[1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)

Started by NoImageAvailable, June 09, 2017, 04:13:13 PM

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whyareuhere

Hello, I'm having an issue where upon researching machining, the loading bench has no ammo crafting recipes. Same when researching the basic gun recipes. Was there a change to ammo crafting or is it some sort of mod conflict?

Upon going to the mods I encounter this set of errors:


Could not resolve cross-reference: No CombatExtended.AmmoDef named AmmoSlag found to give to CombatExtended.AmmoLink (null -> Bullet_JI_Slag)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not resolve cross-reference: No Verse.BodyPartGroupDef named TailBlade found to give to CombatExtended.ToolCE left fist
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)


NoImageAvailable

Quote from: whyareuhere on April 26, 2019, 01:57:52 PM
Hello, I'm having an issue where upon researching machining, the loading bench has no ammo crafting recipes. Same when researching the basic gun recipes. Was there a change to ammo crafting or is it some sort of mod conflict?

Upon going to the mods I encounter this set of errors:


Could not resolve cross-reference: No CombatExtended.AmmoDef named AmmoSlag found to give to CombatExtended.AmmoLink (null -> Bullet_JI_Slag)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not resolve cross-reference: No Verse.BodyPartGroupDef named TailBlade found to give to CombatExtended.ToolCE left fist
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)



Your issue is with whatever mod (CE patch?) is adding Bullet_JI_Slag
"The power of friendship destroyed the jellyfish."

whyareuhere

#1067
Huh, that's odd. That is the Rimsenal CE patch. I disabled it and now I can only make NATO ammo, not even any other types of normal ammo (ex: .303 British)

whyareuhere

Update: Solved! The Rimsenal CE Core patch wasn't updated until today, so I was using an older patch.

whyareuhere

New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?

NoImageAvailable

Quote from: whyareuhere on April 26, 2019, 08:52:34 PM
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?

That's a third party patch and not supported here. Talk to the author of that patch.
"The power of friendship destroyed the jellyfish."

Canute

Quote from: whyareuhere on April 26, 2019, 08:52:34 PM
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?
Did you try HelpTab mod, to check if you maybe miss a workbench or research for a recipe ?

Try at first on a new colony if anything works fine.
Use hugslib quickstart feature (need developer mode on) to create one.
Dev tool, Finish all Researches.
God mode, place nessesary benches and check if you can craft ammo.

If you can't craft ammo on a new colony, disable all CE patches and try it again.

When you still can't craft ammo without any CE patches, delete/unsubscribe CE to get ride of all files, and install/subscribe again.

whyareuhere

Solved! the mod Let's Trade! somehow creates a conflict where only NATO ammo can be made.

jager666

Does anyone have a problem with raiders sometimes hugging some outer walls and just stand there until they "surrender" while starving and run?

Canute

jager666,
do you use Doors expanded mod and doors ?

jager666

Quote from: Canute on April 29, 2019, 03:07:03 AM
jager666,
do you use Doors expanded mod and doors ?


Nope, I removed those mods after someone pointed out they could be responsible for the mortar shells lag.

Canute

ok, then from my expierence some other error happen that prevent raider and maybe guests/caravan too to act like they should.
Enable developer mode at the options, open the log window and look if there are some red lines, special at the end of the log.
If you see some, post your log. Click at the green Share log button.

If you see error's (red text, yellow isn't that worse) right after rimworld start before you load a safegame, you should rework your modlist and identify that mod which cause errors.
Deactivate/activate mods at the 50% methode.

NoImageAvailable

Update

CE has been updated to 1.4: this release contains mainly QoL and bug fixes, see GitHub for a full changelog.
"The power of friendship destroyed the jellyfish."

iFailatRimworld

Does this break the custom made patches made for 1.3?

RicRider

Hey! Looks like a nice mod. I want to use it in an upcoming game but I want to be sure I'm 100% sure what I'm getting into. I read your changelog from recent update and it says:

Fixes:
- Incendiary weapons not recognized for pyromaniac thought

Can you clarify what this means? Pyros will go for incendiary weapons when mental breaking and light up my base?
##Coding Scrub##