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Spooky_Plankton Aug 16, 2018 @ 10:42am
Can anyone teach me how to read the error log?
Like it is said, better to teach someone how to fish, than give him the fish...

My game is heavily modded, and I keep getting CTD's, so I go and try to make sense of the error log, but I cant seem to understand what it says, can someone give me some help?
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Showing 1-14 of 14 comments
Spooky_Plankton Aug 16, 2018 @ 10:44am 
Id rather not delete the mods, just get to read the error log.

If your recommendation is that one, please refrain of posting it
Prester Aug 16, 2018 @ 11:06am 
how about you post some lines you want to understand so someone can actually explain them to you? but 1. posting coding questions in steam forums and 2. not thinking about posting actual lines of code without being asked to do so already disqualify you from being competent enough to understand them.

btw asking someone what those lines mean without coding background is like asking about the formulas in quantum Physics without any basic physic knowledge. you wont understand the answer at all
Spooky_Plankton Aug 16, 2018 @ 11:12am 
If you dont want to help at all, just leave, you have no reason to comment anything...

Go on your merry way.
Spooky_Plankton Aug 16, 2018 @ 11:18am 
And of course I know a bit of coding, wouldnt be asking if I didnt knew anything...

Really tho, you are the pinnacle of toxicity and sarcastic manners that makes everyone think that gaming communities just are toxic hellscapes
Prester Aug 16, 2018 @ 11:25am 
then explain to me how i can help you without any knowledge of your errors :-D
Spooky_Plankton Aug 16, 2018 @ 11:26am 
Already found the solution, just updated some things...
Prester Aug 16, 2018 @ 11:30am 
glad i could help
Spooky_Plankton Aug 16, 2018 @ 11:30am 
Yeah, thanks <3
Astasia Aug 16, 2018 @ 3:43pm 
Serious errors are read bottom to top in terms of scope. The lowest line is the most general, basically saying something like "there's a problem with rimworld" and as you go higher in the error it becomes more and more specific. Sometimes you will see something like ABCD.something.something, the ABCD part will be the mod ID that the "something" is hooked to and is an easy way to spot the source of the error. That mod ID might not be obvious, it's an internal ID that sometimes differs from what the mod is actually called, a google search usually helps narrow it down. Other than that it's mostly looking for keywords, some are obvious, some you start to recognize after looking at a lot of errors.

Minor single line errors are pretty straight forward, they tell you in mostly plain text what is wrong. You just have to recognize what the item/object is from the mods you are using.
RawCode Aug 17, 2018 @ 12:23am 
Little addition to astasia, after you get keywords, don't search google, just run full text search inside mods folder.

You will need tools like Notepad++ for this, and this always gives you exact location of class or def (you don't need to decompile DLLs for this, method names stored plaintext in metadata)

If you are using steam, just copypaste folder name into workshop and you will get page of mod, then you can ask author for fix.
Astasia Aug 17, 2018 @ 12:35am 
Ah yes good call. I'm generally fixing other poeple's errors not my own, so I have to use google. It would probably be a lot easier to search your own workshop folder. =p
d Apr 11 @ 10:55am 
what should i look for with noteopad++?

Could not resolve reference to object with loadID Thing_Human330 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:Verse.Game.LoadGame_Patch2(Game)
Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch4(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Last edited by d; Apr 11 @ 10:55am
Astasia Apr 11 @ 5:41pm 
That's not really an error, it's warning, it was probably yellow text meaning you can ignore it. There's nothing to track there, it's a "vanilla" error, though likely caused by a mod not cleaning up properly and the base game is just telling you about it. It's not pointing at a specific mod as a cause, but it's probably related to a mod adding a new work type and saving the priorities of that work type even after a temporary event pawn is deleted.

Basically the game is saying the work tab is remembering pawn330 had certain priorities set, but pawn330 no longer exists.
pheanox Apr 12 @ 8:24am 
This is literally over 3 years old, PLEASE just make a new topic if you have a question about a new error. The game has been developed further since this topic was started.
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RimWorld > General Discussions > Topic Details
Date Posted: Aug 16, 2018 @ 10:42am
Posts: 14