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https://steamcommunity.com/sharedfiles/filedetails/?id=2035333096
Since I do not know witch mods use this it is not tested very much, so any users of this is welcome to test it with their mods.
Hope this helps!
Your mod is a good Thing, I think.
Just made a Russian translation of the description on this page, and About.xml.
The game reports me many outdated verison of modcheck.dll. For example:
[Tropi[CKAPP] Rainforest Mod] Using outdated ModCheck.dll
Verse.Log:Warning(String, Boolean)
ModCheck.VersionChecker:IsNewestVersion()
ModCheck.HarmonyStarter:.ctor(ModContentPack)...
And:
[Bulk Stonecutting] Using outdated ModCheck.dll
[Disinfectant stand.] Using outdated ModCheck.dll
What can I do to fix this issue? Report this to the people who developed these mods
or you gonna fix this?
Thank you in advance. Have a nice day and thank you for your mod!
I'm not sure Fluffy messed up. Steam has been messing up mod releases for multiple mods released recently and not just in Rimworld.
It's generally a bad idea to assume warnings are harmless just because nobody fixes the issue. It could be a severe issue not discovered by whoever is supposed to fix it. When there is a warning for a mod, report it if nobody reported it already.
Generally speaking mod creators ad ModCheck without telling me, which is ok. However it means I don't have a list of mods to review for ModCheck issues. As a result, users reporting warnings/errors is the way to go to fix all the mods.
I've seen this log come up in several different mod lists with several different mods. A few of which are pretty big-name mods. Megafauna, Job Splitter, etc. I guess I figured if no one has said anything by now it must not be that big of a deal..?
It should list the mods with old versions of ModCheck. However it should never list ModCheck itself as outdated and if ModCheck is loaded before Core, then it should be first. I'm not really sure why the error shows up. All it should show would be the warnings on the following lines about various mods using outdated ModCheck.dll files.
Considering the changes in the last few versions of ModCheck, you are unlikely to encounter problems. However it's not ideal that the error message triggers. Something isn't 100% right.
[ModCheck] using outdated ModCheck.dll. Update all outdated ModCheck.dll files and/or load ModCheck mod first in modlist
Not game breaking. Just wondering how/why/what?
ModCheck is loaded before Core.
Most ModCheck users aren't aware they are using ModCheck because they get it from some other mod, possibly without even mentioning it. Usually it's fine, but the recent RW update broke something and I had to release a bugfix release of ModCheck, hence the error.
Writing to the log depends on the success/fail status of the operation it is written in while completely ignoring other operations. ModCheck.LogWriter can't fail, meaning you have to use MessageSuccess even in the failed operation. MessageFail will always be ignored for LogWriter.
It seems so obvious to use the failed version for the failed class that I didn't spot it while proofreading the xml file. However it is working precisely as the manual stats it should work and I don't plan to change it.
The ModCheck.IfElse <passed> and <failed> elements are never evaluated when the <test> element has a bad patch.
Can the ModCheck.Sequence class have an optional field <failMessage> that will log an error immediately if something in the sequence fails? It would be a similar implementation as the ModCheck.Log class, and would address the limitation with child Sequences that I mentioned above.
Alternately, if there's a way to do what I'm looking for in the mod already, please let me know :)
The proper solution is to get all mods to update the included ModCheck. However I can't update mods released by other people. I assume those mod creators will update soon because they get the error message as well.
I also made the "Rimworld modification detection" a little less picky. It's still there, but it should no longer trigger if the autogenerated number change. This means ModCheck should not need to be updated if the compiler in the future decides to use f__am$cache1 or some other number.
Interestingly only the detection code was buggy. The unstable branch would not have affected ModCheck if I didn't add the protection layer. However I will still argue that being 100% sure ModCheck can't break vanilla xml patching is the right thing to do.
The fix is easy (I already got it). However I want to come up with something, which won't break if the compiler in the future decides on say f__am$cache1. Protecting against harming vanilla patching is good, but this is perhaps a bit too much protection.
I'm hoping to set the current unstable build as the default build ASAP. Will ModCheck work with it when that happens? I don't want to break a bunch of peoples' games with a forced update.