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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...
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.
Thanks
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.
However, previous users have hinted that there are problems with different mods. Is there any point in that?
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.
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members when the usual load list ordering and weeding out deprecated mods (overriding vanilla abstracts, using outdated DLLs, etc.)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.
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 ...
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.
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.
@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?
Your screws(?) on the logo cannot technically function.
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.
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.
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.
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).
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.