[Solved] Game refuses to start new colony

Started by Jake, May 26, 2019, 02:55:42 PM

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Jake

The following error is causing the game to refuse to load. I get as far as the scenario select menu, but clicking "next" does nothing.

[ModCheck] Internal failure patching Verse.LoadedModManager.ApplyPatches
Verse.Log:Error(String, Boolean)
ModCheck.<Transpiler>d__2:MoveNext()
System.Linq.<CreateCastIterator>c__Iterator0`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Harmony.<ConvertToOurInstructions>d__7:MoveNext()
System.Linq.<CreateCastIterator>c__Iterator0`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Harmony.CodeTranspiler:GetResult(ILGenerator, MethodBase)
Harmony.ILCopying.MethodBodyReader:FinalizeILCodes(List`1, List`1, List`1)
Harmony.ILCopying.MethodCopier:Finalize(List`1, List`1)
Harmony.MethodPatcher:CreatePatchedMethod(MethodBase, String, List`1, List`1, List`1)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo, String)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__9_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
ModCheck.HarmonyStarter:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Someone on Reddit suggested it might be a mod load-order issue, but I've tried rearranging every mod I have that might be causing this and run RWMS to no avail.

[attachment deleted due to age]

Canute

Hi,
you hear at reddit people but refuse to read stickies ? :-(
A full logfile is allways more helpful then just the error msg.
But since it show modcheck, what Rimworld version do you use ?
Ok when you use the unstable version 2271, try to disable Mod-E maybe that allready help.

Jake


Canute

Looks like you are using the unstable version like i thought.
Someone reported an incompactibly with Modcheck and Fluffy's ModManager. But you are using Mod-E maybe it is the same issue.
But i don't know if that error prevent you from creating a new colony.
You just need to test out some things.
Activate RIMMSLoadUp-1.2, which speed up the startup similar to the new unstable version, and switch back to the latest stable release.
When you can create  a new colony then, fine.

If not, then one or more of your mod's cause the problem.
You can run RWMS again, keep the unkown mod's disabled, and try to start a new colony.
Slowly add the unkown mods until you know what mod cause the problems.
Yes i know with 200+ that can be an annoying task because of the long waiting time.
Tip to start a new "test" colony, enable developer mode, then shift-click at the top right icon (quickstart feature of hugslib).

Jake

Sorry for a late reply, but I've been on vacation.

Anyway, long story short, I've fixed the issue that was stopping me load the game: Turns out Save our Ship and Expanded Roofing don't get along. Unfortunately, I now have a completely separate issue that's causing the game to abruptly crash to desktop for no obvious reason...

Canute

Didn't you forget something again ? :-)

Jake

#6
Quote from: Canute on June 08, 2019, 09:57:19 AM
Didn't you forget something again ? :-)
Heh. Only to link to the separate thread I figured I should start on account of it being unrelated to the mod conflict that was causing this error.

https://ludeon.com/forums/index.php?topic=48942.0