RimWorld

RimWorld

[OLD B18] Children, school and learning
L1CK Feb 12, 2018 @ 3:36pm
Something wrong?
So This mod has been affecting my mods I need help to see if I can fix this
BodyDef ROM_Cults_ByakheeBody has BodyPartRecord of Torso whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
There are like three more that say the same thing except diiferent Body defs like one says Elemental
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Showing 1-15 of 22 comments
Dylan  [developer] Feb 14, 2018 @ 10:41am 
Maybe you could post your mod-list here, then I can load up the same mods and see if I can reproduce the problem
Last edited by Dylan; Feb 14, 2018 @ 10:41am
L1CK Feb 14, 2018 @ 12:25pm 
Name: Core
Name: Miscellaneous 'CORE'
Name: HugsLib

Name: Tiberium Rim

Name: JecsTools
Name: Tick MultiThread 1.0
Name: Giddy-up! Core
Name: Omni Core Drill B17
Name: Humanoid Alien Races 2.0
Name: Psychology
Name: Crash Landing
Name: [B18] Starship Troopers Arachnids Ver4.1
Name: The Birds and the Bees
Name: Expanded Prosthetics and Organ Engineering
Name: EPOE: Rebalanced
Name: Turret Collection
Name: More vanilla factions
Name: Androids
Name: Beast Man Tribes
Name: Crystalloid (Xenohuman Race)
Name: GeneticRim b18
Name: Call of Cthulhu - Cults
Name: Call of Cthulhu - Cosmic Horrors
Name: Call of Cthulhu - Factions
Name: Call of Cthulhu - Elder Things
Name: Call of Cthulhu - Straitjackets
Name: [B18] Dire Raids
Name: A RimWorld of Magic
Name: Zombieland
Name: Nature's Pretty Sweet
Name: A Dog Said...
Name: Dinosauria
Name: Dinosauria - Patch for A Dog Said...
Name: Allow Tool
Name: Moody
Name: Hospitality
Name: Work Tab
Name: Efficient Light
Name: Tilled Soil
Name: More Trade Ships
Name: Hand Me That Brick
Name: Misc. Training
Name: Misc. Robots
Name: Misc. Robots++
Name: Misc. Robots++ Tier 5
Name: VGP Vegetable Garden
Name: VGP Garden Resources
Name: VGP Garden Gourmet
Name: VGP More Veggies
Name: VGP Xtra Trees and Flowers
Name: [KV] Trading Spot - B18
Name: Misc. Bees'n'Honey
Name: Misc. Objects
Name: More Faction Bases
Name: Misc. Incidents
Name: Animals Logic
Name: Realistic Rooms
Name: [KV] RimFridge - B18
Name: Set-Up Camp
Name: Animal Tab
Name: RuntimeGC
Name: Megafauna
Name: RunAndGun
Name: Additional Joy Objects
Name: LT-DoorMat
Name: Area Rugs B18
Name: Furnace
Name: Call of Cthulhu - Industrial Age
Name: Dirt Paths
Name: Prisoner Ransom
Name: Rimworld Search Agency
Name: Pick Up And Haul
Name: Haul to Stack
Name: While You're Up
Name: Blueprints
Name: [RF] Basic Bridges - Fishing Add-On [b18]
Name: Giddy-up! Battle Mounts
Name: Supply and Demand
Name: Miniaturisation
Name: Grand Rivers
Name: ModSwitch
Name: Dragon Mod
Name: Giddy-up! Caravan
Name: Training Console B18
Name: Weapon Tech B18
Name: Meal radius B18
Name: Rimatomics - Beta Test
Name: Mending
Name: Rim of Madness - Vampires
Name: Rim of Madness - Arachnophobia
Name: Rim of Madness - Werewolves
Name: Simple sidearms
Name: Harrowed Light
Name: [RF] Pawns are Capable! [b18]
Name: Quarry
Name: [RF] Basic Bridges [b18]
Name: More Furniture [B18]
Name: Rimsenal
Name: Rimsenal - Feral
Name: Rimsenal - Enhanced Vanilla Pack
Name: Rimsenal - Federation
Name: Prison Labor
Name: Project Armory 20th Century
Name: VGP Garden Drinks
Name: VGP Garden Medicine
Name: No Water, No Life.
Name: [XND] Visible Pants
Name: HolyWasher
Name: Medical Training
Name: Mad Skills
Name: Skilled Stonecutting
Name: Harvest Organs Post Mortem - 2.0 [B18]
Name: Harvest Organs Post Mortem - A Dog Said Patch
Name: Horses (B18)
Name: Spidercamp's Dog Pack (B18)
Name: Days Matter
Name: Death Rattle
Name: GeneticRim Cosmic Horrors Patch
Name: GeneticRim Dinosauria Patch
Name: Mass Graves
\ Name: Toxic Fallout Protection Suit
Name: Realistic Darkness V4.95 B18
Name: Glitter Tech
Name: Astra Militarum Imperial Guard Core Mod v1.644
Name: Immersive Human Sounds B18
Name: Children
Name: Tiberium Rim Factions
Name: Research Tree
Name: Forsakens [WIP]

L1CK Feb 14, 2018 @ 12:26pm 
its alot IK XD
Dylan  [developer] Feb 14, 2018 @ 12:28pm 
^^ wow, ok thanks, I will look into it once I have the time :D
L1CK Feb 14, 2018 @ 12:32pm 
Thank you I really appreciate it I've been trying my hardest to figure out what mod it is, but I am stumped.
L1CK Feb 14, 2018 @ 1:43pm 
I know these probaby errors are probably not from your mod but all the authors of mods I thought might be the problem never got back to me.
So i was wondering if you could maybe help to understand what mods these are coming from and what they mean
BodyDef Knucklehead has BodyPartRecord of Body whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef ROM_Cults_ByakheeBody has BodyPartRecord of Torso whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef Elemental has BodyPartRecord of Body whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in Undead: TraitDef Undead has 0 commonality.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in ChjDroid: surgery bed requirement mismatch; flesh-type Normal is True, recipe ChJAndroidShutDownDroid is False
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Dylan  [developer] Feb 14, 2018 @ 1:48pm 
My guess is some mod adds some body-parts(incorrectly?) and the other mods try to read that data and get stuck (first 3) the other 2 I am not sure, but when I get the time to put in the mod list I can tell you more, if I get some of the errors myself
L1CK Feb 14, 2018 @ 1:49pm 
Ok I really appreciate you helping :steamhappy:
Dylan  [developer] Feb 14, 2018 @ 1:57pm 
It could be that you just need to bring the mods in the right order, my mod has to be infront of Birds&Bees for example, here is my last test-modlist as a reference:

<li>Core</li>
<li>HugsLib</li>
<li>JecsTools</li>
<li>Children</li>
<li>Humanoid Alien Races 2.0</li>
<li>Orassans</li>
<li>Ferian Race</li>
<li>Beast Man Tribes</li>
<li>Androids</li>
<li>[KV] RimFridge - B18</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>Orassans (EPOE Patch)</li>
<li>Ferian Race + EPOE</li>
<li>EPOE Patch for Beast Man Tribes B18</li>
<li>Psychology</li>
<li>The Birds and the Bees</li>
<li>Bridgello</li>
<li>EdB Prepare Carefully</li>
<li>Efficient Light</li>
<li>Allow Tool</li>
<li>A Dog Said...</li>
<li>Rimsenal - Rimhair</li>
<li>Defensive Positions</li>
<li>Hand Me That Brick</li>
<li>Hardworking animals B18</li>
<li>Star Wars - The Force</li>
<li>Star Wars - Factions</li>
<li>Star Wars - Fully Functional Lightsabers</li>
<li>Misc. Weapon Repair</li>
L1CK Feb 14, 2018 @ 2:19pm 
Let me try it and I will tell you if it works
Dylan  [developer] Feb 14, 2018 @ 2:24pm 
You might have to look at the other mods and see if they have some special load-order requirements too, most of the time I try the mods that add the most/most complex stuff first and try to get them in a good order and then add everything else to the end of the list
L1CK Feb 14, 2018 @ 2:40pm 
Questions so where should I put all the big mods like Tiberium Rim (+tiberium factions), no water no life, and rimworld of magic ETC
L1CK Feb 14, 2018 @ 2:43pm 
OOO and the mod science never stops
Dylan  [developer] Feb 14, 2018 @ 2:45pm 
Good question, but I would probably put the factions after all the body stuff towards the end like in my load-order the Star Wars stuff. Magic maybe near the start, but it all depends on what the mod adds. Maybe there are some help-threads for this on the Ludeon forums where you can post the load order aswell.
Dylan  [developer] Feb 14, 2018 @ 2:46pm 
As said, I will probably be able to put your load order in on the weekend, then I could tell you more ^^
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