RimWorld

RimWorld

[Bug Help] Having trouble pinpointing the mod(s) that are causing my game to stutter and freeze
Mod List: https://i.imgur.com/sAzuNaT.png
Logs: https://gist.github.com/0f2c821de6023c2c548ca61dd19d0637

My game has been stuttering and freezing, especially when my pawns build or haul things to the building. The game usually stutters during crafting/mining tasks too. The only time it doesn't stutter is when I draft all of my colonists or when they haul urgently (the stuttering is reduced). I have so many mods and it's difficult to pinpoint what mods could be causing this issue. Even by reading the logs... I have no idea what I'm reading lol.

I get the "pawn started job with 10 ticks" error every now and then too.
Last edited by ☾⎛sιтєʀ⎞☽; Jan 23, 2018 @ 11:07am
< >
Showing 1-15 of 20 comments
denty Jan 23, 2018 @ 11:56am 
I'd start with trying "While you're up" and "Hand me that brick".

"Haul to stack" can cause some too in my experience.

One at a time, perhaps, but that's where I'd start if I had to try and fix it.
Nope, still laggy and stuttery.
I Hate Trenches Jan 24, 2018 @ 4:40am 
try turning off the mod that allows to make pickaxe,hmmer etc or move it up in the modlist like after hugs and see. there defintely to me seems like you have multiple mod conflicts but im new to modding.isnt there a mod setting for hand me that brick in game to lower cpu usage on it as well?
I Hate Trenches Jan 24, 2018 @ 4:44am 
probably shouldve asked, does it happen in a new game as well or just a previous save?
KrysisMode Jan 24, 2018 @ 6:44am 
I got some time, skimming over the modlist pic.

yegodswhatisthisheresy-sorry. Okay first off mixing A17 with B18 mods is bound to cause massive issues. I'd start removing those first and see if the stutter stops or slows down. Also while you're up can and will cause issues because of how it's coded. Also reconsider load order, it might help reduce the minor conflicts.

On the githdump... already seeing XML errors for the A17 mods, something about the tool mod, more A17 mod conflicts because major mod fixings, what the hell is an undefinedundefined, terrain appears broken somehow, workspeed failures probably from the worktool mod, tools define statbase multiple times confusing the game, seeing the usual yellow for climate control thats nice and normal, MORE FETHING ERRORS ON WORKTOOLS oh my lord who coded that, researchpal doing research things business as usual there, hospitality working so far, 5 unserialized and unused files-probably more A17 madness- being tossed, errors with androids odd thats updated seems to be missing files, haul to stack is messing up-as usual- and making minor conflicts, couple more 404s on mod files, unloading 10k assets to reduce memory wtf, architech icon is exploding but that is completely normal for mods without icons attached to build catagory,

-sorry this is getting long but holybajezzus what tech heresy have you DONE?!-

more fething errors on the tools seems to be constantly retrying them, cannot call itemfromxmlfile with crossrefs loading is in progress might be a crash trigger, sweet emprah its over half the LOG, duplicates of thrumbo is odd but shouldn't freeze things, even more freakazoid on tools, errors on droids at surgery level not major and expected cuz robots, oh dear hauling errors from possibly hand me that brick weird, final repeat of architect icons but some of these should have icons.

Phew. Done. Okay you HAVE to rip out of that tool mod it's just borking everything up since it has no defined buffs or anything and probably lagging the HELL out of rimworld explaining why crafting and mining is causing slow downs. It's trying to find the workspeed buffs but can't and getting in a loop while applying base rates. I think.

Remove the hauling mods they're conflicting with each other, you have to pick one or the other. While you're up also causes multiple low level errors while running on just it's own so probably not helping I'd take that out entirely.

Remove just about ANYTHING to do with A17 as it seems to be making alot of errors and possible slowdown as the game freaks out. I think almost all the major errors came out of those things. Still not sure how the hell water got broken or why fertility was even being factored in.

TL;DR Son you commited some major tech heresy mixing all those mods at a whim. Remove the older A17 mods and consider carefully if you want them or not and test each one for errors at a time. Do not mix hauling mods as well since this will lag the game and cause the standing bug where pawns can't do crap because haul job conflicts. That modlist is a jenga tower I'm amazed it doesn't crash to desktop!

Seriously, you're lucky it loads at all. Clean that list up and make regular tests figuring out what's safe and what isn't. There's a mod I forget the name of to help make preset lists that will help if you trigger any crash to desktop resets. Just reload it first and then reload the test list and tweak.
I Hate Trenches Jan 24, 2018 @ 6:47am 
Originally posted by KrysisMode:
I got some time, skimming over the modlist pic.

yegodswhatisthisheresy-sorry. Okay first off mixing A17 with B18 mods is bound to cause massive issues. I'd start removing those first and see if the stutter stops or slows down. Also while you're up can and will cause issues because of how it's coded. Also reconsider load order, it might help reduce the minor conflicts.

On the githdump... already seeing XML errors for the A17 mods, something about the tool mod, more A17 mod conflicts because major mod fixings, what the hell is an undefinedundefined, terrain appears broken somehow, workspeed failures probably from the worktool mod, tools define statbase multiple times confusing the game, seeing the usual yellow for climate control thats nice and normal, MORE FETHING ERRORS ON WORKTOOLS oh my lord who coded that, researchpal doing research things business as usual there, hospitality working so far, 5 unserialized and unused files-probably more A17 madness- being tossed, errors with androids odd thats updated seems to be missing files, haul to stack is messing up-as usual- and making minor conflicts, couple more 404s on mod files, unloading 10k assets to reduce memory wtf, architech icon is exploding but that is completely normal for mods without icons attached to build catagory,

-sorry this is getting long but holybajezzus what tech heresy have you DONE?!-

more fething errors on the tools seems to be constantly retrying them, cannot call itemfromxmlfile with crossrefs loading is in progress might be a crash trigger, sweet emprah its over half the LOG, duplicates of thrumbo is odd but shouldn't freeze things, even more freakazoid on tools, errors on droids at surgery level not major and expected cuz robots, oh dear hauling errors from possibly hand me that brick weird, final repeat of architect icons but some of these should have icons.

Phew. Done. Okay you HAVE to rip out of that tool mod it's just borking everything up since it has no defined buffs or anything and probably lagging the HELL out of rimworld explaining why crafting and mining is causing slow downs. It's trying to find the workspeed buffs but can't and getting in a loop while applying base rates. I think.

Remove the hauling mods they're conflicting with each other, you have to pick one or the other. While you're up also causes multiple low level errors while running on just it's own so probably not helping I'd take that out entirely.

Remove just about ANYTHING to do with A17 as it seems to be making alot of errors and possible slowdown as the game freaks out. I think almost all the major errors came out of those things. Still not sure how the hell water got broken or why fertility was even being factored in.

TL;DR Son you commited some major tech heresy mixing all those mods at a whim. Remove the older A17 mods and consider carefully if you want them or not and test each one for errors at a time. Do not mix hauling mods as well since this will lag the game and cause the standing bug where pawns can't do crap because haul job conflicts. That modlist is a jenga tower I'm amazed it doesn't crash to desktop!

Seriously, you're lucky it loads at all. Clean that list up and make regular tests figuring out what's safe and what isn't. There's a mod I forget the name of to help make preset lists that will help if you trigger any crash to desktop resets. Just reload it first and then reload the test list and tweak.

whats best way for load order? i would assume ones such as vp veg gard should come before graphic mods and small mods such as the brick one further down?
KrysisMode Jan 24, 2018 @ 6:55am 
Core libraries like Jectools and huglibs obviously at top. Personally I then move down to GUI/Job changers like fluffy's stuff as they tend to work better when loaded first and are able to integrate stuff later on via harmony and such.

Then you get to the building/function mods like embrasures(which he's loaded two of for some reason) and climate control that should go above major content mods since it'll let them safely read the new materials added. Then the actual mod contents like rimsenal at the lower part of it since those can introduce some big things that might bork up the above. Plus too much content modding can seriously damage performance or even cause crash to desktop failures.

Of course that's just my own prefrences built on my own time building a stable modlist, optimal loading could be entirely different for all I know but the above has gotten me by pretty well with minimal yellow (minor/ingnorable) errors and no major game breaks.
Originally posted by KrysisMode:
I got some time, skimming over the modlist pic.

yegodswhatisthisheresy-sorry. Okay first off mixing A17 with B18 mods is bound to cause massive issues. I'd start removing those first and see if the stutter stops or slows down. Also while you're up can and will cause issues because of how it's coded. Also reconsider load order, it might help reduce the minor conflicts.

On the githdump... already seeing XML errors for the A17 mods, something about the tool mod, more A17 mod conflicts because major mod fixings, what the hell is an undefinedundefined, terrain appears broken somehow, workspeed failures probably from the worktool mod, tools define statbase multiple times confusing the game, seeing the usual yellow for climate control thats nice and normal, MORE FETHING ERRORS ON WORKTOOLS oh my lord who coded that, researchpal doing research things business as usual there, hospitality working so far, 5 unserialized and unused files-probably more A17 madness- being tossed, errors with androids odd thats updated seems to be missing files, haul to stack is messing up-as usual- and making minor conflicts, couple more 404s on mod files, unloading 10k assets to reduce memory wtf, architech icon is exploding but that is completely normal for mods without icons attached to build catagory,

-sorry this is getting long but holybajezzus what tech heresy have you DONE?!-

more fething errors on the tools seems to be constantly retrying them, cannot call itemfromxmlfile with crossrefs loading is in progress might be a crash trigger, sweet emprah its over half the LOG, duplicates of thrumbo is odd but shouldn't freeze things, even more freakazoid on tools, errors on droids at surgery level not major and expected cuz robots, oh dear hauling errors from possibly hand me that brick weird, final repeat of architect icons but some of these should have icons.

Phew. Done. Okay you HAVE to rip out of that tool mod it's just borking everything up since it has no defined buffs or anything and probably lagging the HELL out of rimworld explaining why crafting and mining is causing slow downs. It's trying to find the workspeed buffs but can't and getting in a loop while applying base rates. I think.

Remove the hauling mods they're conflicting with each other, you have to pick one or the other. While you're up also causes multiple low level errors while running on just it's own so probably not helping I'd take that out entirely.

Remove just about ANYTHING to do with A17 as it seems to be making alot of errors and possible slowdown as the game freaks out. I think almost all the major errors came out of those things. Still not sure how the hell water got broken or why fertility was even being factored in.

TL;DR Son you commited some major tech heresy mixing all those mods at a whim. Remove the older A17 mods and consider carefully if you want them or not and test each one for errors at a time. Do not mix hauling mods as well since this will lag the game and cause the standing bug where pawns can't do crap because haul job conflicts. That modlist is a jenga tower I'm amazed it doesn't crash to desktop!

Seriously, you're lucky it loads at all. Clean that list up and make regular tests figuring out what's safe and what isn't. There's a mod I forget the name of to help make preset lists that will help if you trigger any crash to desktop resets. Just reload it first and then reload the test list and tweak.
Thanks, I'll get back to you after I uncheck those mods. But you see, I have done all of this since A15 and as my mod list got bigger and bigger, I never really noticed any major game breaking bugs until now in B18. Only a few errors but those resolved themselves as I watch my pawns and nothing really came out of them. This stuttering and freezing bug is the only extremely annoying bug I've had a problem with until now. The tool mod is now updated from another guy, so I'll prob add that instead but I've been using that mod from the past versions of RimWorld since the day I got it and it hasn't given me any problems whatsoever. This entire time I've had a mishmash of mods that seemed to just work pretty well with little issues lol.

The hauling mods never really gave me any issues either and they all worked together pretty well in A17 at least. I guess I'll have to change it up. I read your post on your mod load order so I'll consider changing it up. But it's gonna be hard deciding what goes above which with 180 mods in my list lol.

So basically something like:
-Core mods
-GUI/Job stuff
-Building mods (I had two embrasure mods cause I was testing their protection values and one was glitching out with textures. Also one was supposed to look like castle embrasures)
-Gun Mods?
-Hair Mods/content mods/surgery mods?
-Environment mods? What comes after Building mods?

EDIT: Going over your post and I'm laughing my ass off. Thanks a ton for going over it all though!
EDIT 2: On the crash to desktop issue and tools... It does do that on very rare occasions, sometimes when I load a save or it actually fails to load the save. But that's very rare and I just retry and it works again. I don't mind the crashing if I know I can get this ghetto list to work somehow using my magic. Also, I was thinking this morning that the tool mod has gotta be involved somehow because it's so old and well, the reasons you gave me. XD

The water and fertility thing might be involved with a certain biome mod that adds puddles, changes terrain when it rains to wet soil, adds redwood forests/oasis/etc. It does create lakes of water when it rains a lot too and they don't dry up.

Oh yeah, and another few bugs I forgot to mention is the occasional sound stuttering that happens whenever it feels like. It's like the kind of sound stuttering that "drags" the sound like in a BSOD but it only happens for like 1 second and it's like every 10 minutes. Kind of annoying but I dealed with it. Never happened to me in A17. The other is that megaspiders pretty much hit thing 50 times in a second and kill pretty much instantly. I always found it amusing but rediculous lol. Same applied to melee for pawns.

On the mod that makes preset lists, are they lists that consider what you do with yours in the order I mentioned above? And then I add mods in categorized order to the preset list? If so, that would be a nice mod to have.

EDIT3: I unchecked all the A17/below and hauling mods and reloaded my previous save as they shouldn't affect it too much except there was an ongoing error about a texture or something. The lag was still there until I deleted the 15 androids in my colony which only reduced it. The lag has happened with humans too so I don't think it would be the androids. This isn't on a fresh save either. If I were able to figure out how to order my mod list properly, I'd probably have a lot less errors. All this time over the alpha versions I considered where to put each mod by reading their recommended place orders and what I'd think would be needed to be prioritized the most. But that's really difficult to do.
Last edited by ☾⎛sιтєʀ⎞☽; Jan 24, 2018 @ 1:20pm
I Hate Trenches Jan 24, 2018 @ 1:18pm 
Originally posted by ☾⎛sιтєʀ⎞☽:
Originally posted by KrysisMode:
I got some time, skimming over the modlist pic.

yegodswhatisthisheresy-sorry. Okay first off mixing A17 with B18 mods is bound to cause massive issues. I'd start removing those first and see if the stutter stops or slows down. Also while you're up can and will cause issues because of how it's coded. Also reconsider load order, it might help reduce the minor conflicts.

On the githdump... already seeing XML errors for the A17 mods, something about the tool mod, more A17 mod conflicts because major mod fixings, what the hell is an undefinedundefined, terrain appears broken somehow, workspeed failures probably from the worktool mod, tools define statbase multiple times confusing the game, seeing the usual yellow for climate control thats nice and normal, MORE FETHING ERRORS ON WORKTOOLS oh my lord who coded that, researchpal doing research things business as usual there, hospitality working so far, 5 unserialized and unused files-probably more A17 madness- being tossed, errors with androids odd thats updated seems to be missing files, haul to stack is messing up-as usual- and making minor conflicts, couple more 404s on mod files, unloading 10k assets to reduce memory wtf, architech icon is exploding but that is completely normal for mods without icons attached to build catagory,

-sorry this is getting long but holybajezzus what tech heresy have you DONE?!-

more fething errors on the tools seems to be constantly retrying them, cannot call itemfromxmlfile with crossrefs loading is in progress might be a crash trigger, sweet emprah its over half the LOG, duplicates of thrumbo is odd but shouldn't freeze things, even more freakazoid on tools, errors on droids at surgery level not major and expected cuz robots, oh dear hauling errors from possibly hand me that brick weird, final repeat of architect icons but some of these should have icons.

Phew. Done. Okay you HAVE to rip out of that tool mod it's just borking everything up since it has no defined buffs or anything and probably lagging the HELL out of rimworld explaining why crafting and mining is causing slow downs. It's trying to find the workspeed buffs but can't and getting in a loop while applying base rates. I think.

Remove the hauling mods they're conflicting with each other, you have to pick one or the other. While you're up also causes multiple low level errors while running on just it's own so probably not helping I'd take that out entirely.

Remove just about ANYTHING to do with A17 as it seems to be making alot of errors and possible slowdown as the game freaks out. I think almost all the major errors came out of those things. Still not sure how the hell water got broken or why fertility was even being factored in.

TL;DR Son you commited some major tech heresy mixing all those mods at a whim. Remove the older A17 mods and consider carefully if you want them or not and test each one for errors at a time. Do not mix hauling mods as well since this will lag the game and cause the standing bug where pawns can't do crap because haul job conflicts. That modlist is a jenga tower I'm amazed it doesn't crash to desktop!

Seriously, you're lucky it loads at all. Clean that list up and make regular tests figuring out what's safe and what isn't. There's a mod I forget the name of to help make preset lists that will help if you trigger any crash to desktop resets. Just reload it first and then reload the test list and tweak.
Thanks, I'll get back to you after I uncheck those mods. But you see, I have done all of this since A15 and as my mod list got bigger and bigger, I never really noticed any major game breaking bugs until now in B18. Only a few errors but those resolved themselves as I watch my pawns and nothing really came out of them. This stuttering and freezing bug is the only extremely annoying bug I've had a problem with until now. The tool mod is now updated from another guy, so I'll prob add that instead but I've been using that mod from the past versions of RimWorld since the day I got it and it hasn't given me any problems whatsoever. This entire time I've had a mishmash of mods that seemed to just work pretty well with little issues lol.

The hauling mods never really gave me any issues either and they all worked together pretty well in A17 at least. I guess I'll have to change it up. I read your post on your mod load order so I'll consider changing it up. But it's gonna be hard deciding what goes above which with 180 mods in my list lol.

So basically something like:
-Core mods
-GUI/Job stuff
-Building mods (I had two embrasure mods cause I was testing their protection values and one was glitching out with textures. Also one was supposed to look like castle embrasures)
-Gun Mods?
-Hair Mods/content mods/surgery mods?
-Environment mods? What comes after Building mods?

EDIT: Going over your post and I'm laughing my ass off. Thanks a ton for going over it all though!
EDIT 2: On the crash to desktop issue and tools... It does do that on very rare occasions, sometimes when I load a save or it actually fails to load the save. But that's very rare and I just retry and it works again. I don't mind the crashing if I know I can get this ghetto list to work somehow using my magic. Also, I was thinking this morning that the tool mod has gotta be involved somehow because it's so old and well, the reasons you gave me. XD

The water and fertility thing might be involved with a certain biome mod that adds puddles, changes terrain when it rains to wet soil, adds redwood forests/oasis/etc. It does create lakes of water when it rains a lot too and they don't dry up.

Oh yeah, and another few bugs I forgot to mention is the occasional sound stuttering that happens whenever it feels like. It's like the kind of sound stuttering that "drags" the sound like in a BSOD but it only happens for like 1 second and it's like every 10 minutes. Kind of annoying but I dealed with it. Never happened to me in A17. The other is that megaspiders pretty much hit thing 50 times in a second and kill pretty much instantly. I always found it amusing but rediculous lol. Same applied to melee for pawns.

On the mod that makes preset lists, are they lists that consider what you do with yours in the order I mentioned above? And then I add mods in categorized order to the preset list? If so, that would be a nice mod to have.

give me a day and ill throw up a list for you on what the load list should possibly look like. also having old build mods is proobably the biggest issue as builds dnt always have the same links to things on the backend.

Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat) coud be wwhy your melee attacks are going stupid ffast
Last edited by I Hate Trenches; Jan 24, 2018 @ 1:28pm
Originally posted by Gr0undNP0Und:
Originally posted by ☾⎛sιтєʀ⎞☽:
Thanks, I'll get back to you after I uncheck those mods. But you see, I have done all of this since A15 and as my mod list got bigger and bigger, I never really noticed any major game breaking bugs until now in B18. Only a few errors but those resolved themselves as I watch my pawns and nothing really came out of them. This stuttering and freezing bug is the only extremely annoying bug I've had a problem with until now. The tool mod is now updated from another guy, so I'll prob add that instead but I've been using that mod from the past versions of RimWorld since the day I got it and it hasn't given me any problems whatsoever. This entire time I've had a mishmash of mods that seemed to just work pretty well with little issues lol.

The hauling mods never really gave me any issues either and they all worked together pretty well in A17 at least. I guess I'll have to change it up. I read your post on your mod load order so I'll consider changing it up. But it's gonna be hard deciding what goes above which with 180 mods in my list lol.

So basically something like:
-Core mods
-GUI/Job stuff
-Building mods (I had two embrasure mods cause I was testing their protection values and one was glitching out with textures. Also one was supposed to look like castle embrasures)
-Gun Mods?
-Hair Mods/content mods/surgery mods?
-Environment mods? What comes after Building mods?

EDIT: Going over your post and I'm laughing my ass off. Thanks a ton for going over it all though!
EDIT 2: On the crash to desktop issue and tools... It does do that on very rare occasions, sometimes when I load a save or it actually fails to load the save. But that's very rare and I just retry and it works again. I don't mind the crashing if I know I can get this ghetto list to work somehow using my magic. Also, I was thinking this morning that the tool mod has gotta be involved somehow because it's so old and well, the reasons you gave me. XD

The water and fertility thing might be involved with a certain biome mod that adds puddles, changes terrain when it rains to wet soil, adds redwood forests/oasis/etc. It does create lakes of water when it rains a lot too and they don't dry up.

Oh yeah, and another few bugs I forgot to mention is the occasional sound stuttering that happens whenever it feels like. It's like the kind of sound stuttering that "drags" the sound like in a BSOD but it only happens for like 1 second and it's like every 10 minutes. Kind of annoying but I dealed with it. Never happened to me in A17. The other is that megaspiders pretty much hit thing 50 times in a second and kill pretty much instantly. I always found it amusing but rediculous lol. Same applied to melee for pawns.

On the mod that makes preset lists, are they lists that consider what you do with yours in the order I mentioned above? And then I add mods in categorized order to the preset list? If so, that would be a nice mod to have.

give me a day and ill throw up a list for you on what the load list should possibly look like. also having dual embrasure mods will more then likely give issues at somepoint.
Alright, thank you! I also edited my above post about the results of disabling mods.

The dual embrasures never seemed to affect anything except textures. One embrasure mod's texture ended up carrying over to the other embrasure's texture which was supposed to look like castle embrasures. I got them both because I like to make medieval civilizations and more modern ones. It's a shame I will have to forego my giant city that I built but I can always make another.
KrysisMode Jan 24, 2018 @ 1:23pm 
The mod now that I've looked it up is Modswitch should be just a workshop search away and the bugger is a godsend for these kind of things. It more or less creates a saved modlist in the exact order you've loaded and sorted the mods and allows multiple presets saved. Hell even some color coding options. The best part is they're stored seperately from anything so if you bork it and the list resets all you have to do is load in Modswitch and then pull up your last preset! Seriously can't stress enough how useful that's been to for me here.

And as for your list choices that's a good setup. Nominally the more heavy content wise the mod is the lower it should go and mods like Embrasures which add new buildings that can take multiple materials has to go over them or it likes freaking out alot. Cosmetic mods that alter pawn's looks like hairstyles and so on have alot more leeway since they're fairly independent of other mods but I like slotting them in after GUI mods for organization.

The audio 'stutter' is a worrying sign as it's telling that something is hitching the game until it aborts or resolves it. Given the sheer volume of XML error spam worktools might be setting it off or failing that something is happening every 10 minutes in your colony setting it off. The stuff with the spiders is ♥♥♥♥♥♥♥ funny though I'm almost sad we really should get that fixed. I suspect worktools somehow causing it by accidentally tweaking melee speed modifiers. I forget if there was a combat alteration mod in the list but if it's A17 that might be doing it.

Good luck picking through the list though if I caught you before plugging away it might be worth letting the save run in developer mode so you can read the error log right after those 10 minute hitches and see what set it off.
I Hate Trenches Jan 24, 2018 @ 1:35pm 
\Steam Program\Steam\steamapps\workshop\content\294100(294100 is the rimworld folder name in the workshop folder. all rimwrld mods go in here dled from steam) \672717999(this number is the steamworkshop link number from workshop page)\Defs\ThingDefs/Fences.xml: root element named Buildings; should be named Defs this is your fences mod that is like 3 builds expired. its erroring on something. so update or delete it.

you taxidermy mod is also erroring due to not being able to find the right def file

bsically all the noon b18 ones are getting errors. lol

Last edited by I Hate Trenches; Jan 24, 2018 @ 1:40pm
Originally posted by KrysisMode:
The mod now that I've looked it up is Modswitch should be just a workshop search away and the bugger is a godsend for these kind of things. It more or less creates a saved modlist in the exact order you've loaded and sorted the mods and allows multiple presets saved. Hell even some color coding options. The best part is they're stored seperately from anything so if you bork it and the list resets all you have to do is load in Modswitch and then pull up your last preset! Seriously can't stress enough how useful that's been to for me here.

And as for your list choices that's a good setup. Nominally the more heavy content wise the mod is the lower it should go and mods like Embrasures which add new buildings that can take multiple materials has to go over them or it likes freaking out alot. Cosmetic mods that alter pawn's looks like hairstyles and so on have alot more leeway since they're fairly independent of other mods but I like slotting them in after GUI mods for organization.

The audio 'stutter' is a worrying sign as it's telling that something is hitching the game until it aborts or resolves it. Given the sheer volume of XML error spam worktools might be setting it off or failing that something is happening every 10 minutes in your colony setting it off. The stuff with the spiders is ♥♥♥♥♥♥♥ funny though I'm almost sad we really should get that fixed. I suspect worktools somehow causing it by accidentally tweaking melee speed modifiers. I forget if there was a combat alteration mod in the list but if it's A17 that might be doing it.

Good luck picking through the list though if I caught you before plugging away it might be worth letting the save run in developer mode so you can read the error log right after those 10 minute hitches and see what set it off.
Yeah, I have that mod. It's a godsend when you have a ton of mods and something happens that ends up disabling them all, and then you gotta go through and renable in the exact order.
Originally posted by Gr0undNP0Und:
\Steam Program\Steam\steamapps\workshop\content\294100(294100 is the rimworld folder name in the workshop folder. all rimwrld mods go in here dled from steam) \672717999(this number is the steamworkshop link number from workshop page)\Defs\ThingDefs/Fences.xml: root element named Buildings; should be named Defs this is your fences mod that is like 3 builds expired. its erroring on something. so update or delete it.

you taxidermy mod is also erroring due to not being able to find the right def file

bsically all the noon b18 ones are getting errors. lol
Right, some give errors even though they work. Like the one that enables speed 4 and skips through paused events is great and it doesn't seem to do any harm. The taxidermy one too works but yeah, it does spit errors sometimes. The really old fences one I should probably get rid of since theres the other one that adds them and security fences which are amazing. The highway restoration mod I'm unsure of how that affects my game, but its seems to work perfectly fine as it just adds some floors and a few structures. Anyway, I'm looking forward to that list lol.
lux3y Jan 24, 2018 @ 3:47pm 
[/quote]
Right, some give errors even though they work. Like the one that enables speed 4 and skips through paused events is great and it doesn't seem to do any harm. [/quote]

http://steamcommunity.com/sharedfiles/filedetails/?id=1132557840
That is an updated mod for B18, but you are correct the one u use works fine the error it spits out is just the version description being set on A17, u could even manually change this if u go in the mod folder and open the about.xml and changing it to the proper value to get rid of it.
Last edited by lux3y; Jan 24, 2018 @ 3:47pm
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Jan 23, 2018 @ 11:06am
Posts: 20