[A13] Mod MEGA PACK - reloaded

Started by crusader2010, June 07, 2016, 02:16:28 PM

Previous topic - Next topic

crusader2010

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.
My mod pack: {A13} Mod Mega Pack

Autosleep

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.

Ankhtar

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?

Ventrue

@Ankhtar have you tried disabling the patches for CR as well?

Ankhtar

I disabled both the core and main CR as well as the EPOE patch. Is there another I've missed?

katjezz

unfortunately the method described earlier does not work for me



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



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.

GrimTrigger

Quote from: 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.

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!

SuedKAT

Quote from: 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?

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...

SuedKAT

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?

QuoteUser 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.

Ankhtar

Quote from: SuedKAT on June 12, 2016, 10:41:31 AM
Quote from: 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?

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" ...

Deepfield

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.

Havocprime

Quote from: GrimTrigger on June 12, 2016, 09:47:15 AM
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)

Quote from: 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?

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.

SuedKAT

Quote from: Havocprime on June 12, 2016, 08:51:12 PM
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.

crusader2010

@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
My mod pack: {A13} Mod Mega Pack

SuedKAT

#74
Quote from: 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

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