RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
 This topic has been pinned, so it's probably important
Warachia  [developer] 13 Jun, 2024 @ 11:12am
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Last edited by Warachia; 5 Apr @ 6:19am
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Showing 1-15 of 100 comments
KΞNTΛR 13 Jun, 2024 @ 11:58am 
Got this error:
[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationAdd(xpath="
/Defs/TraderKindDef[defName="Orbital_BlackCorp"]/stockGenerators"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=2
Verse.PatchOperationFindMod(Alpha Biomes): Error in <match>
Verse.PatchOperationFindMod(Rimsenal - Core): Error in <match>
VFECore.PatchOperationToggableSequence: Error
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: c:\program files (x86)\steam\steamapps\workshop\content\294100\3250762483\1.5\Patches\Rimsenal.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch7 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix (Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch2 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch4 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_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 ()

And this error:
[Too Many Mods - Compats and Rebalances] Patch operation VFECore.PatchOperationToggableSequence(count=2, lastFailedOperation=Verse.PatchOperationFindMod(Rimsenal - Core)) failed
file: c:\program files (x86)\steam\steamapps\workshop\content\294100\3250762483\1.5\Patches\Rimsenal.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch7 (string)
Verse.PatchOperation:Complete (string)
VFECore.PatchOperationToggableSequence:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_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 ()
Warachia  [developer] 13 Jun, 2024 @ 3:37pm 
Thanks! Just fixed the issue. (The patch which adds crystaline matrix to Black Corp and YP traders were conditioned to activate with Rimsenal - Core instead of Rimsenal Factions.)
Veltas 11 Jul, 2024 @ 3:55pm 
Not sure what this error is about, other than it has something to do with Empire faction pawns? maybe related to medieval Overhaul Royalty or something?


[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/FactionDef[defName="Empire"]/pawnGroupMakers/li[position()=1]/guards/Empire_Fighter_Cataphract"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\SteamLibrary\steamapps\workshop\content\294100\3250762483\1.5\Patches\AA_0_Baseline.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix (Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch2 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch4 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_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 ()
Warachia  [developer] 12 Jul, 2024 @ 3:21am 
Yeah Medieval Overhaul: Royalty changes a lot of Empire-related things to the extent that some patches of this mod didn't work.

I patched these Empire-related patches not to activate with Medieval Overhaul: Royalty so that you won't need to see red errors.
Ashen 16 Jul, 2024 @ 8:47am 
I'm not sure if this is happening just because I'm using devmode, but empire melee warlords don't seem to have any psycasts. Ranged warlords do, but melee warlords spawn as psycasters without any psycasts unlocked.

Additionally, some pawns spawn with psycasts outside of their designated psycaster role. I didn't test for every caster type but empire casters often spawn with an extra psycast that's outside of their psycast class, like an archotechist having assassinate alongside the standard archotechist spells.

I'm guessing this is because those pawns have psycasts by default from what vanilla gives them?
Warachia  [developer] 16 Jul, 2024 @ 11:34am 
@Ashen
Thanks! It looks like VPE team forgot to actually add warlord psycasts to empire melee warlord: just updated the mod to fix that on my side (at least until they fix it).

For enemy psycasters using different psycasts:
- if you're using VPE storyteller, that's what VPE storyteller does. (They add psycasts in addition to pawnkinds' psycasts even without this mod: that would only matter when you get rare psycaster raids though)
- if that's not the case, likely not caused by this mod (doesn't happen on my end at least).
Last edited by Warachia; 16 Jul, 2024 @ 11:39am
Ashen 16 Jul, 2024 @ 4:25pm 
Hmm, I'm just using Randy. I'll try some binary elimination later to see which mod might be doing that.
Naraxa 28 Aug, 2024 @ 2:37pm 
Hey so I noticed since adding researchtree to my modlist insectors no longer have "insect voice" and the trait is renamed to "hiveling voice" again, is it incompatible with this mod by chance? I sadly don't know how to provide any error log so apologies if you would like that for this
Last edited by Naraxa; 28 Aug, 2024 @ 2:37pm
Warachia  [developer] 28 Aug, 2024 @ 3:06pm 
@Naraxa
Thanks! It's fixed now. (It was an oversight on my end.)
Naraxa 28 Aug, 2024 @ 3:21pm 
Originally posted by Warachia:
@Naraxa
Thanks! It's fixed now. (It was an oversight on my end.)

No worries, thanks for such a quick fix! I appreciate it hehe
GearheadLydia 3 Sep, 2024 @ 3:43pm 
Might be an interaction with other mods, but I got a "duplicate XML entries" error that I traced back to the following code block in ZZ_AgreeingMemes.xml:

<li Class="PatchOperationAdd">
<xpath>/Defs/MemeDef[defName="Darkness"]</xpath>
<value>
<agreeableTraits>
<li>NightOwl</li>
<RCT_Nyctophobe MayRequire="consolidatedtraits.lc.rw">1</RCT_Nyctophobe>
</agreeableTraits>
<disagreeableTraits>
<RCT_Nyctophobe MayRequire="consolidatedtraits.lc.rw">-1</RCT_Nyctophobe>
</disagreeableTraits>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/MemeDef[defName="FemaleSupremacy"]</xpath>
<value>
<disagreeableTraits>
<li>DislikesWomen</li>
</disagreeableTraits>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/MemeDef[defName="MaleSupremacy"]</xpath>
<value>
<disagreeableTraits>
<li>DislikesMen</li>
</disagreeableTraits>
</value>
</li>
Warachia  [developer] 3 Sep, 2024 @ 5:23pm 
@GearheadLydia
Thanks. That's a mod conflict (another mod also added agreeableTraits or disagreeableTraits to the same place). Just updated the mod to deal with it, but you might need to load this mod under conflicting mods (otherwise the same kind of error might happen on the conflicting mods).

If the conflicting mod is adding exactly the same agreeableTraits/disagreeableTraits, you'll still see a slightly different error. If that's the case, I'd like to know what mod is conflicting to solve it. (It's possible to check the exsistence of every entries before adding them, but it would be messy, so...)
Naraxa 8 Sep, 2024 @ 2:18pm 
Hey I've noticed something with my insector colony. When insectoids haven't been attacked recently they're completely chill, but if they have been they treat my insectors as if they're standard colonists without the insect pheromone gene, preemptively attacking. Some dinosaurs from the Biomes! Prehistoric mod attacked them and made me realize the connection, so could it be a problem with those two mods specifically? If needed I'll ask the official VE team, but in case it was a mod conflict I figured I'd ask here

Also, if you can't fix it how should I submit an error log? I don't know how as I've never had to before
Warachia  [developer] 8 Sep, 2024 @ 7:16pm 
idk, description says "They will not be attacked by insectoids unless they are provoked" so probably that's not even a bug.

How to submit an error log:
1. Make sure you have HugsLib loaded
2. Press Ctrl + F12 when the bug happens (sometimes this fails: try later)
3. Copy the link and paste it in VE bug report

You might want to reproduce the bug with minimal mods involved (using devmode), and then submit the bug. (It can be difficult for them to find the source of the bug otherwise: especially if it doesn't throw an error.)
Naraxa 8 Sep, 2024 @ 7:25pm 
Originally posted by Warachia:
idk, description says "They will not be attacked by insectoids unless they are provoked" so probably that's not even a bug.

How to submit an error log:
1. Make sure you have HugsLib loaded
2. Press Ctrl + F12 when the bug happens (sometimes this fails: try later)
3. Copy the link and paste it in VE bug report

You might want to reproduce the bug with minimal mods involved (using devmode), and then submit the bug. (It can be difficult for them to find the source of the bug otherwise: especially if it doesn't throw an error.)

Understood, thanks for the tip with the error log!

The only reason I'm considering it a bug is the fact that I didn't provoke em, but that they were provoked for another reason and are just taking it out on me, which is why I'm confused
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