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If mods touched a part of code in 1.2 that didn't change in 1.3, you could still use it in 1.3. If the part it touched changed between 1.3 and 1.4, it will not work on 1.4, even though it worked between versions before.
Rimworld did not add some sort of "do not allow any previous gen mods to be used" flag -- the code of the game in whatever part you were modding has been changed for this version, so that's why you were able to use them several expansions in a row, and then not now.
To try and explain better, we'll use rice. This is an example, not a specific notation that rice actually changed (or did not).
Rice is in the base game. In version 1.1, you had a mod that modified Rice so it must be grown next to water.
In version 1.2, no changes were made to the rice. Mod still worked.
In version 1.3, no changes were made to the rice. Mod still worked.
In version 1.4, the base game changed to have White Rice and Brown Rice; the regular rice was removed (again: this is example, it did not actually happen).
When the base game changed the rice, the mod broke, because the thing it depended on (regular rice) was changed.
As a secondary note, it would ALSO have broken if the code for the water changed, since the mod touched that, and ALSO if social interactions were changed, because unbeknownst to you, the mod also added a social conversation between pawns about the rice, and how social conversations were saved changed (one last time: this did not happen, it's just an example).
If any code a given mod touches changes between versions, it breaks.
Using a mod or not using a mod with a given version is entirely dependent on what code was changed between versions. Your game isn't loading because one of those outdated mods is so broken (compared to current code) that the game can't cope with it. It's yelling for the regular rice and can't find it and crashing or freezing as a result.
The Steam Workshop will allow you to only display mods for a given version of the game. You can also set your game to play an old version when your mods still worked. This will solve your issue completely, and you will not ever have to deal with silly "updates" like "new content" ever again.
tagged by the uploader for a given version, not verified compatibility.
Obviously. User created content is...user defined.
Are you aware of a game or site in existence that guarantees the mods listed on it work in every circumstance? I would be curious to hear about how they handled that. Nexus scans for viruses (and usually finds them, but not always), and Curseforge -- well, let's not talk about THAT, right now, hooboy -- but I don't think I've ever seen a site that verifies _compatability_.