RimWorld

RimWorld

More Useful Injection
veoba 29. sep. kl. 7:35
Two errors
Using AUR and this mod too: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3536236647
Both loaded before this mod. Also to function second mod needs that third option in AUR settings was enabled (vanilla stuff).
And this are the errors:
[More Useful Injection - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingSetMakerDef[defName="AM_MedicalSupplies"]/root/options/li[weight=0.35]/thingSetMaker/fixedParams/filter/thingDefs"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Ancient urban ruins): Error in <match>
[End of stack trace]
Source file: D:\SteamLibrary\steamapps\workshop\content\294100\3575015788\1.6\Patches\MU_Patches_AUR.xml

[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[XML Extensions, XmlExtensions.dll] XmlExtensions.ErrorManager.PrintErrors(System.String source, Verse.ModContentPack mod)
[XML Extensions, XmlExtensions.dll] XmlExtensions.PatchOperation_Patch.Finalizer(System.Exception __exception, Verse.PatchOperation __instance, System.Boolean& __result, System.Xml.XmlDocument xml)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PatchOperation.Apply_Patch1(Verse.PatchOperation, System.Xml.XmlDocument)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.LoadedModManager.ApplyPatches_Patch2(System.Xml.XmlDocument, System.Collections.Generic.Dictionary`2[System.Xml.XmlNode,Verse.LoadableXmlAsset])
[Core, Assembly-CSharp.dll] Verse.LoadedModManager.LoadAllActiveMods(System.Boolean hotReload)
[Core, Assembly-CSharp.dll] Verse.PlayDataLoader.DoPlayLoad()
[Core, Assembly-CSharp.dll] Verse.PlayDataLoader.LoadAllPlayData(System.Boolean recovering)
[Core, Assembly-CSharp.dll] Verse.Root+<>c.<Start>b__10_1()
[Core, Assembly-CSharp.dll] Verse.LongEventHandler.RunEventFromAnotherThread(System.Action action)
[Core, Assembly-CSharp.dll] Verse.LongEventHandler+<>c.<UpdateCurrentAsynchronousEvent>b__28_0()
[System, mscorlib.dll] System.Threading.ThreadHelper.ThreadStart_Context(System.Object state)
[System, mscorlib.dll] System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state)
[System, mscorlib.dll] System.Threading.ThreadHelper.ThreadStart()
Sidst redigeret af veoba; 29. sep. kl. 7:36
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veoba 29. sep. kl. 7:36 
[More Useful Injection] Patch operation Verse.PatchOperationFindMod(Ancient urban ruins) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3575015788\1.6\Patches\MU_Patches_AUR.xml
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Core, Assembly-CSharp.dll] Verse.PatchOperation.Complete(System.String modIdentifier)
[Core, Assembly-CSharp.dll] Verse.LoadedModManager.ClearCachedPatches()
[Core, Assembly-CSharp.dll] Verse.LoadedModManager.LoadAllActiveMods(System.Boolean hotReload)
[Core, Assembly-CSharp.dll] Verse.PlayDataLoader.DoPlayLoad()
[Core, Assembly-CSharp.dll] Verse.PlayDataLoader.LoadAllPlayData(System.Boolean recovering)
[Core, Assembly-CSharp.dll] Verse.Root+<>c.<Start>b__10_1()
[Core, Assembly-CSharp.dll] Verse.LongEventHandler.RunEventFromAnotherThread(System.Action action)
[Core, Assembly-CSharp.dll] Verse.LongEventHandler+<>c.<UpdateCurrentAsynchronousEvent>b__28_0()
[System, mscorlib.dll] System.Threading.ThreadHelper.ThreadStart_Context(System.Object state)
[System, mscorlib.dll] System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
[System, mscorlib.dll] System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state)
[System, mscorlib.dll] System.Threading.ThreadHelper.ThreadStart()
CNEIO  [udvikler] 29. sep. kl. 7:51 
I will check it out
veoba 29. sep. kl. 7:56 
Oprindeligt skrevet af CNEIO:
I will check it out
as i understand after cheking that option AUR start to load other files or not loading them at all. Maybe its that way. Not for sure, but who knows.
CNEIO  [udvikler] 29. sep. kl. 8:01 
I've looked into it. The mod you mentioned directly modifies AUR's loot tables, which is why my patch couldn't find the correct entry point to inject its items. I have now changed it to add a new, separate loot entry instead, so this should resolve the issue.
veoba 29. sep. kl. 8:05 
Oprindeligt skrevet af CNEIO:
I've looked into it. The mod you mentioned directly modifies AUR's loot tables, which is why my patch couldn't find the correct entry point to inject its items. I have now changed it to add a new, separate loot entry instead, so this should resolve the issue.
Big thanks.
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