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I would like to have your system information and maybe give some test build for this issue. It looks pretty odd. I have the check the original location was not modified, but than the patch fails to properly apply anyway for some reason
Sry for late reply.
The game loading is still slower when I run the game with both RWLayout and Rimtheme.
But, as you suggested, after unchecking ‘Patch handling of malformed xml patches (requires restart)’ in the RWLayout mod settings, the error logs no longer show up.
That pretty much fixed things to some extent, so thanks for the help :)
- are there athor mods loaded?
Also, you can go to RWLayout settings and disable "Patch handling of malformed xml patches". This patch is not essencial.
Primary Error: System.ArgumentException: Label #5 is not marked in method 'Verse.ModContentPack.LoadPatches_Patch4'
Location: RWLayoutMod.MiscFixes.TryPatchLoadPatches() at line 62 in MiscFixes.cs
Cause: IL (Intermediate Language) generation error in Harmony transpiler - Label #5 is being referenced but never defined
Method Being Patched: Verse.ModContentPack.LoadPatches_Patch4
You can disable some patches in RWLayout settings. Also as far as I remember there was ability to disable parts of the mod for RimThemes too. You can try to experiment with those.
Although it will be usefull if you will share those error logs, I can look into those.
When I disable all other mods and only load Harmony, Rimtheme, and RWLayout, the game throws error logs and the loading time gets longer. However, all functions still seem to work fine.
I can’t tell which of the two mods is causing the issue, but it looks like something’s going wrong during their Harmony patching process.
Could you help fix this problem?
There are also some modding helpers mods I created, but unless you are a modder, you don't use those.
The reason why this mod got into people's lists is RimPy. It used one of those tools to optimize loading speed, but forgot to remove deps of the tool. Combined with mod collection export feature of RimPy, RWLayout got into mod lists of many people who doesn't actually need it.
It is a framework, which does literally nothing by its own, but can be used to build mod GUI
I have changed nothing, merely restarted the game, and it broke.
But apparently this tool (or RimWorld?) have its own mistery bug. Basically, it is possible to make game to start without all mod assemblies loaded (with only *some*)
Without this mod, everything works fine
How is this possible?
<loadAfter>
<li>brrainz.harmony</li>
</loadAfter>
<loadBefore>
<li>Ludeon.RimWorld</li>
</loadBefore>
In the meantime users can setup a rule using RimPy or RimSort
"RWLayout should go somewhere right after Harmony"
I don't know how to code but can't you set an "auto-sort" priority for your mod ? for example after Harmony and before the core game ?
Also, RWLayout should go somewhere right after Harmony
i.e your mod list should b cleared by rw instead of this message. So, the real error somewhere else, but somehow load sequence continues and this message appears
First I had a playthrough then I decided to start a new one. It somehow caused this error. I tested my mod list and this mod was the problem. Then I unsubscribed and resubscribed. Somehow it fixed the problem.
The game will likely fail to start anyway, but at very least you will have some different kind of error
Unexpected RWLayout version
RWLayout service mod version does not match lib version.
It can be caused by wrong mod order and mod embedding a version of the lib. Ensure RWLayout is placed right after core mods
Mod version:
Lib version:
0.1.17a
Assembly is not loaded.
I couldn't get it all sorted, so i downloaded RimPy started sorting errors, saved, exported, and hit run. Now the game starts to load, gets a short way through, then just black screens with a cursor. Any insight would be much appreciated.
I'm aware of the issue, I think it is a change in harmony causing this test to fail.
I will fix it as soon as I will have a time
This transpiller is not essential for the lib's working. What shoud do if active, it should fix vanilla bug, this mod will not be the mod reported on initialization error on startup in case if *some other* mod broke things
Seems to be a conflict with XML Extensions? (It's the only other mod using a transpiler on that function)
If it is 16a/15a - you have ModDiff above RWLayout (RWLayout should go right after harmony)
if it is 16a/undefined - some other mod interrupted game loading by causing an exception in a critical moment during startup
ModContentPack.LoadPatches does not matches the reference. Skipping transpiler
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RWLayoutMod.MiscFixes:LoadPatches_transpiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,System.Reflection.Emit.ILGenerator)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
HarmonyLib.CodeTranspiler/<>c__DisplayClass12_0:<GetResult>b__0 (System.Reflection.MethodInfo)
Not sure if it's specifically from RWLayout, or if it's an interaction with updated harmony and RWLayout.
[code]
Exception filling window for WhatTheHack.TabWindowNew.MainTabWindow_Work_MechanoidsNew: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.PawnColumnWorker_WorkType.DoCell (UnityEngine.Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x0001a] in <cd123ec7d4b943f4b5b6cdfbd2cbe016>:0
at PawnTableGrouped.CPawnListRow.DoContent () [0x0018c] in <9eea2c2c79fb4ea3bc150c937e5dc8a3>:0
at RWLayout.alpha2.CElement.DoElementContent () [0x0003b] in <4d92e097f2854fc99b66a01d7382fa0d>:0
at PawnTableGrouped.CPawnTable.DoContent () [0x002df] in
...
[/code]
i get this error when in try to open the mechanoids tab
Full log:
https://gist.github.com/23a55be24bc957f64d45472b99cda4a9
I'll miss having neatly grouped pawn lists in 1.2
update today broke everyone's mod list
If yes, canm you share log file, please? I yet to see an example where it hepled
It is not RWLayout or RimPy issue *in particular*. Game fails to reset mods list properly.
i.e, some *other* mod fails, and removing RWLayout will not resolve the issue. It will fail in some other way.
RimPy only gives more attention to RWLayout instead of real issue,
RimPy mod merge feature.
It uses Unified Xml Export mod, which depends on RWLayout (because I'm lazy). Apparently, it is not removing it after the fact. Worse, it getting into collections. Curently there are 45 of them.