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Vehicle Framework recognized the mod. I can see the 3 vehicles and tweak their settings. I have the recipes of the various ammos in the machinning table. I have researched "Advanced Fabrications".
I even used godmode to see if there was a recipe in the vehicle tab. And it doesnt work. I see nothing
Is it because I use Vanilla Vehicles Expanded? It's written that there's no compatibility for the mods part, but it should still appear, right ? Or because I do not use Combat Extended ? Or am I just dumb (which is a more than probable outcome of the problem).
In case it's useful, I tried end of the mod list, start of the mod list...
You might want to post a log as I cannot do guesswork on what's causing your problem. If it shows on VF settings but not the on vehicles tab. Something is hiding or removing it from there.
And to give a little more context, and even if I know it's not your mod, but the "Gungriffon" mod has the same problem: adds the mechs as vehicles, detected in VF, in the research tab, but not in the vehicle tab once researched, while the VVE that are in the same research appears. So yes, it's probably something messing with the mods, hidding them in the vehicle tab.
Maybe your solution will work for both? But I will report that bug to them too when this problem is sorted out, and if it doesn't work for the Gungriffon mod.
Anyway, the link: https://pastebin.com/N9ux1QGA
It cannot find <DesignationCategoryDef> called VF_Vehicles, which is already in Vehicle Framework.
I'd recommend thinning out your modlist to include only Vehicle Framework mods to see if other mods are messing with it.
I removed every mods. I tried any combinations I could. I literraly had only Harmony, VVE, VF, VEF and Synthetik, and it still doesnt work.
Here's the log:
RimWorld 1.4.3704 rev896
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()
[VanillaAchievementsExpanded] version 1.4.8315
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
AchievementsExpanded.AchievementHarmony:.cctor ()
AchievementsExpanded.AssemblyHandler:.ctor (Verse.ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke (object,object[])
System.Reflection.MonoCMethod:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MonoCMethod:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
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 ()
Implied generation for vehicles is incomplete. Please define the VehicleBuildDef separately to avoid improper vehicle generation.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Vehicles.ThingDefGenerator_Buildables:GenerateImpliedBuildDef (Vehicles.VehicleDef,Vehicles.VehicleBuildDef&)
Vehicles.VehicleHarmonyOnMod:ImpliedDefGeneratorVehicles ()
(wrapper dynamic-method) RimWorld.DefGenerator:RimWorld.DefGenerator.GenerateImpliedDefs_PreResolve_Patch1 ()
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 ()
Could not resolve cross-reference: No Vehicles.VehicleBuildDef named BossAPC_Blueprint found to give to Vehicles.VehicleDef BossAPCPawn
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_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.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Could not resolve cross-reference: No Verse.DesignationCategoryDef named VF_Vehicles found to give to Vehicles.VehicleBuildDef Sat7_Blueprint
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_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.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Could not resolve cross-reference: No Verse.DesignationCategoryDef named VF_Vehicles found to give to Vehicles.VehicleBuildDef Z277_Blueprint
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_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.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Key binding conflict: MapDolly_Left and Designator_RotateLeft are both bound to Q.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.KeyPrefsData:ErrorCheckOn (Verse.KeyBindingDef,Verse.KeyPrefs/BindingSlot)
Verse.KeyPrefsData:ErrorCheck ()
Verse.KeyPrefs:Init ()
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 ()
[MVCF] Collecting feature data...
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
MVCF.MVCF:Log (string,MVCF.LogLevel)
MVCF.MVCF:CollectFeatureData ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
<color=orange>[VehicleFramework]</color> Importing additional assets from vehicleassets. UnityVersion=2019.4.30f1 Status: <color=#008000FF>successfully loaded.</color>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
SmashTools.SmashLog:Message (string)
Vehicles.AssetBundleDatabase:.cctor ()
Vehicles.VehicleHarmonyOnMod:ShaderFromAssetBundle (Verse.ShaderTypeDef,UnityEngine.Shader&)
(wrapper dynamic-method) Verse.ShaderTypeDef:Verse.ShaderTypeDef.get_Shader_Patch1 (Verse.ShaderTypeDef)
Vehicles.VehicleDef:<PostLoad>b__42_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
<color=orange>[VehicleFramework]</color> version 1.5.1351 rev2823
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Vehicles.VehicleHarmony:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
<color=orange>[VehicleFramework]</color> <color=#008000FF>162 patches successfully applied.</color>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
SmashTools.SmashLog:Message (string)
Vehicles.VehicleHarmony:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
MVCF successfully applied 0 patches
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
MVCF.Patch:PrintSummary ()
MVCF.MVCF/<>c:<CollectFeatureData>b__16_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
Pretty sure i'm just cursed at that point.
At this rate, you're better off asking in Vehicle Framework discord as I am not sure what's causing it. If you do, make sure to attach a log file.
---
Implied generation for vehicles is incomplete. Please define the VehicleBuildDef separately to avoid improper vehicle generation.
Could not resolve cross-reference: No Vehicles.VehicleBuildDef named BossAPC_Blueprint found to give to Vehicles.VehicleDef BossAPCPawn
This shouldn't be the case, as when I uploaded it, its properly defined
Could not resolve cross-reference: No Verse.DesignationCategoryDef named VF_Vehicles found to give to Vehicles.VehicleBuildDef Sat7_Blueprint
Could not resolve cross-reference: No Verse.DesignationCategoryDef named VF_Vehicles found to give to Vehicles.VehicleBuildDef Z277_Blueprint
This DesignationCategoryDef is the Vehicles Tab on the Architect menu. Its supposed to be a part of Vehicle Framework. Afaik, VVE also updated so that there's no 2 Vehicles Tab appearing and started using VF's own bases, so theyre supposed to appear in the same tab.
I don't know, and tbh, I'm happy it finally works. So, tahnk you for your help, the problem's now resolved. Have a nice day dude.
Edit: Now the game crashes when I wanna make a new world, but can load a saved world with no problem. I will do some more experiment, but it seems VFE is the cause of that.
Edit 2: And it works. Copied all the mods except all the vehicle mods (including harmony I also got from here) and now it works, loads the vehicles in the menu and I can use them, and doesn't crash on world creation. So ig it works now ? I still have no clues HOW it works, but it does, and that's all I want.
if you really want to use local mods. I'd recommend using RimPy's SteamCMD downloader as it allows you to download them easier.