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[FSF] FrozenSnowFox Tweaks
 This topic has been pinned, so it's probably important
FrozenSnowFox  [developer] 27 Nov, 2022 @ 11:48pm
Bug Reports
If you find a bug you can report it in this thread. Include as much information as you can, any error messages or a log file. It's also helpful if you include which dlcs you own. You can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here.

Before reporting issues please ensure you aren't using any mods that do the same thing as an activated tweak. Having both active at the same time will likely cause conflicts resulting in errors or other issues.
Last edited by FrozenSnowFox; 6 Oct, 2023 @ 12:12am
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Showing 1-15 of 131 comments
Scorpio 5 Jan, 2023 @ 12:43pm 
Verse.PatchOperationRemove(xpath="/Defs/VanillaPsycastsExpanded.PsycasterPathDef[defName = "VPE_Archotechist"]/lockedReason"): Failed to find a node with the given xpath
FrozenSnowFox  [developer] 5 Jan, 2023 @ 1:11pm 
Originally posted by Scorpio:
Verse.PatchOperationRemove(xpath="/Defs/VanillaPsycastsExpanded.PsycasterPathDef[defName = "VPE_Archotechist"]/lockedReason"): Failed to find a node with the given xpath

That error should be due to another mod removing the node before mine attempts to do so. If you're using a mod to unlock the Vanilla Psycast Expanded paths you don't need it with that option enabled. The error itself is safe to ignore but if you remove the offending mod it should disappear. If the mod causing it does more than just unlocking psycast trees link the mod and I'll take a look at it. I may need to modify or silence the patch to stop it throwing errors.
Vulkandrache 23 Apr, 2023 @ 2:51pm 
Im not sure wether to post this as a bug or not.
Does the quest amount tweak work for mod storytellers like Igor invader?
I set it to do 5 Quests every 8 days with 0.5 inbetween
but its been 10 days since the start of the game and i havent gotten any.
FrozenSnowFox  [developer] 23 Apr, 2023 @ 3:01pm 
Originally posted by Vulkandrache:
Im not sure wether to post this as a bug or not.
Does the quest amount tweak work for mod storytellers like Igor invader?
I set it to do 5 Quests every 8 days with 0.5 inbetween
but its been 10 days since the start of the game and i havent gotten any.

As far as I'm aware it should work for all modded storytellers providing the have the same quest fields as vanilla storytellers, which they should. For normal quests to trigger you have to hit a certain minimum colony wealth threshold. I can't give you exact numbers but your colony needs to be capable of generating rewards worth around $250+. Depending on your starting conditions and how you play this can be a very short or very long duration. On single colonist naked tribal brutality starts I've played upwards of a year before I managed to gather enough colony wealth for quests to be capable of spawning.
Zoe, the Bad Wolf 19 May, 2023 @ 6:40pm 
Hi, I got a few red errors pertaining to both this mod and Complex Jobs, sorry for my inability to read them and understand, I tried disabling pertinent mods to no avail.

https://gist.github.com/HugsLibRecordKeeper/13e85e19ca365b53e1418bf07d4b0591

It appears to be majorly a problem with Mechs are Capable option.
FrozenSnowFox  [developer] 19 May, 2023 @ 6:53pm 
Originally posted by Zoe, the Bad Wolf:
Hi, I got a few red errors pertaining to both this mod and Complex Jobs, sorry for my inability to read them and understand, I tried disabling pertinent mods to no avail.

https://gist.github.com/HugsLibRecordKeeper/13e85e19ca365b53e1418bf07d4b0591

It appears to be majorly a problem with Mechs are Capable option.

Looking at them I think both might be a result of other mods conflicting.

The first is from Complex Jobs. It's failing to change the canBeDoneByMechs tag on the Strip worktype. The only reason that should fail is if another mod higher up in your load order is removing that field. Which means you might have another mod trying to do the same thing as the Mechs are Capable option.

The second is from my tweaks collection from the No Improvised Weapons tweak. It's failing to find the node its searching for and like the first problem it shouldn't happen unless another mod is messing with it. I think you might already have another mod removing the fields on items as this tweak does. There's a couple that do this but the one that came up last time was No Food Fights.

You'll have to look through your mod list and try to pinpoint which mods are already covering those areas. Alternatively you could simply turn those options off as the existing mods probably do the job just as well.
Zoe, the Bad Wolf 20 May, 2023 @ 8:31am 
Thanks for the tips!
I managed to find the conflicting mods and removed them! <3
Again, thanks for the help and awesome mods and tweaks you provide us!!!

Edit:
Culprits were:
Lift Plz do More Jobs
Not a Weapon
Last edited by Zoe, the Bad Wolf; 20 May, 2023 @ 8:31am
FrozenSnowFox  [developer] 20 May, 2023 @ 1:40pm 
Originally posted by Zoe, the Bad Wolf:
Thanks for the tips!
I managed to find the conflicting mods and removed them! <3
Again, thanks for the help and awesome mods and tweaks you provide us!!!

Edit:
Culprits were:
Lift Plz do More Jobs
Not a Weapon

No problem I'm glad I was able to help.
DangerousB 27 May, 2023 @ 8:46am 
I'm setting this mod up for the first time and I'm running into some issues with one of the tweaks. Specifically, I get a red error about the No_Improvised_Weapons XML. I don't really understand the error message so I'm hoping you can point me in the right direction. I'll admit I have over 300 mods active, so it's probably a conflict somewhere

Here's the error:
[[FSF] FrozenSnowFox Tweaks] Patch operation XmlExtensions.OptionalPatch failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2893432492\1.4\Core\Patches\No_Improvised_Weapons.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 ()

I also uploaded my logs here: https://gist.github.com/HugsLibRecordKeeper/66c13dffbc0a2585d83292a2831c44ea
Last edited by DangerousB; 27 May, 2023 @ 8:46am
FrozenSnowFox  [developer] 27 May, 2023 @ 1:30pm 
Originally posted by DangerousB:
I'm setting this mod up for the first time and I'm running into some issues with one of the tweaks. Specifically, I get a red error about the No_Improvised_Weapons XML. I don't really understand the error message so I'm hoping you can point me in the right direction. I'll admit I have over 300 mods active, so it's probably a conflict somewhere

I also uploaded my logs here: https://gist.github.com/HugsLibRecordKeeper/66c13dffbc0a2585d83292a2831c44ea

That little snippet doesn't show anything useful but the log does. It looks like an error caused by the patch being unable to find what it's supposed to patch for the No Improvised Weapons tweak which should only happen if another mod is changing it. You've likely got another mod that already does the same possibly No Food Fights or Not a Weapon. Either remove the mod or disable the tweak.
DangerousB 28 May, 2023 @ 7:55pm 
Originally posted by FrozenSnowFox:
Originally posted by DangerousB:
I'm setting this mod up for the first time and I'm running into some issues with one of the tweaks. Specifically, I get a red error about the No_Improvised_Weapons XML. I don't really understand the error message so I'm hoping you can point me in the right direction. I'll admit I have over 300 mods active, so it's probably a conflict somewhere

I also uploaded my logs here: https://gist.github.com/HugsLibRecordKeeper/66c13dffbc0a2585d83292a2831c44ea

That little snippet doesn't show anything useful but the log does. It looks like an error caused by the patch being unable to find what it's supposed to patch for the No Improvised Weapons tweak which should only happen if another mod is changing it. You've likely got another mod that already does the same possibly No Food Fights or Not a Weapon. Either remove the mod or disable the tweak.

I did some more testing and managed to get the error with a minimal mod list. The log upload is failing, but the error in the log is:

[[FSF] FrozenSnowFox Tweaks - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[thingCategories/li[text()="ResourcesRaw"]]/weaponClasses"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=6
XmlExtensions.OptionalPatch(key='FSFNoImprovisedWeapons', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]

The mods I have enabled are:
Harmony
Core
Royalty
Ideology
HugsLib
Vanilla Expanded Framework
[SYR] Processor Framework
Medieval Overhaul
XML Extensions
[FSF] FrozenSnowFox Tweaks

I'm 99% sure that Medieval Overhaul is the culprit here. Is there any chance there's a workaround or easy way to patch this? If not I can disable the tweak.
FrozenSnowFox  [developer] 28 May, 2023 @ 8:13pm 
Originally posted by DangerousB:
I did some more testing and managed to get the error with a minimal mod list. The log upload is failing, but the error in the log is:

[[FSF] FrozenSnowFox Tweaks - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[thingCategories/li[text()="ResourcesRaw"]]/weaponClasses"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=6
XmlExtensions.OptionalPatch(key='FSFNoImprovisedWeapons', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]

The mods I have enabled are:
Harmony
Core
Royalty
Ideology
HugsLib
Vanilla Expanded Framework
[SYR] Processor Framework
Medieval Overhaul
XML Extensions
[FSF] FrozenSnowFox Tweaks

I'm 99% sure that Medieval Overhaul is the culprit here. Is there any chance there's a workaround or easy way to patch this? If not I can disable the tweak.

Yeah it's got to be Medieval Overhaul. I didn't know it touched stuff like that. To fix it I'd have to dig through the files, find out what's happening and then figure out a way to change the patching so it works with it. Getting the original patch to work as intended on everything was more annoying than I thought it'd be. You could try loading Medieval Overhaul after my mod but if that doesn't work I'd suggest just disabling the tweak.

The question is why Medieval Overhaul is touching it in the first place. What the error is reporting is that it can't find a tag that should be on raw resources like wood. That tag is part of what designates it as a weapon. For whatever reason Medieval Overhaul seems to be removing it. I don't know maybe they have some sort of patch included that's similar to this tweak. It'd require testing or digging through the files to confirm it.
DangerousB 29 May, 2023 @ 5:59pm 
Originally posted by FrozenSnowFox:
Originally posted by DangerousB:
I did some more testing and managed to get the error with a minimal mod list. The log upload is failing, but the error in the log is:

[[FSF] FrozenSnowFox Tweaks - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[thingCategories/li[text()="ResourcesRaw"]]/weaponClasses"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=6
XmlExtensions.OptionalPatch(key='FSFNoImprovisedWeapons', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]

The mods I have enabled are:
Harmony
Core
Royalty
Ideology
HugsLib
Vanilla Expanded Framework
[SYR] Processor Framework
Medieval Overhaul
XML Extensions
[FSF] FrozenSnowFox Tweaks

I'm 99% sure that Medieval Overhaul is the culprit here. Is there any chance there's a workaround or easy way to patch this? If not I can disable the tweak.

Yeah it's got to be Medieval Overhaul. I didn't know it touched stuff like that. To fix it I'd have to dig through the files, find out what's happening and then figure out a way to change the patching so it works with it. Getting the original patch to work as intended on everything was more annoying than I thought it'd be. You could try loading Medieval Overhaul after my mod but if that doesn't work I'd suggest just disabling the tweak.

The question is why Medieval Overhaul is touching it in the first place. What the error is reporting is that it can't find a tag that should be on raw resources like wood. That tag is part of what designates it as a weapon. For whatever reason Medieval Overhaul seems to be removing it. I don't know maybe they have some sort of patch included that's similar to this tweak. It'd require testing or digging through the files to confirm it.

Yeah, it's a weird one for sure. I mostly just wanted it documented here so if someone else runs into this same issue they don't spend hours debugging too lol. I have no idea why MO is touching the tags on raw resources. I know they make it so that trees drop raw logs that you need to process into planks, so maybe something is going on there.

I'm going to disable this tweak for now, thanks!
Ren 30 May, 2023 @ 7:35pm 
No Improvised Weapons tweak doesn't seem to touch mushroom logs from Biomes! Caverns. It's a building material and also an ingestible.
Last edited by Ren; 30 May, 2023 @ 7:35pm
FrozenSnowFox  [developer] 30 May, 2023 @ 8:00pm 
Originally posted by Renegade:
No Improvised Weapons tweak doesn't seem to touch mushroom logs from Biomes! Caverns. It's a building material and also an ingestible.

Alright I've uploaded a fix, it should stop them from showing up as weapons.
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