RimWorld

RimWorld

[JPT] Human Resources
Could not load reference to Verse.ThingDef named Tech_...
I'm not sure if this counts as a true error, so I decided to post here instead of Github. I've been trying to get rid of a stack of errors like these at the very start of Rimworld's debug log, generated each time upon loading the game. From what I can tell the missing 'tech' references are related to HR (although they state techs from different mods and even base game vanilla).
These errors look menacing, but they might be benign as the referenced techs can still be learned by pawns.

I already tried moving HR around in my mod loading order, but the errors still show up. Maybe I'm missing something?

I also see a number of warnings: 'No relevant skills could be calculated for [Tech X]. It won't be known by anyone'. Can anything be done to fix that? The techs are 'VFEC_BronzeWorking', 'VFEC_RoadBuilding' and several 'Archotech' techs from SOS2.

I absolutely love this mod however, even if my pawns have to give up bronze for it!
< >
Showing 1-1 of 1 comments
Decided to come back and self-answer for the benefit of future readers.
I managed to get rid of the stack of errors by loading HR as late as possible in the mod order queue (immediately followed by 'thinking spot', if you also use that). It's literally the very last thing I load now except for performance mods.

The warnings in the log about 'no relevant skills' seem to have been addressed by the mod author in the FAQ (https://github.com/jptrrs/HumanResources/wiki/FAQ):

"[HumanResources] No relevant skills could be calculated for X. It won't be known by anyone".
A: This isn't an error, just a warning (hence, yellow). It means just what it says: the mod wasn't able to match those research projects with any skills, meaning no pawn will ever spawn knowing one of those. But that's all, you can still research and learn those techs. No patches required.
< >
Showing 1-1 of 1 comments
Per page: 1530 50