[MODPACK] (Alpha 5) All In One Mod Pack (ON HOLD)

Started by Jerethi50, July 16, 2014, 11:38:16 AM

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Xyereth

Quote from: Jerethi50 on July 18, 2014, 09:33:13 PM
Quote from: xyereth on July 18, 2014, 01:37:29 PM
Quote from: forsaken1111 on July 18, 2014, 11:10:02 AM
Quote from: xyereth on July 18, 2014, 02:53:26 AM
I loaded up this mod, after just buying the game, and it froze on closing the mods screen, and now the game will not start, will just blackscreen. Any idea what I'm doing wrong?
Did you disable the core mod? Because that's what happens when you disable the core mod.

No, I didn't disable the core mod. I just dragged the folder out of the .zip into my mods folder an started up rimworld and activated it. I deleted the game and loaded a fresh version from the saved zip and tried again, same result.

Ok, go to here "Rimworld\RimWorld496Win\RimWorld496Win_Data" and copy the contents of the output.log, post it up here if you would, make sure if you removed my mod to add it back, try to run it again, to where it locks up, then post the contents of that file.

Initialize engine version: 4.5.0f6 (fd4616464986)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1119]
    Renderer: Intel(R) HD Graphics 4000
    Vendor:   Intel
    VRAM:     2085 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
- Completed reload, in  0.049 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Core.dll (this message is harmless)
RimWorld 0.5.496 rev18833

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)

Jerethi50


bradley364

Quote from: Undecided on July 19, 2014, 02:42:18 AM
Quote from: bradley364 on July 19, 2014, 02:29:51 AM
You guys might want to look into Popcap+ as it had a very similar problem.

http://ludeon.com/forums/index.php?topic=2157.0

It seems that events are generated based on how many colonists you have. If one of the mods changed this value, that could be the culprit.

That seems feasible. This modpack includes one with the ability to manufacture robot colonists, which could probably mess with functions relating to the intended population cap. I'll play around testing various values and see if I can confirm this theory.


Specially these are the lines you should take a look at located in BaseStorytellers.xml of the mod in question.

      <desiredPopulationMin>3</desiredPopulationMin>
      <desiredPopulationMax>11</desiredPopulationMax>
      <desiredPopulationCritical>16</desiredPopulationCritical>



Jerethi50

#48
Quote from: Undecided on July 19, 2014, 02:42:18 AM
Quote from: bradley364 on July 19, 2014, 02:29:51 AM
You guys might want to look into Popcap+ as it had a very similar problem.

http://ludeon.com/forums/index.php?topic=2157.0

It seems that events are generated based on how many colonists you have. If one of the mods changed this value, that could be the culprit.

That seems feasible. This modpack includes one with the ability to manufacture robot colonists, which could probably mess with functions relating to the intended population cap. I'll play around testing various values and see if I can confirm this theory.

Well i had some oddities pop up when loading your saves, both of them are giving me errors, and both seem to be failing to fire off a short circuit event for some reason.


InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)

  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Any[Building_Battery] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_ShortCircuit.StorytellerCanUseNow () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentDefUtility.<get_CurrentlyUsableIncidents>m__3 (RimWorld.IncidentDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[IncidentDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker_Friendly+<NewIncidentSet>c__Iterator50.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker.IncidentMakerTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0

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

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Xyereth

Quote from: xyereth on July 19, 2014, 03:30:07 AM
Quote from: Jerethi50 on July 18, 2014, 09:33:13 PM
Quote from: xyereth on July 18, 2014, 01:37:29 PM
Quote from: forsaken1111 on July 18, 2014, 11:10:02 AM
Quote from: xyereth on July 18, 2014, 02:53:26 AM
I loaded up this mod, after just buying the game, and it froze on closing the mods screen, and now the game will not start, will just blackscreen. Any idea what I'm doing wrong?
Did you disable the core mod? Because that's what happens when you disable the core mod.

No, I didn't disable the core mod. I just dragged the folder out of the .zip into my mods folder an started up rimworld and activated it. I deleted the game and loaded a fresh version from the saved zip and tried again, same result.

Ok, go to here "Rimworld\RimWorld496Win\RimWorld496Win_Data" and copy the contents of the output.log, post it up here if you would, make sure if you removed my mod to add it back, try to run it again, to where it locks up, then post the contents of that file.

Initialize engine version: 4.5.0f6 (fd4616464986)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1119]
    Renderer: Intel(R) HD Graphics 4000
    Vendor:   Intel
    VRAM:     2085 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
- Completed reload, in  0.049 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Core.dll (this message is harmless)
RimWorld 0.5.496 rev18833

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)

Initialize engine version: 4.5.0f6 (fd4616464986)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1119]
    Renderer: Intel(R) HD Graphics 4000
    Vendor:   Intel
    VRAM:     2085 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
- Completed reload, in  0.056 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Core.dll (this message is harmless)
RimWorld 0.5.496 rev18833

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: C:\Users\Jacob\Desktop\RimWorld496Win\RimWorld496Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)



Tried readding the mod, fresh copy of the game.

Jerethi50

it should be showing more than that, if something is going wrong and causing it to freeze up, it should be showing what. heck i think it should be showing more than that even if things go right, I'm not really sure whats going on Xyereth. Im sorry :( have you tried any other mods ?

Xyereth

No I haven't, my friend reccomended the AIO mod to me, he got it working on his first try... Maybe I'll steal his laptop ;). In all seriousness, I will try other mods and also... Regardless of whether I have the mod installed or not, the game takes forever to start up, and when closing or opening the mods screen takes about 2 minutes. Its just when I have the mod installed it never starts up and the mods screen never closes. I just end up terminating it with Task Manager after a long while.

Jerethi50

Quote from: Jerethi50 on July 19, 2014, 03:39:44 AM
Quote from: Undecided on July 19, 2014, 02:42:18 AM
Quote from: bradley364 on July 19, 2014, 02:29:51 AM
You guys might want to look into Popcap+ as it had a very similar problem.

http://ludeon.com/forums/index.php?topic=2157.0



It seems that events are generated based on how many colonists you have. If one of the mods changed this value, that could be the culprit.

That seems feasible. This modpack includes one with the ability to manufacture robot colonists, which could probably mess with functions relating to the intended population cap. I'll play around testing various values and see if I can confirm this theory.

Well i had some oddities pop up when loading your saves, both of them are giving me errors, and both seem to be failing to fire off a short circuit event for some reason.


InvalidCastException: Cannot cast from source type to destination type.
  at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)

  at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.Building_Battery].MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.Any[Building_Battery] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentWorker_ShortCircuit.StorytellerCanUseNow () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentDefUtility.<get_CurrentlyUsableIncidents>m__3 (RimWorld.IncidentDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[RimWorld.IncidentDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.ToList[IncidentDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker_Friendly+<NewIncidentSet>c__Iterator50.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.IncidentMaker.IncidentMakerTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.TickManagerUpdate () [0x00000] in <filename unknown>:0

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

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Yea i did some random reloads of your bugged game, sometimes it will throw off another event instead of the failed short circuit, and it will work, but then it always try's to short circuit, fails, and no events come after that. I have no idea whats causing the short circuit to fail though

Jerethi50

Holy crap, I think its the large and small batteries causing the problem, which would make this a better power + bug

Jerethi50

#54
Yep, Guess what, Removed all large battery from your save, short circuit fired off fine, not long after a meteor dropped down.

I posted the following on the better power + forum

QuoteI have found a pretty serious bug with this version of better power, Apparently if you use large batteries (and maybe small, i havent tested with small) and the Short Circuit incident fires off, It fails to fire, and then no more incidents fire off after it. this can be temporarily fixed by removing all large and small batteries, entering debug mod, forcing the short circuit incident, after this incidents should work correctly. i suggest not using the large batteries until this is fixed

I did test this on just Better power, separately, though i found out about the bug in my mod pack. it still happens with just better power + activated.

Xyereth

I got a mod working, machine gun nests mod.

Jerethi50

Quote from: xyereth on July 19, 2014, 04:33:25 AM
I got a mod working, machine gun nests mod.

Im not really sure why my mod wont work for you, it is a pretty hefty mod, and takes a while to load up normally, if your game was already being slow for some reason, maybe it is just taking a really really really long time to load up. maybe try and activate it and let it sit, go do something else for five or ten, come back and see if its still black screen.

Xyereth


Killaim

hmm well muffalos startet to spawn again..once atleast when i removed batteries..

but will agave and berries plants "wild" ever spawn if there are none left ?

Jerethi50

Probably not, Would need to load a game back before they were gone, and not use the large batteries, I will look into the problem and try to get it fixed, but i cant promise anything. Architect is better suited to fix it, but he is also pretty busy, so i will give it a try in the meantime.