RimWorld

RimWorld

XML Extensions
304 Comments
Imranfish  [author] 7 hours ago 
@Xx_redcat_xX you can either send a log with hugslib log exporter, or upload your player.log file with a website such as github gist. It is unlikely to be this mod in particular, since this mod does not affect any of the actual in-game content, but you may have some sort of mod conflict which needs to be resolved.
Xx_redcat_xX Sep 24 @ 11:54pm 
sorry for bothering but there is an issuse. i confirmed is this mod causing and it made me no longer able to build anything

the only thing in order is command. No walls No bridge or anything

it may cause because of the other mod doesnt work well with this one so where can i find the error and send it to ya?
Shinzou Sep 15 @ 12:00am 
Thanks for the quick fix, seems to work, error disappeared :hawtdawgman:
Imranfish  [author] Sep 12 @ 4:21pm 
@Shinzou
Thank you for reporting this issue, I just uploaded a fix; let me know if it works.
Shinzou Sep 12 @ 1:09pm 
'ello there, getting one red error when loading with only error checker mods and Harmony: https://gist.github.com/HugsLibRecordKeeper/36aee4b2299943144956cd4a5f1a7e47
deadlieremu84 Aug 21 @ 9:07pm 
I will confirm this was not the problem. I do believe another mod update corrupted files. I just reinstalled everything with the same mod list and it worked fine.
Kaedys Aug 19 @ 2:12pm 
They could probably fix it by using either 0 instead of -1 for the ticks for childbirth, or by adding an xpath condition to exclude childbirth from the first patch. Glad you got the issue worked around in the mean time, though.
Raitlor Aug 19 @ 1:30pm 
It looks like its an XML only option. I loaded in, unticked the option, and reloaded Rimworld and it seems to have been solved at least for me.

It looks like the WVC author is aware of the problem and planning to rework that option entirely later.
Kaedys Aug 19 @ 12:57pm 
Based on looking at the patch defs in WVC, this is either occurring because of an overlapping patch that applies a 0.7 multiplier to all rituals, and then also overrides childbirth to -1 ticks. If the former is run again after the latter, the result is -0.7 ticks. The other alternative, though I'd have to go hunt through the C# code for the mode, is that you have that setting ticked on both the XML and C# tabs in the mod, so it is applying the XML version, and then applying the same thing in the C# code and effectively doing the above through a different mechanism. In the latter case, you should be able to correct it yourself by disabling the option on one of the two tabs (note: I've not installed or loaded the mod, I'm just going off the description here), in the former case, it's an error by the mod author.
Kaedys Aug 19 @ 12:48pm 
WVC Tweaks and Patches has an optional dependency on this mod. If you choose not to load this mod, only the C# patches in WVC are available. But if the XML patches are written incorrectly, which they appear to be, then including this mod would cause the issue, despite this mod not actually being the source of the issue, since including this mod activates that section of WVC.
Raitlor Aug 19 @ 11:03am 
Looks like it might be a known issue with their setting to reduce ritual times over there!
Raitlor Aug 19 @ 10:54am 
I mean stable in that everything seems to mostly work as intended and I do not run into gamebreaking issues.

I did just try and create a new world with just Rimworld, all DLC, Harmony, and XML Extensions, and it seems to be working fine. Sorry for accidentally thinking it was directly this mod causing issues!

I think it might actually be an issue between WVC Tweaks and Patches and XML Extensions, since I've been using *just* WVC Tweaks and Patches lately and had no issues, but every time I've tried adding back in XML Extensions, something goes awry with the GravshipLaunch ritual in RitualBehaviors.xml breaking everything else. I'll report this to the WVC author!
Kaedys Aug 19 @ 10:03am 
You say stable enough, but there are a remarkable number of XML errors in that log. There are quite a few of those mods that are not working correctly.

The error you cited is from a file called Ritual_Behavoirs.xml, which is not a file in this mod. There is an error prior to that that references this mod, but it's just this mod reporting an issue with a PatchOperation from another mod, that being WVC Tweaks and Patches. And in fact, that exact error is literally the first comment reply on WVC Tweaks and Patches, incidentally.

And frankly, that's how nearly all errors that are attributed to this mod work: they aren't an error in this mod, they are an error in the mod that utilizes this one as a dependency.

Do you have a log from trying to generate a world where it's just this mod enabled?
Raitlor Aug 19 @ 8:45am 
I've run into something similar to what @fallengrace ran into with this mod. I confirmed it seems to be related to this mod only, as with XML Extensions, no factions will generate, removing it allows factions to spawn again.
I think it may be related to the following error I was seeing:
Exception loading def from file Ritual_Behaviors.xml: System.ArgumentException: Exception parsing Verse.IntRange from "-0.7" ---> System.FormatException: Input string was not in a correct format.
This led to the GravshipLaunch ritual missing and it caused a complete breakdown of the Ideology generator on my end, which broke faction generation.
That error was only showing up when I had XML Extensions enabled, removing it removed the error.
Below is my logs from when I was trying to diagnose my issue in case it helps (yes I know its a lot of mods, but it is stable enough for my purposes)
https://gist.github.com/HugsLibRecordKeeper/f5d5abf46545f2e90ef89fda377f5747
Kaedys Aug 18 @ 6:11pm 
Imranfish covered that a number of pages ago (Page 7, as of writing). It doesn't matter where it is loaded versus hugslib. Rimsort insisting it needs to be before hugslib is a community-added rule that someone somewhere decided needed to be a thing, since Rimsort uses community-added rules for its sorting.
Blacksoul Aug 18 @ 9:11am 
@fallengrace use rimsort, i just checked on my side, apparently this mod needs to run before hugslib. Maybe that's the issue on your side
fallengrace Aug 12 @ 8:23pm 
whenever i start a new game everything go by as it should up until the planet gen when it finishes generating the world i'm greeted by a empty world nothing spawned and if i continue pass the screen it freezes my game.

i did run xml by itself and the base game to see if there was some issue with another mod and the problem persisted.

all mods i'm using are updated jacstool is being run by someone else as jacs quit modding.
Imranfish  [author] Aug 12 @ 7:25pm 
@fallengrace You need to test with this mod by itself without any other frameworks or other mods active, otherwise your testing is not controlled and you cannot be sure that this mod is the issue. A few of your mods have not been officially updated to 1.6 yet either. None of the mods in your list use this mod a dependency, which means that this mod is not running any code. If no mods explicitly call the code in this mod, then it does nothing at all.
Could you explain what you mean by your factions disappeared? I am not sure what I am looking for. I'll try to replicate the steps you took.
fallengrace Aug 12 @ 6:12pm 
my os is windows 10 pro

the exact mod order using rimpy

harmony
core
royalty
ideo
biotech
anomaly
odyssey
huglib
Athena
community framwork
dubs proformance
fps stabilizer
frame rate controller
no debris
no job author
optimization leather
optimization meat
performance optimizer
psychic emanator effect off
graphic setting +
jecstools

and that all plus xml but since i got rid of it i don't know where it would be but this is the mods i had on when i found out it was xml sorry if it isn't what you wanted but it what i had left when searching for the issue
Imranfish  [author] Aug 12 @ 11:35am 
@fallgrace Also could you give me more information on your system? Like what OS you are using and the exact modlist (should just be harmony+official content+XML-E). Also verify the file integrity of your game to make sure your mods are updated. Any information you can provide could potentially help.
Imranfish  [author] Aug 12 @ 11:22am 
@fallgrace That is strange. Can you give me exact steps that I can use to reproduce this issue? The changes I made in 1.6 should have made this mod more compatible, I removed the custom XML loader that this mod was using, since it could cause compatibility issues. The mod was reduced to a collection of patch operations and UI code. Thank you for your responses.
fallengrace Aug 12 @ 9:29am 
i did uninstall all mod linked to it and only this one causes the problem the moment i uninstall this mod the issue is fixed but as soon as i enable it back all my faction disappear again.

my best guess is that 1.6 is the cause as this mod worked fine in the past maybe 1.6 change something in the code that broke this mod?
Imranfish  [author] Aug 12 @ 12:06am 
@fallengrace If it only happens when the other mod is active, then report to the issue to that author as well. If you let me know the name of the other mod, I can also check to see how they are using my code.
Imranfish  [author] Aug 11 @ 11:43pm 
@fallengrace Does the issue persist with only this mod active? Disable the mod that requires this one as well, if you are running it.
This mod only provides patch operations and UI code for settings menus, it does not touch any game content. If it is somehow affecting the game, let me know.
fallengrace Aug 11 @ 11:31pm 
i just had to upend my entire mod list just to find out why my faction were disappearing and found out that it was this mod and before you say "it isn't the mod causing it but something else" i tested it and the mod that require it and the problem persisted but as soon as i uninstalled this mod all my factions returned.

and the thing is i know that this mod didn't used to do that in the past because it was one of my staple mod for years so it a fairly recent issue
Imranfish  [author] Aug 11 @ 3:11pm 
@deadlieremu84 This mod is definitely not the reason for the issue.
Also, instead of checking one at a time, it is faster to do a binary search. You remove half of your mods and see if it fixes the problem. If not, then the offending mod is currently active; and if it did fix it, then you know the mod was in the removed list. You then load the list that contains the offending mod, and remove half of those again to determine which half contains the mod. Keep repeating until you find the mod.
deadlieremu84 Aug 11 @ 7:19am 
right clicking on the map with a caravan deselects the caravan so i can enter settlements. doubt its this mods though. ill remove mods one at a time soon to check.
Thorvald Aug 10 @ 2:50am 
Ah okay thanks. The cape layers mod caused this. Its a known thing.

But thanks for your answer. :)
Imranfish  [author] Aug 10 @ 1:55am 
@Thorvald No, this mod cannot cause an issue like that. This mod only gives tools for modders to help them make patches or to make a settings menu, so it does not directly affect any part of the game.
If this mod were to have a bug, it would only happen while in a settings menu, or an error could be thrown as soon as the game boots up which will mention this mod's name.
Thorvald Aug 10 @ 1:45am 
I dont know if this is because of the update of this mod in the last hours - but the fogged stone walls on my map disappeared.

Is this a thing that could be plausible?
tide{S}haper industries Aug 9 @ 5:08am 
@Neosuduno As Imranfish said, it's generally highly unlikely either of the two mods is causing any such error - especially not a crash. But instead of randomly guessing and 'reloading a lot' - feel free to drop a full Hugslog for me the look into your case, even if we already established it's something else. Doesn't really matter where - you can just drop it in the comments on TSIND PA QA if you want - or better - do so in the #troubleshooting channel on the RW Community Discord and just ping me into your thread there (same name on Discord.) All links, and a link to the 'Void Archives' with info & guides on how to share logs, etc. should be all in my mod's description.
Neosuduno Aug 9 @ 3:33am 
Guess I am gonna be reloading a lot.
Imranfish  [author] Aug 9 @ 3:30am 
@Neosuduno It would be strange if either this mod or the TSIND armor mod would create such issues.
This mod is simply a collection of patch operations, which means it doesn't actually run any code during the game. And the other mod is a collection of patches for power armor. Neither mod affects quests or caravans.
I have contacted the author of the armor mod to see if they might know more from their side. In the meanwhile you can keep troubleshooting without this mod or the TSIND mod to see if it still occurs. If so, then it is likely a different mod causing the issue. I would imagine it would be related to some quest mods you have installed.
Neosuduno Aug 9 @ 3:21am 
Looks like I was partally wrong. It is with the mods that add new quests, vanilla expanded and rimworld of magic. Just have to reroll till I get something that does not spawn them.
Neosuduno Aug 9 @ 2:44am 
Though not all of them, the quests that Imranfish mentions were the ones that I had trouble with.
Neosuduno Aug 9 @ 2:38am 
TSIND Power Armor QA . This was the only mod that required your mod in my modlist.
Imranfish  [author] Aug 9 @ 2:22am 
@Neosuduno Thank you for the response. You mentioned another mod was involved. Could you tell me which one?
Neosuduno Aug 9 @ 2:20am 
The issue is when I try to do a caravan event in the new biomes. The whoe game crashes with an infinite loading loop.
Imranfish  [author] Aug 9 @ 2:10am 
@Neosuduno What issue did this mod cause? If it is something this mod is causing, I can try to fix it. If another mod is using this one as a dependency and is causing issues, then the author of that mod will need to fix it.
Neosuduno Aug 9 @ 1:06am 
Unfortuneately, I too have found this mod to be the culprit. I just uninstalled it and the one mod that were involved with the issue, and there was no problem again.
Phanlix Aug 4 @ 8:55pm 
Rats. Well looks like I have more troubleshooting. Thanks for the response!
Imranfish  [author] Aug 4 @ 12:55pm 
@Phanlix No that is not possible. This mod does not touch or change anything by itself, it just provides extra tools for modders to help them create their mod. So one of your other mods is likely causing the issue.
Phanlix Aug 4 @ 10:44am 
Is it possible this mod would mess with caravans and enemies spawning? I've checked my AI settings and flipped them around a few times, and manually spawned a raid with no errors thrown. I'm not 100% sure it's this mod causing it but it was the most recently added that looked like a good candidate, so I thought I'd ask.
pgames-food Jul 26 @ 4:29pm 
(hi @falkenlambedo, one good way that helps me when trying to find out which mod is having a conflict, is to make a full backup of your Ludeon folder and saves/configs etc, and then to split your modlist in half.

in theory (and with a bit of luck), you can pinpoint which mod in about 8 attempts (but usually about 10 or so) :)

TLDR : split modlist in half (but keeping dependencies etc), and if issue goes away, conflicting mod(s) were in the batch you removed.
or, if mod conflict still persists, conflicting mod is most likely in the remaining modlist. etc)
么丨 Sloth Jul 25 @ 11:55pm 
Hello, is it possible to make mod settings for a storage building that change its texture depending on how many stacks are inside?
rav Jul 24 @ 9:27pm 
seems to be a lot of mods currently have issues with updating properly, i have another mod that only downloads 1.5 version even though its patched to 1.6 .. idk whats happening there but its not just your mod that has issues. seems like a steam problem
Imranfish  [author] Jul 21 @ 10:07am 
@falkenlambedo I would recommend removing mods until you figure out which one is causing it. This mod is not the reason, this mod does not run any code at all after the game boots.
falkenlambedo Jul 21 @ 9:58am 
Hi i have the problemt that my pawns now not sleeping :(
Imranfish  [author] Jul 20 @ 10:12am 
Strange, I am not sure what in this mod could be causing that. It just contains patch operations and some harmony patches on the vanilla patch ops. But if resubscribing fixed it, great
Curiosity Jul 20 @ 9:16am 
Yes. Confirmed. This was the only mod I am using that updated in the last 24hrs. Unsubscribed, waited a few minutes and resubscribe - fixed it without needing anything else.