lag out my game. This mostly happens in "God Mode" but it also happens frequently while in regular mode. This can on rare occasion happen if I build any power generating thing on top of a place were I previously had a power line as well. I've spent quite some time hunting down were I might have put a power line on top of another now.

Quite frequently I also have issues with grass coming through the floor if I have a potted plant in the blueprint, I think it depends on what is built first, the floor or the potted plant. In "God Mode" I need to remove and replace any potted plants to get rid of this.

This is perhaps more a bug/thing with that particular mod and not the pack itself, but you might be able to fix/tweak it nonetheless.


I also wish to suggest this mod I found to be added to the pack "Vegetable Garden": https://ludeon.com/forums/index.php?topic=12934.0
Works to my experience without issues with the pack and adds just as much diversity on the food side as the rest of the pack have in other areas.

Ohh and lastly I've been looking for a mod or some way to alter the trade window a tiny bit. Lets say that I have 400 of X and it sells for 10$/X, I want to sell as much as possible but the trader only have 2000$ so I can only sell 200 of X to the trader. Right now this means that I have to click 200 times on the + arrow to add yet another thing for sale, this is extremely cumbersome, is there any way around this? A simple solution would be that when you press >> you only sell the amount of stuff the trader actually can afford and not every single item of X that you own or the ability to alter the number by just typing 200. Or am I simply missing something?

// SuedKAT

For the blueprint issues, you should contact the author of that mod. Maybe he can do something about it. I know about them, but my free time is very limited and usually spent debugging mods that can generate game-breaking bugs, when/if I play Rimworld; that doesn't mean I am always successful in my bug correction adventure... knowing C# is not enough since I'm really not familiar with the game's code. :)
Vegetable garden wasn't compatible with this pack last time I checked. If it works for you, keep it and play, but watch out for problems related to those plants.
About the trading window, I think only Rimworld's creator can help with this (and probably some of the very skilled modders) :) you should probably post your suggestion(s) somewhere in a corresponding forum.

PS: drag-clicking left/right over the quantity of items you want to buy/sell to a trader will speed up the change in quantity.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaxxa on June 07, 2016, 07:27:28 PM
I suggest that you edit the First post of the original thread to make it clear that it is now out of date and they should go here.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 08, 2016, 01:43:40 AM
I suggest that you edit the First post of the original thread to make it clear that it is now out of date and they should go here.

I will do that as soon as possible! Thanks :)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Oga88 on June 08, 2016, 09:17:10 AM
Big THANKS on the regular update of the mod pack!!! :)

Also for the reply in your earlier post. ;)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 08, 2016, 09:59:43 AM
hey crusader, some question about bulk meals. in vanilla you can use eggs for lavish meals. but in this mod, the four or eight lavish meals can't use eggs.. don't know it's a bug or the author forgot some line in the recipedefs? i did take a look, but there is no way for me to override the mod recipedef.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 08, 2016, 10:30:39 AM
hey crusader, some question about bulk meals. in vanilla you can use eggs for lavish meals. but in this mod, the four or eight lavish meals can't use eggs.. don't know it's a bug or the author forgot some line in the recipedefs? i did take a look, but there is no way for me to override the mod recipedef.

Unfortunately I have no idea about this. I'm not making lavish meals usually, since the benefits seem to be so small compared to simple meals. Also, the most annoying animals to have are the chickens...and I never keep any ;D

I suggest asking the author to check the recipe (provided the eggs were available in vanilla, like you said). As I remember, the unfertilized eggs were excluded from meals, but you can simply tick the red X in the meal recipe's details. Maybe this is the issue.

@Oga88: thanks! It's my pleasure to do so!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: TimK on June 08, 2016, 11:31:01 AM
I really like this modpack, but i dont really get used to the ammo based combat.
Is it possible to get rid of the combat realism mods? I tried deactivating all mods with "combat realism" in the name but i cant generate a world with those inactive. If i use an older world i made when CR was still active i can start a new colony but when i load the game after leaving it crashes...
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 08, 2016, 12:14:37 PM
I really like this modpack, but i dont really get used to the ammo based combat.
Is it possible to get rid of the combat realism mods? I tried deactivating all mods with "combat realism" in the name but i cant generate a world with those inactive. If i use an older world i made when CR was still active i can start a new colony but when i load the game after leaving it crashes...

You need to create a new world and a new colony after removing all the CR related mods AND restarting the game. To be safe, remove all the weapon mods at first, and keep adding them one by one until you find which crashes.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: markanoo92 on June 08, 2016, 12:28:46 PM
Hi i'm new on this game, just dl this pack, added it to mod folder started the game, i go to mods activate them then after i close the mod pannel, it says that some mods cant be opened and all mods are with X, how i can make it work?
It says they are incompatible and all of them are disable
It seems that Component Factory is with problem
Now i have another problem, i'm generating a world but nothing happens, it just return to the generate planet, and then nothing happens
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 08, 2016, 01:12:58 PM
take a look in the  zip file , there shouldnbe a modconfig file. cut that out and go to your appdata folder, ludeon studios, rimworld, there is a configfolder. copy in. in the first, start rimworld, exit. and do what i wrote ahead. start rimworld new
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 08, 2016, 01:17:02 PM
I really like this modpack, but i dont really get used to the ammo based combat.
Is it possible to get rid of the combat realism mods? I tried deactivating all mods with "combat realism" in the name but i cant generate a world with those inactive. If i use an older world i made when CR was still active i can start a new colony but when i load the game after leaving it crashes...

here is myy modconfig without CR and CR patches

edit: oh i forgot smokehouse.. if you need this mod enable this.

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: TimK on June 08, 2016, 01:31:10 PM

here is myy modconfig without CR and CR patches

edit: oh i forgot smokehouse.. if you need this mod enable this.

Thanks that helped :)

Since i'm here: I just noticed that harvesting healroot doesn't yield anything (old game with CR still enabled). Not sure its supposed to work that way or if i have to research something first for it to be useful.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 08, 2016, 01:43:17 PM
maybe a compatibility error. some debug errors via devmode?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaszczur on June 08, 2016, 03:45:03 PM
Why I can't set cleaning zones? No option in "Zone/Area".
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Der Failer on June 08, 2016, 06:28:02 PM
@crusader2010
Could you update ReverseCycleCooler in the next version, we can get rid of the debuglogging.
(i updated already for my self)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 01:39:16 AM
@crusader2010
Could you update ReverseCycleCooler in the next version, we can get rid of the debuglogging.
(i updated already for my self)

Yep,I will. Didn't know there was an update for that.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 09, 2016, 04:03:56 AM
hospitility is now in the 1.13c phase
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaszczur on June 09, 2016, 07:21:15 AM
@crusader2010
Can you please tell me if newest version has NoCleaning mod? I'm asking, because I don't see an option which set cleaning zones.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: katjezz on June 09, 2016, 07:31:03 AM
For some reason i have a few guns from rimsenal in the game.

They do not work however, and spam the debug console with Errors

The Guns are the APB-1 Rifle and Pistol and projector
Also the MRG 5 Pistol and Rifle.

I had rimsenal previously installed before backing up that mod folder and installing this megapack here.

Today i had a group of space pirates spawn with these weapons and i had to destroy them with the dev console

Any idea why they remain in the game? I do not have any other rimsenal mods enabled except hairs and story teller
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 10:41:06 AM
@crusader2010
Can you please tell me if newest version has NoCleaning mod? I'm asking, because I don't see an option which set cleaning zones.

Yes it has. You can simply open the Mods menu and see for yourself. I did put it in. I suggest a fresh install of the pack, with a new world and colony.

@katjezz: it worked before because you didn't have CombatRealism probably. Rimsenal is NOT compatible with CR. That's why I wrote in the main thread that it is disabled...

Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: katjezz on June 09, 2016, 12:44:40 PM
Well i do have all modules of rimsenal disabled except those who get enabled by your loadorder config file (hairs and storyteller)
Your post states that only the rimsenal security plugin is incompatible, and that one is disabled

Which is what makes it so weird, the module that contains armors and weapons is disabled. In fact, i never get raids from the rimsenal factions and its armors/weapons are also not in the game

only these 4 guns are left behind for some reason

Not saying its your fault or anything, just asking if you maybe know if any of the other mods add them.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaszczur on June 09, 2016, 12:53:35 PM
Yes it has. You can simply open the Mods menu and see for yourself. I did put it in. I suggest a fresh install of the pack, with a new world and colony.

Made some checkings:
* created new world
* created new colony
* copied game to other directory
* downloaded modpack again
* restarted game after going to mod list
* checked the modlist

Still don't see "create clean zones" option and don't see any mod with "Clean" string in the name of any mod in mod list :(.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 02:26:51 PM
I'll take a look at Modsconfig.xml as soon as possible and let you know.

Regarding rimsenal, you should probably ask in that thread if any of those weapons should be left behind or not. I never had that issue. Are you sure they are Rimsenal weapons and not from another mod? Can't really help more unfortunately.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaszczur on June 09, 2016, 02:46:37 PM
I'll take a look at Modsconfig.xml as soon as possible and let you know.

I see in that file, that there is "LT_NoCleaningPlease-0.13.0.1" item, but there is no directory with that name.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 03:40:18 PM
Added version v9.3 of the pack. See CHANGELOG 15 for details.

Indeed the NoCleaningPlease folder was missing. God knows why :( sorry for the inconvenience. It should work properly now.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: gorathtar on June 09, 2016, 03:55:02 PM
When I start a Game with a fresh install of your mod pack the coolers / heaters / some turrets / lights - Have only checked those so far - are invisible and I have to guess which way they face. Once you complete building a cooler or heater they disappear and when you build the cooler the wall its built on also goes away forcing you to build a new wall.

The game breaking bug is that once you make the game using an Alpha13 rimworld client you can't load your game later on when you want to go back to a previous save or just continue your game you made with this pack. I have gone through and tried removing mods to see if one of them was causing problems. It doesn't matter what mod I remove the game reports and error and disables all mods except for core.

*edit*

I am going through the log file and the mods trying to figure out which ones are causing this and the first one I ran into that gave errors was Caveworld Flora. With That mod disabled the above problems are still not fixed so I am going to keep looking.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 04:50:08 PM
When I start a Game with a fresh install of your mod pack the coolers / heaters / some turrets / lights - Have only checked those so far - are invisible and I have to guess which way they face. Once you complete building a cooler or heater they disappear and when you build the cooler the wall its built on also goes away forcing you to build a new wall.

The game breaking bug is that once you make the game using an Alpha13 rimworld client you can't load your game later on when you want to go back to a previous save or just continue your game you made with this pack. I have gone through and tried removing mods to see if one of them was causing problems. It doesn't matter what mod I remove the game reports and error and disables all mods except for core.

*edit*

I am going through the log file and the mods trying to figure out which ones are causing this and the first one I ran into that gave errors was Caveworld Flora. With That mod disabled the above problems are still not fixed so I am going to keep looking.

This happens in 3 cases:
1. You haven't exited the game after opening the Mods menu.
2. You installed additional mods that may interact badly with some from the pack.
3. You loaded a previously saved game from an already existing world. You need a new world with a new colony. I just tested them again with a fresh install and everything is absolutely fine.

Can't think of anything else. Caveworld flora had some issues, but they were fixed in the latest update. If they still appear, contact the author.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Spencerroo9 on June 09, 2016, 05:27:26 PM
So I am having a problem with loading a colony. I have reinstalled the game and mod a few times, but every time I save a game whether just as the colonists land or 4 hours in, I can not load the game without getting an error telling me to check the log.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: gorathtar on June 09, 2016, 05:40:37 PM
This is how I fixed it. I went to the Original mod creators posts and replaced the mods in your pack with the same mod from the original creators site and the problems were fixed. I had to replace all the ED mods the cave flora mod the Misc mods the rims mods.

The three cases you site are not the case here I have already tested and accounted for that. The mods in your pack are bugged. The problems DID NOT go away until I REPLACED all the mods I listed with the Identical mod downloaded From the Original authors posts.

*EDIT* Please update the mods in your pack with the newest versions so that future people do not have to manually replace them to fix the bugs in your mod pack.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 09, 2016, 06:05:55 PM
Hopefully you got the updated versions. I'm glad you made it work. That's exactly the kind of problem I was having when the game did not load the definitions properly. Consider reinstalling the game too.

*EDIT*: the mods from this pack ARE the latest (updated) versions. I suggest you read the changelog next time.

Quote
So I am having a problem with loading a colony. I have reinstalled the game and mod a few times, but every time I save a game whether just as the colonists land or 4 hours in, I can not load the game without getting an error telling me to check the log.

Unless you read that log it's impossible to tell what happens. Make sure you got the last version of the pack, and that you created a new world and colony. Some mods were changed that would generate such error if on their previous versions.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Spencerroo9 on June 09, 2016, 07:31:40 PM
I am using a fresh install with the latest version of the mod.

Code: [Select]
UnloadTime: 1.376790 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 7371.
Total: 61.238724 ms (FindLiveObjects: 0.352361 ms CreateObjectMapping: 0.891943 ms MarkObjects: 59.510193 ms  DeleteObjects: 0.051625 ms)

Platform assembly: C:\Users\Spencer\Downloads\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Colony2 with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBModOrder, Darkness_Lights_A13_1.0, PowerSwitch, Miscellaneous_Core, Miscellaneous_MapGenerator, Miscellaneous_Incidents, MoreSunLamps, HeatedSunLamps, Recycle, RoofBomb-RoofBomb1.3, RW_EnhancedTabs-0.13.0.1, DermalRegenerator-DermalRegenerator1.5, AdditionalLighting-AdditionalLighting1.6, VeinMiner, AllowTool, Smart Bears, LessIncidentTrolling, RT_Fuse-A13-1.0.0, RT_SolarFlareShield-A13-1.0.0, EdBColonistBar, DESurgeries, Trade-12, ED-AutoLoader, ED-OmniGel, ED-SubspaceTransponder, ED-Moat, ED-Embrasures, ED-LaserDrill, ED-Plant24H, ED-ReinforcedStuff, ED-Shields, ED-ClosableVent, ED-PoweredVent, ED-ReverseCycleCooler, BetterCoolers-BetterCoolers1.1, BetterVents-BetterVents1.1, ED-ReverseCycleCooler-BetterCoolers, ED-ClosableVent-BetterVents, ED-PoweredVents-BetterVents, ExtendedFabrics-ExtendedFabrics1.2, no fighting! (v1), Fences, Modular Tables, kNumbers-0.4.3.1-A13, RW_Blueprints-0.13.0.1, RW_MedicalInfo-0.13.0.1, SpawnTweak, oceanmod, Bulk_Meals, M&Co. MMS, CaveworldFlora, LT_NoCleaningPlease-0.13.0.1, LT_Soiling, Trait Pack, ED-MoreVanillaTurrets, CombatRealism, CombatRealism Defence, ED-Shields-CR, ED-Embrasures-CR, ExpandedProsthetics&OrganEngineering, CombatRealism EPOE, High Caliber, High Caliber (Combat Realism Patch), Rimfire for CombatRealism, Rimworld Westernization Project, Misc_Patch_-_Core_-_CombatRealism, Hospitality, CTS, SolarsStuffed-SolarsStuffed-1.3, ThermalsStuffed-ThermalsStuffed-1.3, BatteriesStuffed-BatteriesStuffed-1.3, ConduitsStuffed-ConduitsStuffed1.2, SmallSolarsStuffed-SmallSolarsStuffed-1.4, FastFloors, Stonecutting Tweak, SkilledBuilderOff, TRCaravans, AnimuHair, Rimsenal_hair, xeva_hair, Rimsenal_Storyteller, More Furniture, Mad Skills, Component Factory, ExtendedStorage-ExtendedStorage1.5, and AnimalHideWorking
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0

  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="CaveworldFlora.MapComponent_CavePlant" />

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Not all loadIDs which were read were consumed. 23 singles and 23 lists remain.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 0.749195 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 7371.
Total: 130.269531 ms (FindLiveObjects: 0.152078 ms CreateObjectMapping: 0.426690 ms MarkObjects: 129.207458 ms  DeleteObjects: 0.051314 ms)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Hyena on June 09, 2016, 07:43:27 PM
Ugh. For some reason when I try to load the game after installing this pack, the game gets to 'Loading Defs' and then goes black screen.

I'm pretty sure I did everything correctly, it's not my first rodeo with mods. The new ModConfigs.xml file is in the right location, all other files in that folder were deleted, and the mods themselves are obviously in the right spot.

Notably, if I try to launch a second time, it goes straight to 'Initializing Interface' and then goes blackscreen.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Hyena on June 09, 2016, 08:08:22 PM
Update: Even after removing the mod pack and deleting the ModConfig I was still getting the blackscreen, so I ended up deleting the game and reinstalling fresh. After that, installing the mod worked fine.

I'm not entirely sure if the blackscreen was related to the mod pack or what. But if anyone else has that issue, just reinstall the game I guess.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Hyena on June 09, 2016, 11:55:05 PM
And now I'm having a problem where I cannot load saves made with the pack. From a fresh install, started a new world/colony, played for a bit, tried to load a save, and got an error just like Spencerroo9.

Snipped out some parts of the log to meet the character limit.
Code: [Select]
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2E5018.dll
Initialized the EdB Mod Order mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0EE0C068 (this message is harmless)
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0EE0C068.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F12D010.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F132E18.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F138E48.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F13E600.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2EDF70.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F2FA3D8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A4C60.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F312280.dll
Platform assembly: C:\Games\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Configuration.dll (this message is harmless)
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F325580.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F32E108.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F32F510.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A1450.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F339328.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F346958.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0EE45098.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F348160.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F34A568.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F369B80.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F36BD88.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F36E390.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3737A0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3751A8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F384DC0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F385FC8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3881D0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F38ADD8.dll
..
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F395FE8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3A7330.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3B0070.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3C1088.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3D92D0.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3DD6D8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F3ED0F8.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F1A3058.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F494010.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F436008.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4C8008.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E2C18.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F443888.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E5620.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4E6828.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F19DC40.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4F8238.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F4FFC48.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F51D860.dll
MapComponentInjector: initializing for RTMadSkills.MapComponent_RTSkillIncreaser
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F51F668.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F525478.dll
..
Fallback handler could not load library C:/Games/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0F526680.dll
Could not load UnityEngine.Texture2D at Things/Building/Embrasure/Embrasure in any active mod or in base resources.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

MatFrom with null sourceTex.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

116CC9F8
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.3
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

(Validations)
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Validations :: Validated

 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Plants24H.DetourInjector.Inject() Compleated.
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Inspector tab types on humans:
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Health
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Needs
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Character
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Training
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Gear
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Guest
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Prisoner
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

ITab_Pawn_Social
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Resolved tab instances on humans:
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Health
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Needs
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Character
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Training
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Gear
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Guest
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Prisoner
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Social
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Initialized

 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialization :: Initialized
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Completed in 00:00:01.2244034

 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help Generator :: Initialization :: Initialized
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Initialization :: Initialized

 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

Hospitality injected.
 
(Filename: ...UnityEngineDebug.cpp Line: 56)

UnloadTime: 0.939623 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 7317.
Total: 38.318584 ms (FindLiveObjects: 0.183718 ms CreateObjectMapping: 0.457130 ms MarkObjects: 37.103077 ms  DeleteObjects: 0.084745 ms)

Platform assembly: C:\Games\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Silver Pines with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBModOrder, Darkness_Lights_A13_1.0, PowerSwitch, Miscellaneous_Core, Miscellaneous_MapGenerator, Miscellaneous_Incidents, MoreSunLamps, HeatedSunLamps, Recycle, RoofBomb-RoofBomb1.3, RW_EnhancedTabs-0.13.0.1, DermalRegenerator-DermalRegenerator1.5, AdditionalLighting-AdditionalLighting1.6, VeinMiner, AllowTool, Smart Bears, LessIncidentTrolling, RT_Fuse-A13-1.0.0, RT_SolarFlareShield-A13-1.0.0, EdBColonistBar, DESurgeries, Trade-12, ED-AutoLoader, ED-OmniGel, ED-SubspaceTransponder, ED-Moat, ED-Embrasures, ED-LaserDrill, ED-Plant24H, ED-ReinforcedStuff, ED-Shields, ED-ClosableVent, ED-PoweredVent, ED-ReverseCycleCooler, BetterCoolers-BetterCoolers1.1, BetterVents-BetterVents1.1, ED-ReverseCycleCooler-BetterCoolers, ED-ClosableVent-BetterVents, ED-PoweredVents-BetterVents, ExtendedFabrics-ExtendedFabrics1.2, Fences, Modular Tables, kNumbers-0.4.3.1-A13, RW_Blueprints-0.13.0.1, RW_MedicalInfo-0.13.0.1, oceanmod, Bulk_Meals, M&Co. MMS, CaveworldFlora, LT_NoCleaningPlease-0.13.0.1, LT_Soiling, Trait Pack, CombatRealism, CombatRealism Defence, ED-Shields-CR, ED-Embrasures-CR, ExpandedProsthetics&OrganEngineering, CombatRealism EPOE, High Caliber, High Caliber (Combat Realism Patch), Rimfire for CombatRealism, Rimworld Westernization Project, Misc_Patch_-_Core_-_CombatRealism, Hospitality, CTS, SolarsStuffed-SolarsStuffed-1.3, ThermalsStuffed-ThermalsStuffed-1.3, BatteriesStuffed-BatteriesStuffed-1.3, ConduitsStuffed-ConduitsStuffed1.2, SmallSolarsStuffed-SmallSolarsStuffed-1.4, FastFloors, Stonecutting Tweak, SkilledBuilderOff, TRCaravans, AnimuHair, Rimsenal_hair, xeva_hair, Rimsenal_Storyteller, More Furniture, Mad Skills, Component Factory, ExtendedStorage-ExtendedStorage1.5, AnimalHideWorking, DarknessRevampSB, and RW_AreaUnlocker-0.13.0.1
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0

  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="CaveworldFlora.MapComponent_CavePlant" />

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Not all loadIDs which were read were consumed. 23 singles and 23 lists remain.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0

  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.157982 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 7316.
Total: 130.020981 ms (FindLiveObjects: 0.160521 ms CreateObjectMapping: 0.423418 ms MarkObjects: 128.437103 ms  DeleteObjects: 0.119076 ms)

Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 10, 2016, 06:33:49 AM
so many problems here.. i use version 9.1 of this pack und updated on my own. so i've never seen any probs.  btw. i don't use any CR mods and patches.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Autosleep on June 10, 2016, 07:20:10 AM
And now I'm having a problem where I cannot load saves made with the pack. From a fresh install, started a new world/colony, played for a bit, tried to load a save, and got an error just like Spencerroo9.

I'm having the same problem. Fresh install, new world/colony, save gets corrupted.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 10, 2016, 10:52:33 AM
Like I said before, you should ask in the respective threads. Might be some bugs with those mods. For CR, backup the .dll from the \Assemblies folder and copy over the one from \ORIGINAL DLL. Let me know if you get the same errors.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: magik20 on June 10, 2016, 11:50:58 AM
There was a mod that automatically swapped out gear if it was worn out

I cant seem to find it, but is it compatible with this modpack?  Is there a similar feature already installed?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: BlackSmokeDMax on June 10, 2016, 12:35:15 PM
There was a mod that automatically swapped out gear if it was worn out

I cant seem to find it, but is it compatible with this modpack?  Is there a similar feature already installed?

Don't they do that in vanilla, as long as you setup an outfit with limits? Is there some mod that takes this further?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: darkedone02 on June 10, 2016, 02:00:48 PM
I like this modpack but what I don't like is not having anything that can drain these watery places and replace them somewhere else. I need a mod that is compatible with this one that drains water and/or move it somewhere else.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: gorathtar on June 10, 2016, 06:30:40 PM
Hopefully you got the updated versions. I'm glad you made it work. That's exactly the kind of problem I was having when the game did not load the definitions properly. Consider reinstalling the game too.

*EDIT*: the mods from this pack ARE the latest (updated) versions. I suggest you read the changelog next time.

Quote
So I am having a problem with loading a colony. I have reinstalled the game and mod a few times, but every time I save a game whether just as the colonists land or 4 hours in, I can not load the game without getting an error telling me to check the log.

Unless you read that log it's impossible to tell what happens. Make sure you got the last version of the pack, and that you created a new world and colony. Some mods were changed that would generate such error if on their previous versions.

It seams you didn't understand or chose to ignore what I said. The mod files you have in your mod pack need to be replaced with new copies of those mods from the MOD CREATORS posts because the mods in your pack are BUGGED.

The problem the other guy is having with loading saved games will be fixed once he replaces the cave flora mods and the ED mods with fresh downloads of those mods from the mod creator site. he will also need to replace the rimsenal security mod as well. Once he replaces those mods his games should load just fine.

Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 10, 2016, 10:41:09 PM
Unfortunately I'm having issues with the mod pack as well, which is strange because it works perfectly fine on my work-PC at the office. I can save and load all day with absolutely no issues.

I haven't edited or modified any of the files, followed the installation instructions precisely as you wrote them from a fresh install, making sure to delete my Ludeon folder from LocalLow and launching the vanilla version of the game once to recreate those folders before adding anything. Yet I cannot load saves either. I get to "loading assets 90%" and then receive "An error has occurred while loading a map. See error log for more information."

I tried Gorathtar's 'fix' and manually updated all of the mods, launched my game, opened the mod window, closed the mod window, closed my game, relaunched, and attempted to load: nothing. Failed at 90% again. I'm not sure where the log file is that the error message is referring to but If somebody can help me find it I'd be more than happy to post it.

I'd really like to help find the issues in question and resolve them so that nobody else has this issue in the future because I sincerely enjoy this mod pack.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 10, 2016, 11:32:45 PM
Fixed! I hope...

After an hour of trying all sorts of various things like running in compatibility mode vs launching as administrator I decided to manually turn on all the mods (in order) and see if that would do anything, and it did!

Previously I couldn't load ANY save file. Even if I had fresh installed the game, the mods, and made a new world- new colony- and saved the moment the game started; I wasn't able to load.

It was a huge pain in the ass and I had to have both the mod-list and game open side by side to do it- but manually checking the mods (in order) fixed my loading issue.


I have no idea if this will work for others, but it just worked for me. It's an absolute pain in the ass to do manually and I have no way to verify how this magically fixed the load issue, but if you're like me and you're really bummed that this amazing modpack can only be played for a night because all of your saves go corrupt, and you're looking for that shot in the dark to fix it. Who knows, try it.

Edit: Also I just attempted this on a friends computer and it worked again. He had lost his favorite colony build to a power outage and when he tried to reload he received the same load error as I did. Manually setting up your mod-load might also recover old saves, it did in his case.

After manually enabling all of the mods and restarting his game he loaded his save and received a message that essentially said <old mod order was x, new mod order is y> so he hit okay, saved again- and then restarted and reloaded his game with absolutely no issue.

Good luck out there!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 11, 2016, 09:36:04 AM
Hopefully you got the updated versions. I'm glad you made it work. That's exactly the kind of problem I was having when the game did not load the definitions properly. Consider reinstalling the game too.

*EDIT*: the mods from this pack ARE the latest (updated) versions. I suggest you read the changelog next time.

Quote
So I am having a problem with loading a colony. I have reinstalled the game and mod a few times, but every time I save a game whether just as the colonists land or 4 hours in, I can not load the game without getting an error telling me to check the log.

Unless you read that log it's impossible to tell what happens. Make sure you got the last version of the pack, and that you created a new world and colony. Some mods were changed that would generate such error if on their previous versions.

It seams you didn't understand or chose to ignore what I said. The mod files you have in your mod pack need to be replaced with new copies of those mods from the MOD CREATORS posts because the mods in your pack are BUGGED.

The problem the other guy is having with loading saved games will be fixed once he replaces the cave flora mods and the ED mods with fresh downloads of those mods from the mod creator site. he will also need to replace the rimsenal security mod as well. Once he replaces those mods his games should load just fine.

I am not CHOOSING to ignore anything. Actually you chose to do that. I specifically remove the affected mods when getting a new version and unzipping the new one. Just to avoid these kinds of issues! I also played 3 fresh starts (removing all the folders and unzipping the archive of this pack + same for the configs) and have yet to encounter any problems. Which means the problem is on your end OR with the game itself. I cannot search for solutions for something that doesn't occur (ever) in my games... And I suggest you tone down your words a bit; I am not your enemy, nor anyone else here. It's frustrating to have issues with saves and such but that doesn't mean it's my fault or this pack's. Why is it working for many others then?!

Thank you Havocprime. Hopefully your solution works for everyone blaming the pack when it's clear (to me) that something else is at fault here.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: LetheNyx on June 11, 2016, 02:56:42 PM
just a heads up, you include auto-equip but have it disabled because its "not working right"... In the front section of the CR forums there's a small section where it lists patches and there's a patch for auto-equip. The following link points to the patch, it might be helpful to include it since you want to include auto-equip.

https://ludeon.com/forums/index.php?topic=9759.msg215932#msg215932
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 11, 2016, 04:53:04 PM
just a heads up, you include auto-equip but have it disabled because its "not working right"... In the front section of the CR forums there's a small section where it lists patches and there's a patch for auto-equip. The following link points to the patch, it might be helpful to include it since you want to include auto-equip.

https://ludeon.com/forums/index.php?topic=9759.msg215932#msg215932

Thanks. I'll look into it! I'm not sure CR is the only mod incompatible with AutoEquip, but i'll test them as soon as i can.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: GrimTrigger on June 11, 2016, 05:22:21 PM
I noticed someone earlier in the thread experienced issues with coolers... so I know I'm not alone.  I ran into issues with loading save games after closing the game and went through a series of troubleshooting steps.

I deleted rimworld to include everything from appdata.
Unzipped the game and added the mods from this megapack.
I then manually selected each mod in the order listed on the 1st page of this thread.
(edit) forgot to mention that after selecting the mod order is when I started an actual game.

My issue isn't that the coolers are invisible (anymore), the issue is the coolers don't cool... at all.  The only mods that I am not using from the megapack are "No fighting" (out of preference), "AutoEquip", "rimsenal security" and the "Lt-heatredist" mods (as suggested).

Any idea what in the world the problem could be?  Any help is appreciated.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 11, 2016, 09:44:16 PM
Grim, stupid question but- Have you tried using the pink side of the cooler?
In vanilla they have red/blue to designate heat/cold, in the mod pack its White/Pink, White being the exhaust and pink being the cooling side. I only ask because I was extremely confused by this when I started with the mod pack.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Spencerroo9 on June 12, 2016, 01:10:02 AM
Can confirm Havocprime's method fixed my loading problem. Thankyou for doing all the hard work so lazy people like me don't have to.  8)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 12, 2016, 02:27:20 AM
Can confirm Havocprime's method fixed my loading problem. Thankyou for doing all the hard work so lazy people like me don't have to.  8)

Haha I'm glad it worked for someone! Hopefully this issue gets resolved with an easier fix than doing everything manually. But I'm glad things work for you!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 12, 2016, 03:38:04 AM
I wish I had this loading issue so I could try and find an easier method (it sucks to click on every mod in order)... it seems to be related to the game not loading the config files properly.

Are you guys willing to test Havocprime's method with a little change? I'm thinking about only ticking the CCL mods and EdbModOrder, and then quit and reenter the game so it reloads the ModsConfig.xml file by itself.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Autosleep on June 12, 2016, 06:06:51 AM
I fixed not being able to load a save file after disabling caveworld flora.

Not only it works with a fresh install, I was able to load a "broken" save file after disabling it in the main menu.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ankhtar on June 12, 2016, 06:51:10 AM
I'm going to be blunt here, I don't like the combat realism mod. It is a good mod in its own right but it just isn't for me.
That said, when I try to disable it, the game simply ceases to function properly until I enable it again. For example, when I try to create a new world, the screen will show me the "generating world..." thingie and then kick me back to the seed menu 1 second later without any warnings or errors. I can't select a previously created world either because the "select" button will be pushed back for a second before becoming available again, which pretty much prevents me from playing the game altogether.

What am I doing wrong here? Is there something else that depends on CR that I need to disable as well?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ventrue on June 12, 2016, 07:24:13 AM
@Ankhtar have you tried disabling the patches for CR as well?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ankhtar on June 12, 2016, 07:50:05 AM
I disabled both the core and main CR as well as the EPOE patch. Is there another I've missed?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: katjezz on June 12, 2016, 08:07:56 AM
unfortunately the method described earlier does not work for me

(http://i.imgur.com/0SEuGFZ.jpg)

Sadly i cannot identify which mod is causing the issue since the error log is pretty much completely useless in rimworld.

However the last line of the log refers to combat realism

(http://i.imgur.com/1exm8G6.png)

Since combat realism is known to be one of the most unstable and buggiest mods out there i guess its safe to assume that CR is causing this issue.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: GrimTrigger on June 12, 2016, 09:47:15 AM
Grim, stupid question but- Have you tried using the pink side of the cooler?
In vanilla they have red/blue to designate heat/cold, in the mod pack its White/Pink, White being the exhaust and pink being the cooling side. I only ask because I was extremely confused by this when I started with the mod pack.

I... I just dont know what to say..

You are 2 for 2 with fixing my problems Sir (Ma'am?).  The colors are not intuitive to me... but whatever.  Thanks!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 12, 2016, 10:41:31 AM
I disabled both the core and main CR as well as the EPOE patch. Is there another I've missed?

You need to disable the following:
Combat Realism
Combat Realism Defence
ED-Shields patch for CombatRealism
ED-Embrasures patch for CombatRealism
Combat Realism EPOE Patch
High Caliber Combat Realism patch
Miscellaneous CORE patch for CR

You also need to replace Rimfire for CombatRealism with the normal Rimfire if you still want it:
https://ludeon.com/forums/index.php?topic=9536.0

Edit: Quoted the wrong post...
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 12, 2016, 10:54:59 AM
I've been using this modpack for a while now, haven't had any issues with it, even when adding other mods, so to the ones having issues have you followed the installation instructions correctly?

Quote
User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:
For Windows users: C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config
(make sure you have the Hidden Files and Folders option enabled in your file manager if you explore through the path toward this folder).
For Linux users: "/home/[your user name]/.config/unity3d/Ludeon Studios/RimWorld/Config"
For Mac users: "/Users/[your user name]/Library/Application Support/RimWorld/Config"
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive, in the Config folder.
3. Extract the archive(i.e. the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!


I can create errors like the ones you have as well rather easy, I simply don't put the ModsConfig.xml file into the correct place and don't clear the folder of any other config files which makes the mods load however they feel like. Not saying you've done that, but since I experience no issues what so ever even though I've added more mods to the pack it might be worth trying one more time since the only thing I've done to make it work is that I've followed the installation instructions.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ankhtar on June 12, 2016, 11:03:55 AM
I disabled both the core and main CR as well as the EPOE patch. Is there another I've missed?

You need to disable the following:
Combat Realism
Combat Realism Defence
ED-Shields patch for CombatRealism
ED-Embrasures patch for CombatRealism
Combat Realism EPOE Patch
High Caliber Combat Realism patch
Miscellaneous CORE patch for CR

You also need to replace Rimfire for CombatRealism with the normal Rimfire if you still want it:
https://ludeon.com/forums/index.php?topic=9536.0

Edit: Quoted the wrong post...

Thank you, that sorted it out. I looked for any mod containing "combatrealism" so thoroughly that I completely overlooked the ones with "CR" ...
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Deepfield on June 12, 2016, 07:41:12 PM
Thanks for making this modpack. I was looking for something like Ultimate Overhaul by ninefinger and this seems to be the closest. The research tree is a bit strange but ill derp with it and make it a bit more progressive. Keep it up. Wish I had the time to put into something like this.

Was getting corrupted saves while loading a save with this modpack enabled. Looked at the log and saw some errors with CR. Removing anything to do with CR fixed it. Not really a fan of that mod anyways.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 12, 2016, 08:51:12 PM
I... I just dont know what to say..

You are 2 for 2 with fixing my problems Sir (Ma'am?).  The colors are not intuitive to me... but whatever.  Thanks!

Haha glad I could help! The colors weren't intuitive to me either  ;D (oh and sir will do just fine)

I've been using this modpack for a while now, haven't had any issues with it, even when adding other mods, so to the ones having issues have you followed the installation instructions correctly?

I can create errors like the ones you have as well rather easy, I simply don't put the ModsConfig.xml file into the correct place and don't clear the folder of any other config files which makes the mods load however they feel like. Not saying you've done that, but since I experience no issues what so ever even though I've added more mods to the pack it might be worth trying one more time since the only thing I've done to make it work is that I've followed the installation instructions.

Unfortunately SuedKAT I've installed the games on multiple computers and multiple OS's and I can guarantee you that following the exact same procedure can lead to different results. On my work computer I have absolutely zero issues, installed the game/mod the exact same way as I did at home, no errors. However on my home rig, I had constant load errors no matter how many times I reinstall/place the ModsConfig.xml. Turning on the mods manually was the only thing that fixed this for me.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 13, 2016, 09:12:29 AM
Unfortunately SuedKAT I've installed the games on multiple computers and multiple OS's and I can guarantee you that following the exact same procedure can lead to different results. On my work computer I have absolutely zero issues, installed the game/mod the exact same way as I did at home, no errors. However on my home rig, I had constant load errors no matter how many times I reinstall/place the ModsConfig.xml. Turning on the mods manually was the only thing that fixed this for me.

As a dev my self I know that all to well, but always nice to utilize "binary exclusion" as much as possible. I did some testing since I currently have a map I've spent 80+ hours on with this modpack and I don't fancy the risk of it being corrupted since I spend 3-8 hours playing it per "sitting".

Since I have no errors/issues on either of the 4 computers I use I can't replicate the issues some of you have, but if I spawned 1x of everything using "God Mode" on 10 different maps on each computer and let that run for a bit I might notice something. I didn't have any issues what so ever on 39 of those maps, however 1 of them threw errors in my face. After some checking it seemed to be related to "Miscellaneous Map Generator" and the hidden mech rooms that can spawn, when I tried to save that map and load it again all I had was the floors and my colonists everything else was gone.

I then spawned maps and cleared them to check if there was some mech rooms on them, on most occasions there was no issues, but on some I had errors and that was fixed if I use the 21x21 delete tool from the dev menu to just delete everything related to that room before I saved.

However keep in mind, I use more mods than this modpack comes with, but it can be worth trying/looking into at least.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 13, 2016, 03:00:23 PM
@SuedKAT: may I ask that you let the author of Miscellaneous mods know about the map generator issues? You are the only one that can provide the actual error messages and such :)

Also, what other mods are you using, that seem to be working fine? I'm preparing a new pack version and would like more "material" to test. Thanks ;D
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 13, 2016, 04:49:48 PM
@SuedKAT: may I ask that you let the author of Miscellaneous mods know about the map generator issues? You are the only one that can provide the actual error messages and such :)

Also, what other mods are you using, that seem to be working fine? I'm preparing a new pack version and would like more "material" to test. Thanks ;D

Firstly thanks for your reply earlier in this thread, bit of a late reply but it gave me things to troubleshot at least :)

I will let him know as soon as I'm sure that it's caused by that particular mod and not anything else. However that was the only issue I could find during my testing which perhaps could be a clue to issues experienced by others using the pack, well that and using the Blueprint mod a bit to much or rather in the "wrong way" so to speak.

I'm currently using these mods along side your pack, my only issue at the moment is the lack of UI space:

"Vegetable Garden" paired with some of cuproPanda's mods, mainly to utilize the soda brewing possibilites but also to get some of the other things, I'm using "CorePanda", "Additional Joy Objects", "Soda Brewing", "RimPharma", "Extra Floors" and the "Soda Garden" patch. I'm also currently checking out the "BrainMod", but haven't really had the chance to try it out yet:
https://ludeon.com/forums/index.php?topic=13400.0
https://ludeon.com/forums/index.php?topic=12934.0

Rikiki's "Fish Industry" (note I had issues with the Github version) and "Hydroponic room" (since I'm to lazy to click more than once):
https://ludeon.com/forums/index.php?topic=13172.0

"Tilled Soil", since it looks nice:
https://ludeon.com/forums/index.php?topic=11009.0

"LED Lights", kinda sweet to place inside walls, but you need to be rather careful with this one, since the lights are implemented as power lines. This means that you can and will run into issues if the two occupy the same cell, which can happen quite easy if you use the Blueprint mod, still if used correctly it works nice:
https://ludeon.com/forums/index.php?topic=14139.0

"Floor Lights" I mainly use the big ones to separate something like a kitchen from a hallway or the smallest ones as a kind of a doormat:
https://ludeon.com/forums/index.php?topic=9103.0

"Apparello" pared with "USCM" both to get more diversity, but also to create those awesome "military vs punks" shootouts ;)
https://ludeon.com/forums/index.php?topic=15117.0
https://ludeon.com/forums/index.php?topic=5085.0

I've added a couple more of ItchyFlea's Small Mods, "Target Practise" and "Medical Training", the first one since I find that to be a nice addition next to my "armory". The second one to boost my doctors some, to be able to utilize all the extra medical stuff already in the pack better. At least now my colonists can brag about being trained when they by mistake cut of a leg and damage the liver and left ear when trying to cure the scar on the right pinkyfinger:
https://ludeon.com/forums/index.php?topic=10623.0

"HaulPriority", it gives two extra order buttons, one is totally bugged, the other prioritize the stuff you select to be hauled, very useful if you want move more than a few items quick:
https://ludeon.com/forums/index.php?topic=18377.0

"P-Music", adds two more tunes to the game, quite nice ones but they are a bit low right now, but after 80+ hours playing Rimworld over the last two weeks I must admit I felt the urge for some new tunes in the game:
https://ludeon.com/forums/index.php?topic=20541.0

I've also added "Clutter" and most of T's Mods to get quite the diversity in terms of furniture and a couple of the floors added with T's Mods have quickly become my go to floors for pathways, storage etc:
https://ludeon.com/forums/index.php?topic=4373.0
https://ludeon.com/forums/index.php?topic=17610.0

Lastly I've added "Misc. Training" to get the melee dummy since I found that my Brawlers got a bit under powered in terms of combat capabilities compared to the gun wielding colonists otherwise:
https://ludeon.com/forums/index.php?topic=3612.0


So far I've built and used everything all the mods offer the "legit" way as well as utilizing dev mode to troubleshoot the issues people experience and the only proper issue I found was with the "Misc. MapGenerator" which I've now taken out of the mods I run with. Minor issues such as the issues the blueprint mod comes with, having to keep a close eye on how I place the LED Lights and the bugged haul order button is still there though. Ohh and my main issue at the moment is well... the UI is a bit large with all this stuff added so I'm working on some modifications to remove the stuff I don't want and perhaps create separate tabs for beds, lights and so on.

// SuedKAT
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 14, 2016, 01:48:14 AM
@SuedKAT: thanks for the reply! I'll be looking into vegetable garden, some more joy objects, industrialization and some of the mods you mentioned about lights, floors and decorations in general.

About the hauling priority mod, it's not compatible with AllowTool, but there might be a patch for it, or a version that includes the hauling mod.

Thanks for the ideas :) will play around with some stuff until I feel the UI is too cluttered and keep only the essential mods afterwards.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ventrue on June 14, 2016, 03:32:14 AM
Anyone know what causes pawns to start doing 10 jobs in 10 ticks? (ex. John started 10 jobs in 10 ticks. lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell). Getting it once in a while doesn't cause any issues but getting it repeatedly will drop fps to 1. I don't think the issue is related to any mod.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Grundinburg on June 14, 2016, 04:36:27 AM
Anyone know what causes pawns to start doing 10 jobs in 10 ticks? (ex. John started 10 jobs in 10 ticks. lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell). Getting it once in a while doesn't cause any issues but getting it repeatedly will drop fps to 1. I don't think the issue is related to any mod.
Per chance, have you set a restriction to Johns movement?  I get that error if I have restricted them to in base and they try to access something outside of their allowed area.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: SuedKAT on June 14, 2016, 06:24:58 AM
@SuedKAT: thanks for the reply! I'll be looking into vegetable garden, some more joy objects, industrialization and some of the mods you mentioned about lights, floors and decorations in general.

About the hauling priority mod, it's not compatible with AllowTool, but there might be a patch for it, or a version that includes the hauling mod.

Thanks for the ideas :) will play around with some stuff until I feel the UI is too cluttered and keep only the essential mods afterwards.

I've noticed that UI space is my biggest enemy at the moment ;)
Will most likely drop some stuff after I've tested them enough and feel I don't really need them, but my main issue is that I want/need just a couple of stuff from a mod that gives much more and well I'm back to square one again :P

Regarding Haul Priority, I'm using "HaulPriorityNoUnforbid" (different versions under "Download") which just have the hauling speed upgrade and not the allow tool capabilities, I haven't tried the "HaulPriorityLite" yet, but as you say I can imagine that it would clash with the Allow Tool. I've tried it alone as well as along all the mods and the blue arrow order, "upgrade haul order" (I believe it is) is bugged for me, however if I just use the green one, "give priority haul order" (or something similar) it does what it should.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ventrue on June 14, 2016, 08:19:17 AM
Per chance, have you set a restriction to Johns movement?  I get that error if I have restricted them to in base and they try to access something outside of their allowed area.

I checked to see if any pawns were restricted and there's no restrictions whatsoever. All stockpiles are also accessible. I noticed John was trying to haul steel to the hoppers I have around the component assembly factory (they were not all full) so I cleared the hoppers and don't allow anything on them. The error stopped and I can finally play again. It's not a big change and I tend to buy components anyway.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: r4ky on June 14, 2016, 08:44:43 AM
Hi, sorry if it as already been asked but i want to know if you can add the superior crafting mod to your modpack ?? like the Hardcore-SK Modpack do, but i don't like all the mod he add on his pack so it should be very nice to add this fantastic mod
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: altair2020 on June 14, 2016, 08:45:24 AM
this mod pack was great fun, however, when i try and load my save i get:

Error when loading map :(

Error when loading map - see log for more info.

i checked out the logs and there was an error relating to Caveworld Flora filename null.

I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.

Anyone else had this issue?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Havocprime on June 14, 2016, 11:20:02 AM
this mod pack was great fun, however, when i try and load my save i get:
Error when loading map :(
Error when loading map - see log for more info.
i checked out the logs and there was an error relating to Caveworld Flora filename null.
I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.
Anyone else had this issue?

  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

This was the only way I was able to fix the same issue Altair. Hopefully this works for you too!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Fridolin on June 14, 2016, 02:58:09 PM
hey crusader,

pestilenz finished pawn state icon https://ludeon.com/forums/index.php?topic=20771.0.

take a look. :)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: magik20 on June 14, 2016, 03:10:54 PM
this mod pack was great fun, however, when i try and load my save i get:
Error when loading map :(
Error when loading map - see log for more info.
i checked out the logs and there was an error relating to Caveworld Flora filename null.
I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.
Anyone else had this issue?

  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

This was the only way I was able to fix the same issue Altair. Hopefully this works for you too!

Taking a clue from your post, I removed ONLY the config folder and tried to load a saved game that wouldnt load before.

C:\Users\xxxxx\AppData\LocalLow\Ludeon Studios\RimWorld

That did the trick, all i had to do was load back in the modconfig order.  I would suggest at present the issue is somewhere inside that folder.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: deagon on June 14, 2016, 04:18:16 PM
I think the mod that is at fault is CaveworldFlora, at least in my case.

I turned on the developer mode and logging in the options and unity couldnt load the texture for ED-Embrasures (but that worked regardless) and failed to load CaveworldFlora.

Can someone else delete/move CaveworldFlora, start a new game, quit then try to load it? So we can see if it really is this mod and it's not just something on my end.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaxxa on June 14, 2016, 04:21:53 PM
I think the mod that is at fault is CaveworldFlora, at least in my case.

I turned on the developer mode and logging in the options and unity couldnt load the texture for ED-Embrasures (but that worked regardless) and failed to load CaveworldFlora.

Can someone else delete/move CaveworldFlora, start a new game, quit then try to load it? So we can see if it really is this mod and it's not just something on my end.

For ED-Embrasures do you have the the Combat Realism Patch (ED-Embrasures-CR) enabled but not the Base "ED-Embrasures" (Or loaded after the patch)?
That would probably not load the textures.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: deagon on June 14, 2016, 04:35:02 PM
They are both turned on and the cr patch is loaded after the base mod. I cleared the debug log, built the object and it appeared to look fine, saved and reloaded the world. The message hasn't reappeared since I removed CaveworldFlora.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: wassname on June 15, 2016, 06:20:50 AM
this mod pack was great fun, however, when i try and load my save i get:

Error when loading map :(

Error when loading map - see log for more info.

i checked out the logs and there was an error relating to Caveworld Flora filename null.

I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.

Anyone else had this issue?

I had the same problem and this fixed it for me. Thanks!

Error from the log:

Quote
Could not load reference to Verse.ThingDef named Shimmershroom
 
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="CaveworldFlora.CavePlant"><def>Shimmershroom</def><id>Shimmershroom74926</id><pos>(45, 0, 158)</pos><health>25</health><growth>1.003333</growth><age>516000</age><clusterSize>4</clusterSize><glowerBuilding>Thing_ShimmershroomGlowerBig92112</glowerBuilding></thing>
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Thing] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: MicroDude on June 16, 2016, 10:32:02 AM
Hi everyone,

I'm really confused, I've tried to read the Debug log - but all to no avail.
(Picture: http://lookpic.com/O/i2/1522/lnY9othw.jpeg)

I simply just do not understand what mod is bugging out my savefile. I launched the game and tried to load, and it did not work. So I tried resetting the config file, but that did not work either. Then I tried reloading all the mod files and the config file. But still the same error!

What am I doing wrong?
All help is appriciated :'(
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Rikiki on June 16, 2016, 04:10:54 PM
Hi all!
I tried to fix the Caveworld Flora for this modpack but unfortunately I cannot get it to work with all the other mods. :(
If any modder wants to lend a hand, there is a null reference exception when trying to access the ThingDef database:
Code: [Select]
List<ThingDef> allDefsForReading = DefDatabase<ThingDef>.AllDefsListForReading;
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Sigan on June 16, 2016, 08:08:57 PM
Just to throw in my problem to the mix...

I have no problem, so far as I can tell, with Caveworld Flora.  No bugs in the startup log (except the aforementioned Embrasures bug, with the same positive results regardless).  The problem I have is random hauling/cleaning jobs being started for a tick, but then stopped with no error logged.  The result is that a pawn with that job prioritized starts it, it fails for whatever reason, the pawn stands, stunned, and then resets.  If the pawn's priorities haven't changed by the time they're ready to start doing work again, about 3 seconds later or so, they try the exact same job again with the same results.

I have forbid a particular stack of resources, for instance, before, and the pawn moved on to the next job possible, without a problem. However, unforbidding that stack, causes the problem to persist, but only sometimes.

Then there's the cleaning problem, which happens and I can't forbid it.  So, the pawn tries to clean something, and is unsuccessful for some reason, trying over and over again until his priorities change to something else - like eating or sleeping.

I removed VeinMiner because there is a pathing error that it causes, and it is a documentable error.  These hauling/cleaning errors, however, aren't documented anywhere.  So, I have no idea why they're happening.

Anyone else facing this?  Anyone?  ...Beuller?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 17, 2016, 01:45:26 AM
Hi all!
I tried to fix the Caveworld Flora for this modpack but unfortunately I cannot get it to work with all the other mods. :(
If any modder wants to lend a hand, there is a null reference exception when trying to access the ThingDef database:
Code: [Select]
List<ThingDef> allDefsForReading = DefDatabase<ThingDef>.AllDefsListForReading;

Can you tell us what other mod is it conflicting with and when? In my new playthrough I do not have any errors.

I do remember having an issue when the current colony map did not have any mountains to dig through(or had too few of them), because there was no room for any mushrooms to grow (probably).
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: allenwalkergc on June 17, 2016, 08:08:52 AM
hi 
i have a problem  with loading save file after enabling the modpack
telling me that thers error in map loading
and sorry for my bad English
thanks for a fun mod pack

the modpack worked after i delete the modconfig and enabling the modes one by one by the modpack order
and it worked fine with prepare carfully mode.
thanks


Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Agyptusekunn on June 18, 2016, 01:20:55 PM
hi 
i have a problem  with loading save file after enabling the modpack
telling me that thers error in map loading
and sorry for my bad English
thanks for a fun mod pack
Yeah the same thing happened to me  :-\
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: NotSoSubtle on June 19, 2016, 03:55:34 AM
hi 
i have a problem  with loading save file after enabling the modpack
telling me that thers error in map loading
and sorry for my bad English
thanks for a fun mod pack
Yeah the same thing happened to me  :-\
Thirded. Different attempts to load the same file give me various errors, but a few were 'texture not found' problems. Ill look at this again tomorrow, see if I can't be more descriptive.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: NotSoSubtle on June 19, 2016, 04:12:31 AM
this mod pack was great fun, however, when i try and load my save i get:
Error when loading map :(
Error when loading map - see log for more info.
i checked out the logs and there was an error relating to Caveworld Flora filename null.
I have since came back to my computer / fresh rimworld and found the same issue, i only managed to get it to reload a save if i disable Caveworld Flora.
Anyone else had this issue?

  • Delete Rimworld entirely (including ludeon folder in %appdata%)
  • Unzip Rimworld onto desktop
  • Launch Rimworld
  • Close the game
  • Open mods directory and paste all of the mods into it (leaving core obviously)
  • Launch Rimworld a second time
  • Click mods
  • Check each mod on, in order that they appear in Crusader's list
  • Close Rimworld
  • Relaunch Rimworld
  • Enjoy

This was the only way I was able to fix the same issue Altair. Hopefully this works for you too!

Taking a clue from your post, I removed ONLY the config folder and tried to load a saved game that wouldnt load before.

C:\Users\xxxxx\AppData\LocalLow\Ludeon Studios\RimWorld

That did the trick, all i had to do was load back in the modconfig order.  I would suggest at present the issue is somewhere inside that folder.

quickly tried this, did not fix the problem. also tried to start a new colony, save it, and reload, and still got an error.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: NotSoSubtle on June 19, 2016, 04:40:24 AM
Alright, think i got it going. Tried removing Caveworld Flora on a whim after reading others had a problem with it. No change in problem. In several attempts I noticed the embrasures mentioned more than once, but not every time. I removed ED-Embrasures and ED-Embrasures patch for CombatRealism, made a new world, saved it, quit to Windows. Reloaded game and save without error. Then loaded old save, which complained that CaveFlora was gone but loaded fine. Saved, reloaded, no problem that time at all.

I dont know code or software, but Im guessing there was a conflict between two different embrasure types in the file, since I can still build them (with the CR pixels.) But I dont know.

This was a fun riddle. Now Im going to bed. Goodnight.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: [wilb] on June 19, 2016, 02:23:31 PM
just bought it, installed the game and the mods, can't load the 2hr old savegame. I receive an error message, even with a new game.

Now I receive a warning that the mods aren't compatible
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: dascholty on June 20, 2016, 01:10:10 PM
Hey guys,

same here.  Caveflora bugged loadings directly. Can start new colonies & play... but cannot load any save with this mod active. ¯¯\_(ツ)_/¯¯

btw. nice modpack! love it -
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: HoracioCavalo on June 20, 2016, 02:24:52 PM
First things first, excellent mod pack, you're doing a great job.

Now, 2 questions:
Can I, disable Caveworld Flora safely ? or disable will break the pack?
and, PrepareCarefully works ok when loading as last mod ?

Thx Guys!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: NotSoSubtle on June 20, 2016, 08:40:38 PM
So been playing the modpack since I cut out the one embrasure thing, yay, buuuuuut now I notice I have no caravans. Awesome. Another riddle to riddle out. Which is a real bummer, since it since i found out when I built and was looking forward to trying the caravan management building....thing.

And yes, I did try debug mode and triggering a caravan event. It's disabled. It even has a [NO] on the button. I don't k[NO]w why. Grrrrr.

First things first, excellent mod pack, you're doing a great job.

Now, 2 questions:
Can I, disable Caveworld Flora safely ? or disable will break the pack?
and, PrepareCarefully works ok when loading as last mod ?

Thx Guys!

I removed flora when trying to get other things to work. It wasn't the problem, but I left it out and haven't noticed any related problems. But who knows. I also added prepare carefully, and have the same comment.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 21, 2016, 01:45:07 AM
First things first, excellent mod pack, you're doing a great job.

Now, 2 questions:
Can I, disable Caveworld Flora safely ? or disable will break the pack?
and, PrepareCarefully works ok when loading as last mod ?

Thx Guys!

Caveworld flora should not cause any issues when disabling it. If you cannot load the map afterwards then it needs a new colony :(

The only issue I found with caveworld flora is that it bugs out when there are too few mountains on the map (i.e. no room to spawn mushrooms). If your map is like an open field, CF will bug out. Probably the same happens when you mine a lot of the mountains and your map becomes very open. Please take this into account!

"Prepare carefully" is not compatible with some of the mods from the pack so I advise not using it. You may try if you want, but be prepared for errors :)

Everyone having problems, did you try using the .dll for CombatRealism from the "ORIGINAL DLL" folder??? Copy it over in the \Assemblies subfolder of CR. The embrasures should work properly; those errors are harmless unless something else is happening too :(
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Ventrue on June 21, 2016, 12:51:18 PM
I use Prepare Carefully with the Misc Patch for it ( https://ludeon.com/forums/index.php?topic=3612.0 ). I load Prepare Carefully right after EdBModOrder and the Misc Patch right after Miscellaneous_MapGenerator. My game currently runs with no major errors. Once in a while I get an error from Caveworld Flora about mushrooms and 10 jobs in 10 ticks but they're not constant.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: lughtaj on June 21, 2016, 07:58:22 PM
I have no mods besides this mod pack. Everything works fine, until I save and quit, and then there is an error when I try to load. So I guess the same issue a bunch of other people are having.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 22, 2016, 02:18:57 AM
The save and load issue could be happening because of the Misc. Map Generator mod. Try disabling it, but it'll require a new colony. You may also try editing the saved game and removing the reference to it... not sure if it's enough to load an older save.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Tricloid on June 22, 2016, 06:57:50 AM
I was having the loading problem, so I manually went through an activated each mod in turn according to crusader's posts at the beginning.

What seems to be the problem is that DarknessRevampSB is not activated in the mod-list given in the download, when in fact it should be activated just before Darkness_Lights_A13. I don't know if they're connected, but when I activated DarknessRevampSB before the other one, I could load games just fine!

Crusader, you might want to modify the mod_list file in your mod, assuming this is the problem everyone has. I hope this helps some people!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Keldo on June 22, 2016, 07:59:28 AM
Had the loading problem too so i did a full load order check between the ModsConfig.xml file and the  mod order you give on the 1st page.

You need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>

Create a new world and loading save games should work fine now !
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 22, 2016, 08:34:57 AM
But DarknessRevamp was disabled specifically because some people complained about it (i know i wrote about it in some change log); removing or adding it again should not affect anything. I'll check the page again though.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: NotSoSubtle on June 22, 2016, 01:04:24 PM
Everyone having problems, did you try using the .dll for CombatRealism from the "ORIGINAL DLL" folder??? Copy it over in the \Assemblies subfolder of CR. The embrasures should work properly; those errors are harmless unless something else is happening too :(

I have not tried changing the .dll. Thats something for me to take a crack at.

The embrasure problem was not about the combat physics though. In game, they worked fine. from the error messages, the problem was that CR embrasures and a seperate embrasure mod were creating an object with the same name, and the texture loader broke when it tried to call up the texture. The only repeated error I had loading games was a 'failed to find embrasure texture' but I know for a fact both were in the files.

Then I removed the independent Embrasure mod (I left the CR one) and now my saves load. And I still have embrasures.

Not that I didn't discover other issues after that. Freaking caravans.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: HoracioCavalo on June 22, 2016, 02:25:43 PM
Guys,

I've been playing and, so far so good. Playing with Cassandra in Rough, and i found it is very diffcult (new player xD). I'll try to play with Phoebe in Rough, maybe i get better at this.

The only problem i had, was about the ammunition system, after 2 raids i got a few ammunitions and on the 3rd raid, i couldn't reload anymore (the starter pistol and starter rifle that i doesn't remember the name now.).
The question is, what type of ammunition they use, because I don't know if it is a bug, or just bad luck.

Ps. Playing with Prepare Carefully.
Ps2. Sorry for the bad English =/.

Thanks for all!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Darkfirephoenix on June 22, 2016, 02:58:19 PM
Guys,

I've been playing and, so far so good. Playing with Cassandra in Rough, and i found it is very diffcult (new player xD). I'll try to play with Phoebe in Rough, maybe i get better at this.

The only problem i had, was about the ammunition system, after 2 raids i got a few ammunitions and on the 3rd raid, i couldn't reload anymore (the starter pistol and starter rifle that i doesn't remember the name now.).
The question is, what type of ammunition they use, because I don't know if it is a bug, or just bad luck.

Ps. Playing with Prepare Carefully.

Thanks for all!
You need ammo for your guns to reload them due to a mod.
Go into the weapon Info (the "i" button) screen, it should tell you there what ammo they use. The pistol uses .45 ammo as far as I remember.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: HoracioCavalo on June 22, 2016, 03:33:24 PM
You need ammo for your guns to reload them due to a mod.
Go into the weapon Info (the "i" button) screen, it should tell you there what ammo they use. The pistol uses .45 ammo as far as I remember.

Maybe it's a bug then, because on my Info screen of the weapon (pistol and rifle) doesn't have the ammo type, only the default infos with the new values from CR.

Tonight I'll try to play without PrepareCarefully, to see if something change.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Darkfirephoenix on June 22, 2016, 03:36:54 PM
Can't load my saves... It stops loading shortly before the assets are fully loaded and throws me back to the main screen.

I have attached a screenshot if it helps

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: BandOfDog on June 22, 2016, 11:02:20 PM
Hi Crusader, Can I just ask what the research curve is like in this mod pack? For example what system does it use? I know Hardcore SK uses parts of superior crafting for the research tree and Arbitration uses a custom one.

Also as a bonus question, are you using any texture packs? I find a lot of the original textures a bit bland after using various modpacks. :P No offense Tynan!
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 23, 2016, 01:52:07 AM
Hi Crusader, Can I just ask what the research curve is like in this mod pack? For example what system does it use? I know Hardcore SK uses parts of superior crafting for the research tree and Arbitration uses a custom one.

Also as a bonus question, are you using any texture packs? I find a lot of the original textures a bit bland after using various modpacks. :P No offense Tynan!

Unfortunately everything is standard, with whatever some mods are adding in terms of research. Same for the textures. The overhaul mods won't work with this pack most likely (because they need to take into account each research option added by each of the mods, i think). Same for the textures. If you have any links for some graphical overhaul pack, let me know and I'll take a look. Had a very busy month so it might take a while before I get to test some stuff out though.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: BandOfDog on June 23, 2016, 10:34:43 AM
Unfortunately everything is standard, with whatever some mods are adding in terms of research. Same for the textures. The overhaul mods won't work with this pack most likely (because they need to take into account each research option added by each of the mods, i think). Same for the textures. If you have any links for some graphical overhaul pack, let me know and I'll take a look. Had a very busy month so it might take a while before I get to test some stuff out though.

I know skyark used Jabbamonkeys graphic overhaul, which I assume he updated to alpha 13 as the last update on that page is A9. Here's the link anyway https://ludeon.com/forums/index.php?topic=10895.0 (https://ludeon.com/forums/index.php?topic=10895.0)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: cakeonslaught on June 24, 2016, 12:12:07 AM
Hi Guys,

I found a solution to not being able to load my save. Below are the steps that fixed the error for me, which i believe was due to caveworld flora based on what the log said. I messed with darkness revamp on a whim.

Step 1: Removed caveworld flora from the load order.

Step 2: Copied the mod load order from the modsconfig file and pasted it in as the load order for my save and its associated world.

Step 3: Edited my savegame xml file to remove all instances of the caveworld flora thingdefs and buildingdefs. I found references in my stockpiles, some buildings, some things, and a map component that needed to be removed.

Hope this helps. Keep in mind i'm not an expert and doing this may have caused other problems, but hey my game loads now.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: lughtaj on June 29, 2016, 05:23:50 PM
I was able to load saves after disabling caveworld flora and the embrasure mods like NotSoSubtle mentioned. Too bad though, I really like caveworld flora.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on June 30, 2016, 01:48:55 AM
Did you guys try Keldo's solution from above, on this page? There is a mod load order issue if you have't copied over the new modsconfig.xml from the pack (and started a new game).
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: BiggyLew on June 30, 2016, 08:15:17 AM
Loving the modpack so far, just had one issue I wanted to report.

Throughout my play, I've had issues with colonists and hauling.

When it comes to stone chunks and bodies, human or animal, my pawns struggle to carry them, often pushing the item around in a circle or standing there looking at the item to be hauled.

Does anyone know what might be causing the issue or how it could be fixed?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: lughtaj on July 01, 2016, 01:24:55 PM
I hadn't seen Kaldo's solution, I tried it, and it does seem to fix the issue. I'm not using the darkness mod, but putting hospitality in the right place clears it up.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: killermen962 on July 01, 2016, 04:40:48 PM
I can launch the game and play just fine but when I try to load, it says that it cant load it with this error
http://prntscr.com/bnnanw
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: ShamblerDK on July 01, 2016, 05:16:06 PM
I can launch the game and play just fine but when I try to load, it says that it cant load it with this error
http://prntscr.com/bnnanw

I get another error, when I try to load a savegame:
http://puu.sh/pN1vN/4a3d712fcb.png
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: murlocdummy on July 01, 2016, 07:38:56 PM
I'm also getting that same exact error.

The game and modpack are downloaded fresh, with no modifications whatsoever.

Edit:
It appears that the modpack, as is, is bugged and doesn't work.  You have to remove Embrasures and Caveworld Flora in order to get it to work.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: marsmann007 on July 02, 2016, 09:09:48 AM
Edit:
It appears that the modpack, as is, is bugged and doesn't work.  You have to remove Embrasures and Caveworld Flora in order to get it to work.

Thanks! Now it loads without errors.  :D
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: lughtaj on July 02, 2016, 10:35:52 AM
You don't have to remove caveworld, which is good cuz I really like that mod. Look for Keldo's comment a page or two back now. Or I will just quote it here actually.
Quote from: Keldo
You need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>

You just need to make sure these mods are in the right place in the mod order list. If you aren't using darkness revamped, just make sure hospitality is in the right place in the list.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: PilotBhav04 on July 03, 2016, 08:32:36 PM
All the mods work fine for me. Just the fact that the most important part of the game of having temperature is bugged. I went to make the coolers for the fridge where 2 are x out with no image in the temperature tab and the medium cooler once its built it disappears. Same goes for duct works, I have 2 which show images of it but 4 of them are x out with no image. Can be built but its invisible lol.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: IIzTrollin on July 03, 2016, 11:40:55 PM
just wondering i tried adding in prepare carefully with the mods and for some reason when my colonists go to land they are not saved and i can't figure out why. it gives me random colonists and not the ones i prepared with.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 04, 2016, 01:49:58 AM
All the mods work fine for me. Just the fact that the most important part of the game of having temperature is bugged. I went to make the coolers for the fridge where 2 are x out with no image in the temperature tab and the medium cooler once its built it disappears. Same goes for duct works, I have 2 which show images of it but 4 of them are x out with no image. Can be built but its invisible lol.

The mod for ducts is disabled for a reason. It is not compatible with the pack. Some people play without certain mods and that is why I included it (since for those people it works).

Quote
just wondering i tried adding in prepare carefully with the mods and for some reason when my colonists go to land they are not saved and i can't figure out why. it gives me random colonists and not the ones i prepared with.

PrepareCarefully is not compatible with the pack as far as I know. Use at your own risk.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: IIzTrollin on July 04, 2016, 02:20:05 AM
it seems to work now as long as its the very last mod loaded
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: PilotBhav04 on July 04, 2016, 09:33:58 AM
Oh ok thanks. Only problem im getting is what the others are getting is the loading of the saved game. I went into mods and then i went to load the game and the error message others are getting shows up. When i watch it load it load 90% dont know what the other 10% could be.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 04, 2016, 12:38:22 PM
Make sure you are aware of this discrepancy:

In the latest pack version, the Hospitality mod is in this position:

<li>Misc_Patch_-_Core_-_CombatRealism</li>
    <li>Hospitality</li>
<li>CTS</li>

In the previous versions (most of them at least), it was in this position:

<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>


Like I wrote in the change log, this latest version is not compatible with previous saved games. Most likely those of you who are having problems were trying to load an older game (on an older world). This does not work, indeed, because of the changed mod order.

The reason I did it was because I had a talk with the author and he specifically told me to put Hospitality after CombatRealism due to some possible compatibility fixes.

So, if there is an issue with saving games with the newest version of the pack, after you started a fully CLEAN game (configs, mods, world, game), please contact the author! It might as well be a bug with it+CR (since with the previous load order it is working fine).


The DarknessRevamp mod SHOULD not be affecting anything (yet it does make the saved games incompatible I think - with and without the mod I mean). But if you do want to play with it, add it here:

<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

PS: Also modified the mod order page which, for whatever reason, I had the impression was already correct.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Delekhan on July 04, 2016, 02:55:55 PM
Is it safe to use this modpack with Haul Priority Designator and Crash Landing?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 04, 2016, 03:09:20 PM
Is it safe to use this modpack with Haul Priority Designator and Crash Landing?

I think Haul priority is more or less included (i.e. Allow tool - disable this one and add Haul priority in its place if you want); about Crash landing, I have no idea - try loading it last and see if it works :)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: PilotBhav04 on July 04, 2016, 06:29:54 PM
I'm also getting that same exact error.

The game and modpack are downloaded fresh, with no modifications whatsoever.

Edit:
It appears that the modpack, as is, is bugged and doesn't work.  You have to remove Embrasures and Caveworld Flora in order to get it to work.

Solved the errors for sure. even though i really liked Caveworld flora.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 05, 2016, 01:42:50 AM
I'm also getting that same exact error.

The game and modpack are downloaded fresh, with no modifications whatsoever.

Edit:
It appears that the modpack, as is, is bugged and doesn't work.  You have to remove Embrasures and Caveworld Flora in order to get it to work.

Solved the errors for sure. even though i really liked Caveworld flora.

Caveworld flora is bugged only for flat maps (because there are no mountains where to spawn the mushrooms). You should try the above fix with the Hospitality and DarknessRevamp order. Embrasures never had any issues so it's quite unlikely it caused anything.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: killermen962 on July 05, 2016, 06:39:34 PM
Got a problem, after some time playing my visitors are always leaving with horrible moods and damaging faction relations b/c they refuse to eat the food they bring thus starving and making them mad, I tried to store some of my food in their rooms but they ignore it aswell. Anyone got a fix? (I've already restarted my colony, restarted game, Idk what else then a game re-install)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: thefinn on July 06, 2016, 03:26:00 AM
Far too many diseases, too often.

How can I turn it down?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Gralad on July 06, 2016, 05:06:03 AM
Far too many diseases, too often.

How can I turn it down?

it must be how you treat your pawns. so far my new colony (around 16 ingame hours) had not a single disease except asthma in both lungs due to aging.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: magik20 on July 07, 2016, 09:12:13 PM
back in A12d, I remember (probably a mod??) that gave items unique abilities, like increasing cooking speed etc.

I dont see that on any of the gear in A13 and using this mod pack... Am I missing something?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 08, 2016, 01:43:05 AM
back in A12d, I remember (probably a mod??) that gave items unique abilities, like increasing cooking speed etc.

I dont see that on any of the gear in A13 and using this mod pack... Am I missing something?

Without the name of the mod I can't do anything. And it might be incompatible anyway since you saw it in A12d
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: notfood on July 08, 2016, 01:44:52 AM
It's called Infusion (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571)
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: thefinn on July 11, 2016, 10:25:12 PM
Far too many diseases, too often.

How can I turn it down?

it must be how you treat your pawns. so far my new colony (around 16 ingame hours) had not a single disease except asthma in both lungs due to aging.

As if insinuate that I treat my pawns poorly.

Tynan abuses them FAR more.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: Jaszczur on July 20, 2016, 08:18:56 AM
Any updates on A14?
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on July 20, 2016, 12:11:24 PM
I will probably try an update in the future. For now the dust needs to settle a bit with the new alpha, the early access etc. Some mods will receive updates too. It's a bit early to do anything regarding the pack, otherwise i'll need to do a lot of updates in a short amount of time and I cannot deliver on that right now.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: BlackSmokeDMax on July 20, 2016, 12:21:43 PM
I will probably try an update in the future. For now the dust needs to settle a bit with the new alpha, the early access etc. Some mods will receive updates too. It's a bit early to do anything regarding the pack, otherwise i'll need to do a lot of updates in a short amount of time and I cannot deliver on that right now.

Is Steam Workshop setup properly to handle Mod Packs? Or will it only handle mods by themselves? Pretty sure there are no mod packs yet, and don't know if there is a process in place to move the mod order file to the correct spot...
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: vandamguy on August 04, 2016, 07:23:38 PM
Anyone know what causes pawns to start doing 10 jobs in 10 ticks? (ex. John started 10 jobs in 10 ticks. lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell). Getting it once in a while doesn't cause any issues but getting it repeatedly will drop fps to 1. I don't think the issue is related to any mod.

In case someone else is having the same problem in the future;
I figured out that if you build the nano-printer on top of a stockpile zone. the spot in front of the printer (also in zone) gets bugged and you cant put any resource into that square.
so any time a colonist goes to pick something up and place it in that problem zone.
Code: [Select]
John started 10 jobs in 10 ticks. lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: diego009 on August 11, 2016, 03:18:34 AM
I have a problem with load a savegame, error loading map

I attach a error logs file.

please help me with it

thanks

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: RoronoaDroagon on October 19, 2016, 09:37:03 AM
hello, long time
is this mod pack out on steam yet??
i remember it was talk about it but haven`t been on the forums in a long time now.
Title: Re: [A13] Mod MEGA PACK - reloaded
Post by: crusader2010 on October 19, 2016, 12:06:14 PM
I'm not a steam user so it won't be, unless someone else wants to upload it. But it is for A13 only. Right now the game is having a lot of changes (at least that's how I see it), and we also need updates for CCL and every other mod that depends on that.

I do play Rimworld now, but only with ~20 mods. There's quite a lot of overlap with some craftable/buildable objectsz but it is fun... yet by no means a modpack.

Will likely update this thread when the game gets into a more stable state (fewer updates, less impactful changes, a fixed modding core in terms of coding, etc).