RimWorld

RimWorld

Biomes! Prehistoric
Godly 13 Sep, 2022 @ 10:39pm
Crashes all my mods
when i add this mod the game loads and on start screen it says that it deactivated all mods because of an old mod but this mod is for 1.3 and im on 1.3
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Showing 1-6 of 6 comments
Latex Santa 14 Sep, 2022 @ 12:04am 
Not a great mod conflict debugger, but I gotta ask, are you adding it in a game that has already started? Generally, adding biome mods in a modlist of a save game already in progress is a Bad Idea. New biomes generally only appear on world generation.
Xidon Eye 14 Sep, 2022 @ 4:36pm 
Originally posted by Godly:
when i add this mod the game loads and on start screen it says that it deactivated all mods because of an old mod but this mod is for 1.3 and im on 1.3

first thing is to make sure all files are downloaded correctly.
de- subscribe and re- subscribing, is the easiest way.

best done with all biomes! mods you are planing to use.

we got some trouble with modified files in Core what kept the same size. looks like steam did not download and overwrite those files.

i never encountered any "version not found" problems with "up to date" mods from the team. and prehistoric is only made for 1.3.

the modloader rimpy is a great tool to use for rimworld mods, but needs an extern application.
and a error log from HugsLib also helps to find any problems.
Last edited by Xidon Eye; 14 Sep, 2022 @ 4:38pm
Draegon1993  [developer] 15 Sep, 2022 @ 1:38pm 
Originally posted by Latex Santa:
Not a great mod conflict debugger, but I gotta ask, are you adding it in a game that has already started? Generally, adding biome mods in a modlist of a save game already in progress is a Bad Idea. New biomes generally only appear on world generation.
It doesn't add new biomes. It overhauls vanilla ones by allowing (or forcing) prehistoric plants and animals to spawn.
Alpha 24 Sep, 2022 @ 12:26am 
[Biomes! Prehistoric] Patch operation Verse.PatchOperationFindMod(Giddy-up! Battle Mounts) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2860715703\1.3\Patches\BiomesPrehistoric_GiddyUp.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Xidon Eye 26 Sep, 2022 @ 2:32am 
Originally posted by Alpha:
[Biomes! Prehistoric] Patch operation Verse.PatchOperationFindMod(Giddy-up! Battle Mounts) failed...

looks like the "Ornithomimus" did not got editeded out for the last update.
it belongs to the next dino update.
in
"...Steam\steamapps\workshop\content\294100\2860715703\1.3\Patches"
is the patch
"BiomesPrehistoric_GiddyUp.xml"
in there on line "618" is the entry for the "BMT_Ornithomimus"
if you add a "<!--" in the beginning of line 618 and a "-->" on the end of 628, the error is fixed.

should look like this:
<!-- <li Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName = "BMT_Ornithomimus"]</xpath>
<value>
<li Class="GiddyUpCore.DrawingOffsetPatch">
<northOffsetCSV>0,0,0</northOffsetCSV>
<southOffsetCSV>0,-1,0</southOffsetCSV>
<eastOffsetCSV>0.4,0,0</eastOffsetCSV>
<westOffsetCSV>-0.4,0,0</westOffsetCSV>
</li>
</value>
</li> -->

and it will be fixed in the next update. hopefully by adding all the dinos. :)
Last edited by Xidon Eye; 26 Sep, 2022 @ 2:33am
Godly 19 Oct, 2022 @ 2:44am 
Originally posted by Latex Santa:
Not a great mod conflict debugger, but I gotta ask, are you adding it in a game that has already started? Generally, adding biome mods in a modlist of a save game already in progress is a Bad Idea. New biomes generally only appear on world generation.
well i know that yo udont add these mods mid playthrough but this happened when i just started the game like i let rimworld load and in main menu it tells me that a mod is outdated and therefore all mods are disabled it only happens when i added this mod
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