RimWorld

RimWorld

RIMMSAssemble
78 Comments
[+DG+] Sir_Castic 4 Oct, 2024 @ 10:56am 
delete ass files
Lanoz 30 Apr, 2024 @ 8:46pm 
Thanks!:luv:
Razuhl  [author] 30 Apr, 2024 @ 2:35pm 
@Lanoz Done
Lanoz 29 Apr, 2024 @ 1:14pm 
For 1.5 perhaps?
Max 26 Dec, 2023 @ 11:28am 
So, is this mod still relevant? I've used it a fair bit, but never went through the effort of checking whether it had an impact.
[+DG+] Sir_Castic 11 Nov, 2022 @ 5:41pm 
*.ass reads as star dot ass and lmao, that's an anus
VelxraTV 21 Oct, 2022 @ 4:52pm 
thank you!
Razuhl  [author] 21 Oct, 2022 @ 4:48pm 
@Velxra done
VelxraTV 21 Oct, 2022 @ 12:19pm 
Please update to 1.4
Razuhl  [author] 10 Sep, 2021 @ 1:36am 
@⁧⁧pinbuck لله أكبر Thx and it's not about the game version(building against that is handled by the default resolver) but about mod versions and the default resolver has not been fixed in 1.3.
pinbuck 29 Aug, 2021 @ 7:11pm 
also do i need this mod if im running a modlist that's only 1.3?
pinbuck 29 Aug, 2021 @ 7:09pm 
typo - referncing should be referencing
Thundercraft 17 Aug, 2021 @ 6:14pm 
Are there any known mod conflicts with the latest version? I don't see any in the description (or even a discussion area).

The reason I ask is because my game notes from RimWorld 1.0 suggests that this used to be incompatible with several mods, including Map Reroll, Real Ruins, Configurable Maps and More Planning...
Yo 9 Jul, 2021 @ 5:07am 
@Panacea I think.. it basically makes it so you can play any version of mods for wutev version of rimworld your using currently
Panacea 16 Nov, 2020 @ 9:25am 
Stupid question in 3...2...1...

I know nothing of modding or code. Can someone explain in plain english to someone like me why I might want/need this mod? I don't even understand what it does.
pgames-food 7 Mar, 2020 @ 9:54pm 
(just dont rename your dll to "ki$$my.ass") :lunar2019grinningpig:
KiTarn 5 Mar, 2020 @ 3:40am 
Ok thanks.
Razuhl  [author] 5 Mar, 2020 @ 12:00am 
Renaming is only necessary if a mod compiles against another versioned mod. The game log will show you a ReflectionTypeLoadException in that case. Most of the time mods use reflection or transpilers to create compatibility, that is handled just by having the mod active.
KiTarn 4 Mar, 2020 @ 4:01pm 
So all local mods and workshop mods should have their .dll files altered or are there some that shouldn't be? And above or below Harmony on load order?
Brrainz 1 Mar, 2020 @ 8:02pm 
Sorry seems like I was wrong. You are not using Harmony yourself so what I wrote does not apply to you. But I don’t delete it in case you ever add the harmony dll.
Thanks
Brrainz 1 Mar, 2020 @ 8:00pm 
I’m the author of the Harmony lib that I recently was forced to put into a Harmony mod. RimWorlds loading behaviour makes it mandatory to have it topmost so everyone has the latest version. Only the first harmony loads in the new Unity version of RimWorld 1.1 and users are putting this mod higher and it will break things.

Sure every mod could have the latest Harmony version in it, like this one. But are you there to update it as soon as I release a bug fix? That does not scale and makes no sense. I invite you to check out my Harmony mod, use it as a dependency instead of using it internally and also read my reddit post about why all this happened.
Evono 8 Feb, 2020 @ 1:00pm 
Can confirm if i have this mod enabled with a few others on entering certain Real ruin spots Rimworld will fill my entire 32gb of ram and crash as soon as i removed that mod rimworld chills at 8gb and opens the map.
Nilserrich 26 Jan, 2020 @ 12:25am 
I want to use the mod to make Psychology and Facial Stuff work with Prepare Carfully, because the version must match.

However, previous users have hinted that there are problems with different mods. Is there any point in that?
whats up 27 Nov, 2019 @ 10:25am 
Really? I guess that might be why my game has been crashing.
Minescence 8 Nov, 2019 @ 1:47pm 
It seems like this mod is incompatible with various mods which includes Map reroll, Real Ruins, Configurable maps and more planning.
NotTildaSwinton 4 Oct, 2019 @ 8:23pm 
ditto
"The" SeanMacLeod 8 Sep, 2019 @ 5:44pm 
I typed "RIMMSAssemble" and it was the first result....
Hunter 8 Sep, 2019 @ 11:09am 
Why is this mod so hard to find on the workshop? I'll search up the mod name but it won't show
Razuhl  [author] 1 Sep, 2019 @ 3:04pm 
Should be.
Huntsman 1 Sep, 2019 @ 1:42pm 
Is this currently compatible with Multiplayer mod?
Zephyr 30 Aug, 2019 @ 3:52am 
Thanks!
Razuhl  [author] 30 Aug, 2019 @ 1:02am 
Sometimes mods only work together if you combine specific mod versions. In the majority of cases this mod fixes that. Most of the time it is enough to have the mod loaded. In cases where the log reports that it can't load an entire assembly developers and users can fix the problem by renaming the problematic assembly.
Zephyr 29 Aug, 2019 @ 6:03pm 
can I get a dummy-ed down version of the mod description?
test 26 Aug, 2019 @ 5:09am 
@Karmapowered, what mods did you find conflicting?
S.T.A.L.K.E.R. 14 Aug, 2019 @ 5:12pm 
Great mod thanks. Karmapowered 293 mods with 3 yellow errors is pretty good congratz. Maybe you can create a collection 1 day :) have a nice day.
Karmapowered 1 Aug, 2019 @ 5:05am 
@Razuhl Not sure I'd call it a life time project, but I've spent about 3 weeks now collecting mods, carefully reading their pages on the workshop and teaching myself about the most common errors that can harm the game. Having played (modded) Bethesda games in the past sure helped. My game yesterday played flawlessly (my ..RimWorldWin64_Data/output_log.txt is almost empty), so I think it was definitely worth it.

Anyway, I shared your findings on the RealRuins workshop page. Hopefully it can be fixed soon. Thank you again, and please have a nice day.
Razuhl  [author] 31 Jul, 2019 @ 6:59am 
@Karmapowered Feel free to share any findings in fact it would be appreciated. I do not provide private communication channels and thx for the gift offer but I'm sorted. Best of luck with your modlist, sounds like a lifetime project.
Karmapowered 31 Jul, 2019 @ 3:36am 
As a side-note (can't contact you through PM or email), do you already own Crusaders Kings II (base game) on Steam ? I got an extra gift code for it, if you (or one of your friends) wanted it. Game needs to be claimed before September.
Karmapowered 31 Jul, 2019 @ 3:25am 
@Razuhl You're a life safer.

With your permission, I'll try to report this to the RealRuins mod author, so that this can be debugged and fixed for everyone, hopefully.

I try to be very cautious before going online and writing there could be an issue. My point is not to point fingers, but to get mods as stable and compatibility error free as possible, so that they can be enjoyed by most (and myself, of course).

My list (including RIMSAssemble) is now complete at 293 mods, with 3 warnings (1 of HugsLib, 1 of a mod not finding any support mods to patch and 1 about deprecated translation structures) and no errors that I could spot after playing for a couple of seasons.

I'm glad that we can rely on mod authors and more experienced community members when the usual load list ordering and weeding out deprecated mods (overriding vanilla abstracts, using outdated DLLs, etc.) doesn't help.
Razuhl  [author] 31 Jul, 2019 @ 1:27am 
@Karmapowered What you experience is probably a bug in real ruins. It is a hugslib mod that should be initialized by HugsLib. However, it also defines StaticConstructorOnStartup which is used on non HugsLib mods so that vanilla initalizes them. That means the mod class is created twice.

HugsLib uses an asynchron thread to initialize its mods. That means the vanilla constructor and the hugslib constructor can run at the same time and that causes the error.

If your log shows this it works(still wrong):
RealRuins started ...
RealRuins finished ...
[HugsLib] initializing RealRuins

If your log shows this the constructors ran parallel:
RealRuins started ...
[HugsLib][ERR] RealRuins.RealRuins ...
Karmapowered 30 Jul, 2019 @ 2:39pm 
This also reminds me of another compatibility issue I had between RimThemes and ModCheck, two mods of experienced modders like you. Once again, I had only the two mods active with bare minimum, read about it here (comments section).

At the moment, I have about 275+ mods active in my load order. I am almost done and there are only 3 yellow warnings in my debug log, thanks to careful requirement and compatibility checking, so it's a bit infuriating not being able to use RealRuins and ModChecker, which are both excellent mods that I'd rather play with than not.
Karmapowered 30 Jul, 2019 @ 2:39pm 
@Razuhl Thank you for coming back to me. That is also what I was thinking : I noticed that RealRuins had an offline option, and maybe it could work that way. Not optimal, but feasible.

Another thing I'm going to try is to use my 2nd non-DRM copy of the game to debug the issue with no inactive mods at all. I'm convinced that if you've tested it, RIMMSAssemble is not the real culprit, it's just weird that how RealRuins works in conjunction with Fluffy's Mod Manager, your mod and all the other inactive mods.
Razuhl  [author] 30 Jul, 2019 @ 2:16pm 
@SirLalaPyon Think in more than 2 dimensions.

@Karmapowered Does it happen if you deactivate the snapshot loading in the mod settings from real ruins? Are you clicking or using anything between screenshot 1 and 2 or does it pop up after a certain time?
SirLalaPyon 30 Jul, 2019 @ 6:52am 
I don't know if anyone already told you or if this is intended....

Your screws(?) on the logo cannot technically function.
Karmapowered 30 Jul, 2019 @ 6:31am 
If I load all the mods, including RIMMSAssemble, except Real Ruins, I get no errors.

I wanted to do a run loading all mods, except RIMMSAssemble, including RealRuins, but I get errors because I need your mod to properly load some other mods with EDB. (your mod is essential to me, said so).

I'm going to try and contact Fluffy if I can and see what he thinks about it, but would be grateful if you had any more ideas.
Karmapowered 30 Jul, 2019 @ 6:23am 
This is what I'm seeing :
https://i.ibb.co/f0MGJkj/rimworld-real-ruins-01.png

This is what I'm getting each time :
https://i.ibb.co/L0Bpb8S/rimworld-real-ruins-02.png

If I remove RIMMSAssemble, I do not get any errors [gist.github.com].

However, it may not be this mods fault at all, but maybe how Fluffy's mod manager works, or something else ? I'm just looking for ideas at this point.
Karmapowered 30 Jul, 2019 @ 6:17am 
@Razuhl Hi again, thank you for your reply.

I'm using Fluffy's mod manager, so I have some mods active (and some still inactive while testing and building my load order). AFAIK, and please correct me if I'm wrong, active mods shouldn't interfere with inactive mods.

You're correct that RealRuins seems to do a first run properly, but then starts another one for whatever reason, and fails.

Now if I do the same run without RIMMSAssemble loaded, it succeeds (despite the same list of inactive mods present), as you can see in the new HugsLib log [gist.github.com], which is why I tried to look for your advice.
Razuhl  [author] 30 Jul, 2019 @ 6:01am 
You do not have that error running the mods:
Core
All your base
HugsLib
Mod Manager
RIMMSAssemble
Real Ruins

Search your log for "RealRuins started", then you see it works fine on your first start and the restarts with other modlists cause the error. I do not have an error either, running those mods(minus All your base).
Karmapowered 30 Jul, 2019 @ 4:32am 
Hello,

this mod is very useful to me, as I seem able to load mods together that I couldn't without it. Therefore, thank you very much for creating and sharing it.

Now I'm having an issue with Real Ruins that I pinpointed down to a compatibility error with RIMMSAssemble (or perhaps more simply because of me not properly using them together?).

Here is my HugsLib log [gist.github.com] :

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for RealRuins.RealRuins ---> System.ArgumentException: No target method specified for class

As you can see in the log, the mod properly starts to download maps but fails to go through initializing. If I rename the dll to RealRuins.ass, I get even more worrying error messages.

Your advice would be highly appreciated.
hellosharkness 29 Jul, 2019 @ 10:09pm 
afaik