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To be quite honest, deciding whether or not a top down or bottom up approach works is something I never notice when trying to fix an issue. But I would guess looking at the large group and narrowing it down to a smaller group would be considered "top down"? That was something that happened when I figured out that the four mods I mentioned were causing my latest errors, since on this latest test, no errors popped up (also probably because the Hugslib/Giddy-Up Core error is likely fixed and gone now). The next thing deciding whether or not to invest in a SSD (preferably external) since I did try to use one of my old external 1TB harddrive (well, not so OLD, but old as in I used to use it for my media stuff and art, but I ran out of room and moved them to a bigger one), but I'm not sure yet. -__- Gotta deal with life expenditures first.
hey when you figure all this ♥♥♥♥ out send me your modlist
I can send you my current one:
https :/pastebin.com/DRuYtpmY (I heard Steam is deleting links or something. I guess to combat bad links)
This one loaded up without any errors, I've seen. It's without GloomyFurniture and these three ZP mods (Rice Cultivation, Japanese Bread, and Sengoku), if you want to test it out. While I have gotten no errors this time, I feel like something's off.
The errors in question:
(This error comes up five times)
XML error: Duplicate XML node name sowTags in this XML block: <plant><growDays>3</growDays><leaflessGraphicPath>Things/Plant/Bush_Leafless</leaflessGraphicPath><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><harvestYield>2</harvestYield><harvestWork>200</harvestWork><harvestTag>Standard</harvestTag><harvestedThingDef>WoodLog</harvestedThingDef><soundHarvesting>Harvest_Tree</soundHarvesting><soundHarvestFinish>Harvest_Tree_Finish</soundHarvestFinish><sowWork>1000</sowWork><harvestTag>Standard</harvestTag><harvestYield>5</harvestYield><harvestWork>200</harvestWork><harvestedThingDef>WoodLog</harvestedThingDef><sowTags><li>Ground</li></sowTags></plant>
Root node: <ThingDef ParentName="BushBase"><defName>Plant_Bush</defName><label>bush</label><description>A short shrub. Does not typically talk.</description><graphicData><texPath>Things/Plant/Bush</texPath><drawSize>1.15</drawSize><shadowData><volume>(0.55, 0.2, 0.2)</volume></shadowData></graphicData><plant><growDays>3</growDays><leaflessGraphicPath>Things/Plant/Bush_Leafless</leaflessGraphicPath><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><harvestYield>2</harvestYield><harvestWork>200</harvestWork><harvestTag>Standard</harvestTag><harvestedThingDef>WoodLog</harvestedThingDef><soundHarvesting>Harvest_Tree</soundHarvesting><soundHarvestFinish>Harvest_Tree_Finish</soundHarvestFinish><sowWork>1000</sowWork><harvestTag>Standard</harvestTag><harvestYield>5</harvestYield><harvestWork>200</harvestWork><harvestedThingDef>WoodLog</harvestedThingDef><sowTags><li>Ground</li></sowTags></plant></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch2(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I sent a message to Tosenbo and NukaFrog about this. The error was patched on Nuka's side, but likely not from Tosenbo's:
XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="FurnitureWithQualityBase"><defName>Armchair</defName><label>armchair</label><description>A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.</description><graphicData><texPath>Things/Building/Furniture/Armchair</texPath><graphicClass>Graphic_Multi</graphicClass><drawSize>(3,3)</drawSize><damageData><rectN>(0,0,1,0.703125)</rectN><rectS>(0.09375,0,0.84375,1)</rectS><rectE>(0,0,0.84375,0.625)</rectE><rectW>(0.15625,0,0.84375,0.625)</rectW></damageData><shadowData><volume>(0.3, 0.33, 0.3)</volume></shadowData></graphicData><uiIconScale>0.9</uiIconScale><altitudeLayer>Building</altitudeLayer><statBases><MaxHitPoints>220</MaxHitPoints><WorkToBuild>14000</WorkToBuild><Mass>18</Mass><Flammability>1.0</Flammability><Beauty>4</Beauty><Comfort>0.8</Comfort></statBases><socialPropernessMatters>true</socialPropernessMatters><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><researchPrerequisites><li>ComplexFurniture</li></researchPrerequisites><costStuffCount>110</costStuffCount><pathCost>30</pathCost><fillPercent>0.40</fillPercent><designationHotKey>Misc8</designationHotKey><defaultPlacingRot>South</defaultPlacingRot><constructionSkillPrerequisite>5</constructionSkillPrerequisite><building><isSittable>true</isSittable></building><comps><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>GL_Teddy</li></linkableFacilities></li></comps><comps><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ZP_ConfectionerySaucer</li></linkableFacilities></li></comps></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch2(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
and the Hugslib/Giddy-up error that I thought was gone:
[HugsLib][ERR] GiddyUpCore caused an exception during OnDefsLoaded: System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.PawnKindDef,System.Single].Add (Verse.PawnKindDef key, Single value) [0x00000] in <filename unknown>:0
at RimWorld.BiomeDef.CommonalityOfAnimal (Verse.PawnKindDef animalDef) [0x00000] in <filename unknown>:0
at RimWorld.BiomeDef+<>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at GiddyUpCore.Base.DefsLoaded () [0x00000] in <filename unknown>:0
at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Eeh, I'll have to wait until these are fixed, but I'm starting to think something else is going on. Until then, I feel like starting up a new colony. A shame, though, as I'm not likely to go back to my old one without the missing mods from before. I had some favorite colonists, too. Oh well.
Go to 16gb.
These are cheap fixes, no reason not to do it.
Cut down on your mod load. half the mods your running probably duplicate features of other mods or conflict, and a good number of mods are just crap. triage.
If you've got a desktop machine add a solid state drive and put all the stuff on it that's non volatile. And back it up. Solid state drives are good but far from perfected. They degrade with each write and constantly degrade at according to environmental temperature.
Use the prepare mod and create characters preservable custom characters that you can use in new games.
I do have the mod, but it's been a week since the last time I used my last save, so whatever I had for my 30 colonists is gonna get mixed up. I'll just have to pick, choose, and remember.
Or the nuke route, which I just did, uninstall and reinstall it all, that takes like, 10 min. Just back up your save
your link sends me to the steam main community page
Meh, I've settled on what I have now and planning on saving up on an SSD when possible.
Please update on if the SSD works or not. Many seemed doubtful it would work.
A lot of money and time just to get a bunch of mods which you've hardly played to get working?
that one worked. your previous link had a colon in it by mistake
I will when I do, but my finances are being focused onto something else at the moment, so it'll be some time before that happens. Health is kinda being the main focus right now.
Ah, all right. Yeah, I've been hearing that Steam's doing something weird with certain links, so that's why I tried to separate those. Didn't realize I messed up the colon.