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like so, hope that helps
thats also just an issue with fluffys mod manager, fixed for the next update, the manifest file that tells fluffys what the mod needs hasnt been updated to the 1.1 format, it shouldnt cause any issues ingame, just errors on startup
https://gist.github.com/ae976b75985dbfc8f8083de60b9cc759
I have the royalty DLC installed, and the only mods active (in order) are:
Harmony
Core
Royalty
Hugslib
Fluffy's Mod Manager
Jecstools
Humanoid Alien Races 2.0
Admech: Armoury
Admech: Xenobiologis
Admech: Eldar
Admech: Orks
Admech: Tau
Edit:
I forgot to mention that I used Fluffy's mod manager to create local copies of the mod so that I can use the mods while offline. The logs are from me loading the local copies of the mods
Edit 2:
I may have posted a bug report for the wrong addon. The issue with factions spawning with 0-1 bases is caused by the playable ork mod. The issue with the floating ears are still there but I can just ignore it. Shame the orks mod is the problem, I would've enjoyed trying out that race's mechanics.
for example, in my mods theres specific code that needs to run when alien races is loaded, it searches for the steam version of alien race's pacjkage ID, which is something like erdelf.HumanoidAlienRaces, your local copy via modmanager would have erdelf.HumanoidAlienRaces_local
since it wouldnt be an exact match, my alien races code wont get loaded
the local copy modmanger makes will work fine, with a very small tweak to its about file, just remove the _local postfix from the PackageID, or you could copy paste the mod file from the steam downloads to your rimworlds local mods folder
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:Verse.ParseHelper.ParseType_Patch1(String)
Verse.ParseHelper:FromString(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Im currently doing staging with your mods. and all warhammer mods as i want to do a 40k play through. This was the first error to pop up with the eldar mod specfically
Currently my mod load list is as follows :
Harmony
Core
Royalty
Humanoid alien races
Warhammer deathjacks
Warhammer Zhthy'l
Hugslib
misc. robots
Warhammer "ish"
Warhammer gor
Warhammer skaven
Astra militarum imperial guard core mod V2.10
Astra Militarum imperial guard factions v2.1
Astra Militarum imperial guard servo skulls v1.3
doublepopulation
Adeptus mechanicus armory
Adeptus mechanicus: magos xenobiologis
Adeptus xenobiologis eldar
and that is it for now.
The game version is 1.2.3005
Thank you for your time and hard work
hmmm thats odd, i thought the last patch i pushed should have fixed that...did i forget to push the update for the eldar.....hmmmmm i might have..... ratz, that is rather awkward, im probobly not gonna be able to push a fix for a couple of days, as im in the process of updating it for 1.3(Tynan has the Worst timing when it comes to these updates, always hits when im in the middle of some changes).
On the bright side, its not that big an issue, its just the custom windmill for the eldar, which wont work atm, but other than that, it Should be fine
That is Okay as im still staging would you be alright if i posted anymore error messages i get onto your other discussion forums since they would be specifically for those mods? or is there a place where i can consolidate them so its more easily digestible instead of being scattered through out like 5 discussion forums.