RimWorld

RimWorld

Vanilla UI Expanded
TomFenny 10 May, 2022 @ 8:35am
Stops working after removing a mod
I took out a content mod (antimatter annihilation) and this mod completely broke down, which is a shame because I was extremely excited to utilize it. It pulls up the "detected changes in mod list" dialog box after loading the game, and if I tell it "yes" to change my list, it drops about 500 of these errors:
Found null type in DesignatorSaved UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) VUIE.DesignatorSaved:Load (VUIE.DesignatorSaved) System.Linq.Enumerable/SelectListIterator`2<VUIE.DesignatorSaved, Verse.Designator>:MoveNext () System.Linq.Enumerable/WhereEnumerableIterator`1<Verse.Designator>:ToList () System.Linq.Enumerable:ToList<Verse.Designator> (System.Collections.Generic.IEnumerable`1<Verse.Designator>) VUIE.ArchitectLoadSaver/<>c:<EnsureCached>b__5_0 (VUIE.ArchitectTabSaved) System.Linq.Enumerable/SelectListIterator`2<VUIE.ArchitectTabSaved, System.Collections.Generic.List`1<Verse.Designator>>:ToList () System.Linq.Enumerable:ToList<System.Collections.Generic.List`1<Verse.Designator>> (System.Collections.Generic.IEnumerable`1<System.Collections.Generic.List`1<Verse.Designator>>) VUIE.ArchitectLoadSaver:EnsureCached (VUIE.ArchitectSaved) VUIE.Dialog_ArchitectDiff:DoWindowContents (UnityEngine.Rect) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Followed by one of these,

Exception filling window for VUIE.Dialog_ArchitectDiff: System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Linq.Enumerable.Select[TSource,TResult] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x0000d] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at VUIE.ArchitectLoadSaver+<>c.<EnsureCached>b__5_0 (VUIE.ArchitectTabSaved tab) [0x00000] in <d53b377af51e4e6a80c4960bd294fd9e>:0 at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].ToList () [0x0002a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at VUIE.ArchitectLoadSaver.EnsureCached (VUIE.ArchitectSaved saved) [0x0007c] in <d53b377af51e4e6a80c4960bd294fd9e>:0 at VUIE.Dialog_ArchitectDiff.DoWindowContents (UnityEngine.Rect inRect) [0x00222] in <d53b377af51e4e6a80c4960bd294fd9e>:0 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <99518a644a3e4a7ea3fde566568df84a>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

and it simply doesn't work at that point forward. Telling it "no" lets me load into a save and play, but the architect tab is completely inaccessible and will not open, throwing up errors every time.

I took off vanilla UI, restarted, put it back on, and the same issue persisted. I also cannot access it from the mod options menu, trying to open the mod options just errors out the same way. I have absolutely no way to revert the architect menu to vanilla to attempt to fix it because I guess something went wrong with the config that I made and it's trying to load that and failing? If there's a way to reset this mod without the options menu I don't know it.

I guess be careful switching mods or this mod will brick itself. Anyone know what went wrong / how to fix it? I really, desperately needed a mod like this, because I'm really tired of playing the game with 2/3rds of my screen covered in architect icons. Thanks.
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Showing 1-12 of 12 comments
✶ Fitz001 ✶ 11 May, 2022 @ 12:58pm 
Is this after loading a game save or into a new game?
Daemon976 11 May, 2022 @ 4:07pm 
I have the same error after removing Dub's Bad Hygiene. Occurs when you launch the game and the the "detected changes in mod list" dialog "Yes" or "Copy" options are selected.

Only workaround I've found is delete the mod config file and start over.
Last edited by Daemon976; 11 May, 2022 @ 4:08pm
✶ Fitz001 ✶ 11 May, 2022 @ 4:51pm 
Originally posted by Daemon976:
I have the same error after removing Dub's Bad Hygiene. Occurs when you launch the game and the the "detected changes in mod list" dialog "Yes" or "Copy" options are selected.

Only workaround I've found is delete the mod config file and start over.

Usually this is just a warning and not an error

General rule of thumb though: You shouldn't be removing mods from an active save.

Adding them is usually fine but removing them is when it all starts to break down
Daemon976 11 May, 2022 @ 5:19pm 
Error was before any save was loaded. Occurs even it you are starting a new game with a changed mod list. Architect menu won't load, mod settings crash. Love the mod, but it just does not like modlist changes.
TomFenny 11 May, 2022 @ 5:33pm 
Originally posted by ✶ Fitz001 ✶:
Is this after loading a game save or into a new game?
This was occuring right after rimworld loads, on the main menu. The issue started after I changed mods. Like Daemon976 said above, I did try to start a new save entirely but the errors persisted. I also did attempt deactivating and reactivating the mod, no change, I will see about deleting the config file myself. It's a shame I'd have to start from scratch but if I can put up with the normal rimworld mod woes and ~10 minute load times for each trial colony, I can probably deal with having to set up my architect menu again haha.
Last edited by TomFenny; 11 May, 2022 @ 5:39pm
✶ Fitz001 ✶ 12 May, 2022 @ 1:57am 
Originally posted by TomFoxery:
Originally posted by ✶ Fitz001 ✶:
Is this after loading a game save or into a new game?
This was occuring right after rimworld loads, on the main menu. The issue started after I changed mods. Like Daemon976 said above, I did try to start a new save entirely but the errors persisted. I also did attempt deactivating and reactivating the mod, no change, I will see about deleting the config file myself. It's a shame I'd have to start from scratch but if I can put up with the normal rimworld mod woes and ~10 minute load times for each trial colony, I can probably deal with having to set up my architect menu again haha.

It could be a change in load order that's causing the issue. Sometimes it's worth sticking the mod at the very bottom or closest as possible to the top if you have the patience for it

Understandable if you don't since they're just "maybe" tests and loading modded rimworld is a dedicated process with how long it takes lmao

Only other word of advice is to get the hugslog and post it rather than copying the error message. Ik the vanilla team would rather have that info. It's ctrl+f12 when looking at the error log to upload it
Last edited by ✶ Fitz001 ✶; 12 May, 2022 @ 1:58am
TomFenny 12 May, 2022 @ 12:33pm 
Originally posted by 76561198031746680:
Originally posted by TomFoxery:
This was occuring right after rimworld loads, on the main menu. The issue started after I changed mods. Like Daemon976 said above, I did try to start a new save entirely but the errors persisted. I also did attempt deactivating and reactivating the mod, no change, I will see about deleting the config file myself. It's a shame I'd have to start from scratch but if I can put up with the normal rimworld mod woes and ~10 minute load times for each trial colony, I can probably deal with having to set up my architect menu again haha.

It could be a change in load order that's causing the issue. Sometimes it's worth sticking the mod at the very bottom or closest as possible to the top if you have the patience for it

Understandable if you don't since they're just "maybe" tests and loading modded rimworld is a dedicated process with how long it takes lmao

Only other word of advice is to get the hugslog and post it rather than copying the error message. Ik the vanilla team would rather have that info. It's ctrl+f12 when looking at the error log to upload it

Okay, I didn't konw about the ctrl+f12 feature. Next time I get the chance I'll try to get that information if it will be more helpful than the logs. I don't have any XML or C experience so I couldn't begin to guess what's helpful to the mod creators and what isn't.
qc 29 Aug, 2022 @ 6:50am 
I also experienced this issue:
I set up Vanilla UI as I required, then removed a mod from my modlist. On starting a new game, I get the "detected changes in mod list" dialog box from Vanilla UI expanded, and when starting a new game the Architect menu doesn't open and the Vanilla UI expanded mod menu doesn't load.

A fix: go to %AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\UIMod and open the Vanilla+.xml and any custom xml's you've created.

Also open up Mod_2749945924_UIMod.xml in the folder \Config\ above.

Search the xml files for any references to the mod you have removed. Usefully, the "detected changes in mod list" dialog box that opens on game start specifies the changes. Delete the sections from the xml files and save.

The game will not run as normal!
Latex Santa 2 Sep, 2022 @ 1:07pm 
I think that you shouldn't be removing anything that messes with the pawns, pawn generation, the map, or adds factions in an ongoing game. Removing / re-adding stuff like Character Editor, Allow Tool, Minify Everything should be fine, as long as anything affected by the removed mods (minified workbenches, walls etc) are removed before doing that.
pearagon 2 Sep, 2022 @ 5:34pm 
Originally posted by Latex Santa:
I think that you shouldn't be removing anything that messes with the pawns, pawn generation, the map, or adds factions in an ongoing game. Removing / re-adding stuff like Character Editor, Allow Tool, Minify Everything should be fine, as long as anything affected by the removed mods (minified workbenches, walls etc) are removed before doing that.

So I hear this a lot, and it is a valid point. If everyone always committed to the modlist they started their game with (only adding new mods) then modders would have more time to focus on mod features instead of compatibility. Theoretically it's the best option, but practically it causes a lot more harm than good. I can think off the top of my head several very good reasons to need to remove a mod: many players add mods without fully understanding its features and realize at a later date and wish to remove it, a mod could have undesirable behavior, bugs, or compatibility issues with other mods. Your alternative would realistically leave many players feeling burnt, either having to continue with issues in their save or start a new save altogether which could be months of playtime, and in the end motivating players to only add mods they think are safe and ignoring mods like this altogether.

Some mods by nature can not be removed, and that's fine as those are thoroughly advertised as such. This mod is just a UI mod at a surface level (i acknowledge it is a feature rich mod with complexity) and such comes with the implication of adding and removing being immutable like the nearly all UI mods.

In my opinion as a career SWE it is a stability problem, and the onus of reasonable stability should not be on the user, but the developer.
Last edited by pearagon; 2 Sep, 2022 @ 5:34pm
B flat 11 Oct, 2022 @ 7:25am 
Have the same problem. Removed VFE Mechanoids because it was buggy, can't click on the Architect menu now, throws an error.

Root level exception in OnGUI(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.

I don't understand the previous comments, because it doesn't matter if it's a new save or not. The main menu thingie also throws an error after clicking "yes".
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