Caves of Qud

Caves of Qud

More Modding Goodies!
 This topic has been pinned, so it's probably important
Tyrir  [developer] 2 Mar @ 10:19am
Questions, Issues, Feedback
Feel free to post any questions, issues, or feedback here or in a separate discussion or comment.

If you need help with an issue or error, please upload your Player․log[wiki.cavesofqud.com] to https://dpaste.org/ and provide the dpaste link in your post.
Last edited by Tyrir; 28 Apr @ 9:59am
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Showing 1-13 of 13 comments
ASH 2 Mar @ 2:08pm 
I am using hella mods so it could very well be a incompatibility or an issue on my part but here's the player log.

MODERROR [More Modding Goodies!] - <...>\steamapps\workshop\content\333640\3403942187\CSharpWishMaker.cs(340,64): error CS0234: The type or namespace name 'Public' does not exist in the namespace 'Accessibility' (are you missing an assembly reference?)
Tyrir  [developer] 2 Mar @ 5:44pm 
Originally posted by ASH:
<...>\steamapps\workshop\content\333640\3403942187\CSharpWishMaker.cs(340,64): error CS0234: The type or namespace name 'Public' does not exist in the namespace 'Accessibility' (are you missing an assembly reference?)

This is the same error that @Killian posted in the comments. He was able to resolve it by verifying Qud game files in steam.

Can you try that?

This error would *seem* to indicate that your Qud installation folder is missing
<...>\CoQ_Data\Managed\Microsoft.CodeAnalysis.dll
or the file is somehow corrupted. Hopefully verifying files via steam will reinstall that dll or otherwise fix your issue like it did for @Killian .
Last edited by Tyrir; 3 Mar @ 1:13am
ASH 3 Mar @ 5:29am 
Thanks for the help! Yeah I just had to verify the files never had this happen before
YASD 8 Mar @ 6:24pm 
I'm getting this popup at the Stilt. Not sure if it's to do with the update to More Modding Goodies or a conflict with another mod installed (of which there are many).

MODERROR [More Modding Goodies!] - Exception thrown during event.
System.InvalidCastException: Specified cast is not valid.
at (wrapper castclass) System.Object.__castclass_with_cache(object,intptr,intptr)
at XRL.World.ModPooledEvent`1[T].Dispatch (XRL.IEventHandler Handler) [0x00000] in <ab2b6f4d7bf141aa96358980923d7ffe>:0
at (wrapper dynamic-method) XRL.World.GameObject.XRL.World.GameObject.HandleEventInner_Patch1(XRL.World.GameObject,XRL.World.MinEvent)
at (wrapper dynamic-method) XRL.World.GameObject.XRL.World.GameObject.HandleEvent_Patch2(XRL.World.GameObject,XRL.World.MinEvent)
at tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent.GetFor (XRL.World.GameObject actor, System.Int32 baseAmount, System.String type, XRL.World.Parts.MagazineAmmoLoader loader, XRL.World.GameObject weapon, XRL.World.GameObject ammo, System.Int32 ammoCountBeforeReload, System.Int32 percentageReduction, System.Int32 linearReduction, System.Int32 minAmount, System.Boolean passive) [0x000d6] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3403942187\MoreEvents.cs:313
at tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent_Patch+<>c.<Transpiler>b__1_2 (XRL.World.Parts.MagazineAmmoLoader loader, System.Int32 ammoCountBeforeReload) [0x00042] in C:\Program Files (x86)\Steam\steamapps\workshop\content\333640\3403942187\Patches.cs:138
Tyrir  [developer] 8 Mar @ 6:41pm 
Originally posted by YASD:
I'm getting this popup at the Stilt. Not sure if it's to do with the update to More Modding Goodies or a conflict with another mod installed (of which there are many).

Thanks for the bug report. I saw they changed the ModPooledEvent code a bit in the latest version 1.0.2, but nothing stood out as potentially causing issues. I'll have a look at it.
Tyrir  [developer] 8 Mar @ 6:57pm 
Originally posted by YASD:
I'm getting this popup at the Stilt. Not sure if it's to do with the update to More Modding Goodies or a conflict with another mod installed (of which there are many).

Can you please upload a Player.log file (see https://wiki.cavesofqud.com/wiki/File_locations ) with this error to pastebin.com and link it here?

I think this error might have to due with some other mods that overwrite mutations in unadvised ways that result in casting errors. A few of the more popular mutations mods have this problem, improved mutations, wm mutations, and a 3rd I can't recall atm. This error is occurring when IParts (which mutations are) are being cast, so I have a hunch that could be related to the issue.

Also, if you have a save game you could attach here along with repro steps to cause the error to appear, that'd be helpful.
Last edited by Tyrir; 8 Mar @ 7:09pm
YASD 8 Mar @ 7:32pm 
Originally posted by Tyrir:
Originally posted by YASD:
I'm getting this popup at the Stilt. Not sure if it's to do with the update to More Modding Goodies or a conflict with another mod installed (of which there are many).

Can you please upload a Player.log file (see https://wiki.cavesofqud.com/wiki/File_locations ) with this error to pastebin.com and link it here?

I think this error might have to due with some other mods that overwrite mutations in unadvised ways that result in casting errors. A few of the more popular mutations mods have this problem, improved mutations, wm mutations, and a 3rd I can't recall atm. This error is occurring when IParts (which mutations are) are being cast, so I have a hunch that could be related to the issue.

Also, if you have a save game you could attach here along with repro steps to cause the error to appear, that'd be helpful.
https://pastebin.com/4bwTaA2q
Here's the player.log up to where the error occurred; fair warning, it is a big modlist and does include the mutation mods you mentioned.

I don't have the save game (bad ragequit habit even on checkpoint mode), but as far as repro steps, it was a "Deprived - Wretched Kin" character from this mod here (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3416963926) with mutations: (Unstable Genome x2, Night Vision, Albino, Cold-Blooded, Nerve Poppy, Spontaneous Combustion, and Genetic Memory [this last one is from WM's mutation mod), and it only seems to have started happening upon entering the Stilt. I do have the following mods installed relating to the Stilt: (Sultan of Smoke https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3063297428 , Lulihart with recoiler https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036159087 , and CoQ Expanded - Grand Bazaar https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1476131257&searchtext=stilt ).
Tyrir  [developer] 9 Mar @ 1:36pm 
Originally posted by YASD:
https://pastebin.com/4bwTaA2q
Here's the player.log up to where the error occurred; fair warning, it is a big modlist and does include the mutation mods you mentioned.

Thanks for providing the player.log.

It looks like you're using the "Friendly" versions of Graven's and Improved Mutations, which should fix some or all of the mutation issues I mentioned earlier. However, I'm not sure if WM Mutations still has such issues, which you also have enabled.

It's difficult to debug the issue further without a save game unfortunately. So what I've done is updated More Modding Goodies with a couple things that can help track down which mod is causing the issue if it occurs again.
  1. I added additional info to the error popup you were seeing. It should now print what object (e.g. the mututation) is causing the exception. It should also print the owning mod. If you see the popup again, please post it here.
  2. I added a wish that will log additional debug info to player.log. If you find that you can reproduce the error in the future, you can open up the wish dialog (ctrl+w is the default hotkey) and copy-paste in this wish:
    cs -f logcalls tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent:Dispatch
    , then cause the error to occur again, then you can upload player.log. That should have additional info to help track down which mod is causing the exception.
YASD 9 Mar @ 2:17pm 
Originally posted by Tyrir:
Originally posted by YASD:
https://pastebin.com/4bwTaA2q
Here's the player.log up to where the error occurred; fair warning, it is a big modlist and does include the mutation mods you mentioned.

Thanks for providing the player.log.

It looks like you're using the "Friendly" versions of Graven's and Improved Mutations, which should fix some or all of the mutation issues I mentioned earlier. However, I'm not sure if WM Mutations still has such issues, which you also have enabled.

It's difficult to debug the issue further without a save game unfortunately. So what I've done is updated More Modding Goodies with a couple things that can help track down which mod is causing the issue if it occurs again.
  1. I added additional info to the error popup you were seeing. It should now print what object (e.g. the mututation) is causing the exception. It should also print the owning mod. If you see the popup again, please post it here.
  2. I added a wish that will log additional debug info to player.log. If you find that you can reproduce the error in the future, you can open up the wish dialog (ctrl+w is the default hotkey) and copy-paste in this wish:
    cs -f logcalls tyrir.lib.GetMagazineAmmoLoaderReloadEnergyCostEvent:Dispatch
    , then cause the error to occur again, then you can upload player.log. That should have additional info to help track down which mod is causing the exception.
Thanks greatly for your help and work with the mod! I'll try and see if I can get a saved game file in another run along with that new debug wish if the error shows up again. I'll update with any info so you as well as WM can be aware if the source of the issues is WM's mutations; the "Friendly" compatibility versions of Graven's and Improved are much appreciated.
Small request, please consider setting the balance change (disarming turrets) to be off by default, since this is a mandatory dependency for completely unrelated mods. Installing the Tidy Ability bar shouldn't break a well-known farming method!

I genuinely don't even think it's a bug. They're robotic beings with weapons, why couldn't you cut off the stand and take it?

I know it's toggleable, but ideally modding libraries should try to be as non-disruptive as possible. Was very confusing trying to figure out why it was broken, since none of my mods touch turrets at all.
Tyrir  [developer] 1 May @ 11:05am 
Originally posted by AntitrustEnthusiast:
Small request, please consider setting the balance change (disarming turrets) to be off by default, since this is a mandatory dependency for completely unrelated mods.

Sure, I'll change the default in More Modding Goodies to disabled. In the Undeploy Turrets mod, I can set the default to enabled.
Tyrir  [developer] 2 May @ 12:02pm 
Originally posted by AntitrustEnthusiast:
I know it's toggleable, but ideally modding libraries should try to be as non-disruptive as possible. Was very confusing trying to figure out why it was broken, since none of my mods touch turrets at all.
Pushed an update with this change. Sorry for the confusion it caused.
Originally posted by Tyrir:
Originally posted by AntitrustEnthusiast:
I know it's toggleable, but ideally modding libraries should try to be as non-disruptive as possible. Was very confusing trying to figure out why it was broken, since none of my mods touch turrets at all.
Pushed an update with this change. Sorry for the confusion it caused.
Thanks, and no worries!
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