Mods not loading properly

Started by captainradish, January 19, 2020, 02:41:34 AM

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captainradish

I'm having an odd problem that is probably mod order related, but I can't figure out what the problem is. I've just been noticing general weirdness that seems to manifest mostly in things missing. For example, I have the Zars Tribalism mod installed, but some of the parts are completely missing (the ones I noticed are the smoker and the stone oven). However, other parts that are added ARE there. Another example is that I have the coal and coal expanded mods, but the outdoor grill simply does not work. It's almost like the game is not loading mods in the order I have them. I looked through my logs and found nothing unusual (in fact, Zars Tribalism mod is only listed in one line). This is driving me nuts. Assistance would be greatly appreciated.

Canute

Hi,
did you ever ask yourself what these green button "Share log" do ? :-)
It is a hugslib feature to share modlist and logfile. The steam modconfig.xml is nearly pointless with all these numbers.
When you open the ingame log window, only red text are errors.
Yellow text are warning and can be ignored, white are just debug/notivy msg.

Quote[xyz] Using outdated ModCheck.dll
Add Modcheck mod nearly at the beginning, so the new modcheck.dll get loaded first.

QuoteCould not resolve cross-reference: No Verse.SoundDef....
The modauthor missed the sound or did a wrong path to the sound. But not a mod breaking thing, just no sound for that item.

QuoteCould not resolve cross-reference to Verse.RecipeDef named CookMealSimpleCampfire
QuoteCould not resolve cross-reference to Verse.RecipeDef named MakePemmicanCampfire
You should check what mod does add these 2 recipes. I don't think these recipes arn't working, so you can disable that mod too.

QuoteCould not execute post-long-event action. Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
This is more critical, but no hint about a mod name.

I checked Zars Tribalism mod, if you maybe notice at the description there is no mod that is needed.
The mod author recommend some other mods, but they arn't needed.


Since some of these error's can be assigned to a mod, you should rebuild your modlist.
Deactivate (not unsubscribe) all mods.
Then reactivate them at small patches (5-10) and check the log window if any error's appear.
Since you just activate a few mods you should identify the mod pretty fast that give out errors.
Check if that mod maybe need another mod to be loaded first.
or check the mod discussion if you see something or ask the mod author.
Better don't use mod's that cause error's then to risk later a critical error that prevent you playing that safegame.

captainradish

*Head smack* That's what I get for posting this while tired. It didn't at all occur to me to read the mod list. This one's a lot nicer (and thanks for pointing out a feature I didn't know about)!

https://gist.github.com/41d04602088a91c907532d2ee6cd9618

Canute

Beside these 5 "Could not execute post-long-event action" error, the Rimworld startup looks fine so far.
Personaly i would start a new colony with that.
And i forget to mention, there are 2 nice tools for mod sorting
https://ludeon.com/forums/index.php?topic=48518.0
https://ludeon.com/forums/index.php?topic=49371.0
And you allready use Fluffy Modmanager and it mosttimes would show when you miss a required mod.

Some suggestion
Try out Research Tree instead Research Pal, similar function maybe better overview
https://ludeon.com/forums/index.php?topic=16120.0

WikiRim,
an ingame help tool, that can show you all items, recipe for these items with nessesary researches/benches.
https://neronix17.github.io/-O21-WikiRim/

Storage Search aka Rimworld Search Agent
an search field for stockpiles
https://github.com/Killface1980/StorageSearch

captainradish

OK, I spent my morning troubleshooting this and finally found a culprit. Fortunately for me, my mod list started out life as a pretty well curated list off of Steam with a Mod Manager file to import, so I started out there. That was about 3/4 or so of my mods that played well together. Eventually I narrowed it down to ... drum roll ... Rimkia.  :o

Now, I always thought it did nothing but add furniture, but going by comments on the Steam workshop page apparently it causes a fair number of conflicts for some reason. Shame.