RimWorld

RimWorld

How do you tell which mod is throwing an error at startup?
When I start the game, I have a few red line errors. Is there a way to tell which mod is making the error?

I've noticed sometimes that the mod name is in the red line error, and sometimes it isn't.
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Showing 1-4 of 4 comments
Astasia Sep 15, 2020 @ 12:53pm 
Look for keywords in the error, like the name of the mod, or an abbreviation/acronym for that mod, and if you are lucky enough to see one that can sometimes give you a good idea what is causing the error. Sometimes mods add functions that don't have anything to do with the mod name, noticing those functions might require doing a google search on parts of the error, or just remembering it from previous logs. Like off the top of my head I remember jecstools adds an "abilityuser" function, and I used to see a lot of errors related to that.

Otherwise it's educated guessing at best, if you see the word "food" in the error then you can assume the error is related to food and start figuring out which mods deal with food/hunger/diets/etc. Of course sometimes it's a red herring, and an error spits out a bunch of references to food, but the actual issue is only very loosely related.
Othobrithol Sep 15, 2020 @ 12:57pm 
It is kind of odd, now that I think of it, that part of the log isn't which module is throwing the error...
GrenadesAndHamm Sep 15, 2020 @ 1:06pm 
Thank you both, very true. I think the mod name should be prominently displayed. It makes sense. I added a few mods to my game (like ten, lol) and no issues in mod manager. When I start RimWorld, it gives errors. Some were easy to tell. I added a mod that makes water beautiful and it clearly said in the error "waterdeep" or something similar. I have two others involving "joy items" which just started when I haven't added any recreation or joy mods in quite a while. Maybe something is creating a conflict of something that I just added. Still would be convenient to list the mod name in the error, or the very least, "file" button attached.
Hoki Sep 15, 2020 @ 1:11pm 
its not always that simple though.

if a mod calls a function thats part of the basegame then it would be very unlikely to show up in the log as being caused by mod.

what can be listed and what not is all depended on what a mod does. if the things it does are contained within the mod itself it will reference to itself in some way in the log. if it relies on code or assets from other mods or the basegame it becomes muddy and difficult to find the cause.

this is why its so important to have at least a basic level of what a mod is supposed to be using when troubleshooting.
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Date Posted: Sep 15, 2020 @ 12:03pm
Posts: 4