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Thanks. Just pushed the patch update.
[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/GeneDef[defName="LoS_Snake_Tail"]/label"): Failed to find a node with the given xpath
[Too Many Mods - Compats and Rebalances] Patch operation VEF.PatchOperationToggableSequence(count=124, lastFailedOperation=Verse.PatchOperationFindMod(Big and Small - Genes & More)) failed
Patches are applied after def loading, so it should be fine (This mod has loadAfter if this mod patch patches form other mods)
@TurtleShroom
Well, glad your problem is solved.
I found the culprits, which are here:
https://www.steamcommunity.com/app/294100/discussions/0/664963107066534130/?ctp=2#c600787986327686398
Oddly, they weren't wildcard problems. Rather, they were PATCHOPERATIONINSERT commands that had specific targets.
For example, using // in XPath can be slow since it checks all descendants instead of just direct children. Similarly, something like "contains(defName, "Turret")" might become time-consuming if you overuse them. (I think you would need A LOT of them to make the loading that slow, though.)
idk, I was going to ask if you’d tried Loading Progress, but then I saw your comment on that mod’s page. Using a lot of heavy XPath (like wildcards) could cause that, but I have no idea what’s going on in your modlist.