Mod List

Started by Lantyrn, June 17, 2018, 11:36:56 AM

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Lantyrn

So this is my first post for mod lists. I don't know if there is a category for this subject, if there is I'll delete it right away and move it to said category. Anyways:

I've bought the game and now I've tried modding. A couple of these mods are very useful and I can't help but think: "I can't live without these". But With all the mods I have my game is crashing. The dev console doesn't pop up with any apparent issues. So I'd thought my best hope was to come to a more experienced community rather then trying to figure it out. So here are the mods I currently wish to use. If I'm using too many (If that's even a problem) then let me know and I'll abandon some of these mods:

Core
HugsLib
Misc.. 'CORE'
Misc. Robots
Misc. Robots ++
Jecs tools
Doors Expanded
I Can Fix it
Pharmacist
RimStory
Snap Out!
Mining Priority
Replace Stuff
Room Food
Share the Load
Smart Medicine
Pick up and Haul
Small shelf
Number 22 with rice (makes hydroponics default as rice just a little f.y.i)
PriorityClean Mod
Work Tab
While Your up
Quality Surgeon
Animals Logic
Set-Up Camp
Fluffy Breakdowns
Stack Merger
Medical Tab
[KV] Trading spot - B18
Jecs Hunting with traps
Mending Easy (Ik I use easy lol)
EdB prepare carefully
Spoons Hair mod
Bridgello
Mad Skills (I can live without this but I like it (:  )
Path Avoid "A18"
Avoid Friendly Fire
Prepare landing
Prison Labor
RunAndGun
A dog said
Colony Manager
[XND] Armor Stuff expanded
Expanded Prothetic and Organ Engineering

Disabled mods:                   (The ones I tried to disable in hopes they were the problems)
Humanoid alien races 2.0
Twi'lek Race
Mod Switch
[XND] Visible pants



Thank you in advance.  :D



Canute

Hi,
your modlist isn't that long than you think. Big mod lists are over 100 and monster modlist over 200 mods ! :-)
And most of your mod's i am using too.
Modswitch is 100% safe to use, you should put it at the 1. position.

When does Rimworld crash ?
-Does it reset the modlist when you add mode mods ?
Then you should disable the option to reset the modlist on crash, and identify the bad mod while adding smaller batches of mod then all at once.

-Does it crash right at startup or when you create a new colony ?
Then you should look at the output_log.txt for the crash reason.
Out of memory issue i wouldn't await with that short modlist, but still possible with large map/worlds.



Lantyrn

The game crashes as soon as the pods open. Or as soon as they walk in if it's a tribe.
I haven't looked at the output_log. How every. The first colony I tried I used 50% world size and after i did that 2 more times I started doing the 5% dev thing and it still happened. I take a look at that output_log thing you'd mentioned. Thank you again for the insight :)

Lantyrn

I didn't mention this before but I'm on a mac. So while I was looking for this output_log files I started looking things up in order to find it. It seems macs don't have the file. Or the post is old. The post was in 2016 so unless I'm blind then I need to find a parallel to this file.

Canute


Lantyrn

Thank you for letting me know where that file was. Now that I have the information, should I copy and paste or keep looking for a noticeable difference. I might as well try to get the game to crash to find the noticeable issue.

Lantyrn

Unhandled Exception: System.ExecutionEngineException: SIGILL
  at Replace_Stuff.Mod..ctor (Verse.ModContentPack content) [0x00000] in <filename unknown>:0
The class AllowTool.WorkGiver_HaulUrgently could not be loaded, used in AllowTool, Version=3.4.1.0, Culture=neutral, PublicKeyToken=null
782555, 1345928533, 1372003680, 1339148170, 1356838246, 1309994319, 1279012058, 1204763016, 874130602, 1294779672, 725219116, 1161112205, 857350593, 932951772, 726244033, 857164561, 715565817, 1180719658, 960099879, 735241569, 735106432, 725447220, 932124891, 731111514, 1180719857, 1134165362, 1095331978, 972057888, 1204108550, 746425621, 715565262, 1133818670, and 725956940

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[PrepareLanding] WorldLoaded (from save).

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[PrepareLanding] OnWorldLoaded

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 15489.
Total: 184.756607 ms (FindLiveObjects: 1.666831 ms CreateObjectMapping: 2.087620 ms MarkObjects: 180.949692 ms  DeleteObjects: 0.051238 ms)

[PrepareLanding] Prefilter: 119904 tiles in WorldGrid.tiles

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


Unhandled Exception: System.ExecutionEngineException: SIGILL
  at Replace_Stuff.Mod..ctor (Verse.ModContentPack content) [0x00000] in <filename unknown>:0
The class AllowTool.WorkGiver_HaulUrgently could not be loaded, used in AllowTool, Version=3.4.1.0, Culture=neutral, PublicKeyToken=null


Sorry for this long of a post but he's what happened when it crashed

Canute

Maybe just attach the complete file, but that option is only availble when you click on reply instead to use the Quick reply.

Does you install with steam or manual ?
When steam, unsubscribe and resubscribe.
When manual, check the modfolder. There is either something missing or wrong copied.
When you use the latest file from Github release it shouldn't give problems.

If you fixed that, and it still don't work post a new error log.

Lantyrn

I fixed the issue. Thank you very much for your help. With your combined help and someone else on the official discord I had figured it out. thank you very much. :)

sai05

hey looks like your mod not far from my list but i have some problem

can i have you discord ?