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Don't know which mod cause error


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MissingMethodException: void GeneratedBuildings.RegisterLogicPorts(UnityEngine.GameObject,LogicPorts/Port[])
  at BuildingConfigManager.RegisterBuilding (IBuildingConfig config) [0x00156] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\BuildingConfigManager.cs:110 
  at (wrapper dynamic-method) GeneratedBuildings.LoadGeneratedBuildings_Patch10(System.Collections.Generic.List`1<System.Type>)
  at LegacyModMain.LoadBuildings (System.Collections.Generic.List`1[T] types) [0x00055] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\Mods\LegacyModMain.cs:141 
  at LegacyModMain.Load () [0x00058] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\Mods\LegacyModMain.cs:26 
  at Assets.CreatePrefabs () [0x00001] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Assets.cs:236 
  at Assets.OnPrefabInit () [0x00351] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Assets.cs:231 
  at KMonoBehaviour.InitializeComponent () [0x0007f] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:132 
Rethrow as Exception: Error in GameAssets(Clone).Assets.OnPrefabInit
  at KMonoBehaviour.InitializeComponent () [0x000c7] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:138 
  at KMonoBehaviour.Awake () [0x0000c] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:44 
UnityEngine.Object:Internal_InstantiateSingleWithParent_Injected(Object, Transform, Vector3&, Quaternion&)
UnityEngine.Object:Internal_InstantiateSingleWithParent(Object, Transform, Vector3, Quaternion)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion, Transform)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform)
Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\Util.cs:224)
Util:KInstantiate(GameObject, GameObject, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\Util.cs:196)
LaunchInitializer:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\LaunchInitializer.cs:52)

output_log.txtTks

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The log wont tell you what mod is the culprint. The whole wall of text is just useless when it comes to mods, unless you are the mod author and its happening to your very mod only. 

So, what are you playing? Stable or Preview? If Preview, disable all mods with adding or changing buildings. KLEI made automation changes, and not updated mods wont run with this. 

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Actually, disable all mods when playing on preview. I published a bunch of mods and all of them break on preview branch, but then work without any change on the next stable release. I guess one would need to compile specifically for preview.

Regarding the initial question, it's quite simple, just disable them one by one. You can also disable half of them, test, disable half again, until you find the mod (keyphrase: divide and conquer). In your case, I would check WGSM, since it loads right before and after the issue.

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