Just some information on using mods (if you reload them):
2022-08-31T13:39:04 9.619 WRN [MODS] Failed loading mod from folder: 'AAW-CreaturePacksAnimals-1062-19-2-2-1-1605214297'
That means the mod is not loading correctly. You should remove any that give you that warning during the startup of the game
2022-08-31T13:39:05 10.492 WRN [MODS] Folder No Sleeper Respawn does not contain a ModInfo.xml, ignoring
Another indicator of a mod not loading correctly, missing the ModInfo.xml file for it
2022-08-31T13:39:08 13.141 INF [MODS] Loading localization from mod: Duriel's Bunch of Cooking Recipes
2022-08-31T13:39:08 13.142 WRN Localization: Entry missing a key! Please check Localization file. Skipping entry...
2022-08-31T13:39:08 13.142 WRN Localization: Entry missing a key! Please check Localization file. Skipping entry...
Localization error here, be careful with mods that have these errors as they can screw up your game and save files
After that, you got a lot of errors that are tied back to the various mods (around 500) that you have in your mod folder.
I would recommend removing any of the mods that failed to load to start with. They are not doing anything and will just make troubleshooting in the future difficult. Add a few mods at a time and load up a game. Verify that you don't see any issues. Keep adding mods. If you see any that have issues, remove them.
Sometimes mods will work on their own, but then have conflicts if loaded with other mods. Recommend that you don't use them. Just because it might load okay with only warnings showing up, later on the mod might reference something that didn't get loaded properly and mess up your game.
And the best advice, only use mods that have been updated to A20 or the mod owner is still active and confirmed that the mod works for A20.
yes i know when it updated to a20.6 i had to redew the edits i did to the rwgmixer but, that's just par for the course i geuss
i would put the edits in mod form but, i can never get the modinfo file right
Here is what the ModInfo.xml file should look like (note the capitalization on the file name)
<?xml version="1.0" encoding="UTF-8"?>
<xml>
<ModInfo>
<Name value="BFT2020_AllInOneMod" />
<Description value="MyMod" />
<Author value="BFT2020" />
<Version value="0.1" />
</ModInfo>
</xml>
The blue text are the items you can modify for your mods.
@rallenb3 @Star69
I would recommend doing a modlet instead of changing the exact data files. It makes it easier to add and remove mods, and make changes to try things out (like commenting the changes you made to return to vanilla)
<!-- *************************************************************************************************************** -->
<!-- Removing the ability to repair items -->
<remove xpath="/items/item[contains(@name,'meleeWpnSpear')]/property[@name='RepairTools']"/>
<remove xpath="/items/item[contains(@name,'gunRifle')]/property[@name='RepairTools']"/>
<remove xpath="/items/item[@name='gunExplosivesT3RocketLauncher']/property[@name='RepairTools']"/>
<remove xpath="/items/item[contains(@name,'gunShotgun')]/property[@name='RepairTools']"/>
Code:
<set xpath="/items/item[@name='gunMGT0PipeMachineGun']/effect_group/passive_effect[contains(@name,'ModSlots')]/@tier">0</set>
<set xpath="/items/item[@name='gunMGT0PipeMachineGun']/effect_group/passive_effect[contains(@name,'ModSlots')]/@value">0</set>
<!-- <set xpath="/items/item[@name='gunMGT0PipeMachineGun']/effect_group/passive_effect[contains(@name,'DegradationMax')]/@value">136,159</set> -->
<set xpath="/items/item[@name='gunMGT0PipeMachineGun']/effect_group/passive_effect[contains(@name,'EntityDamage') and contains(@operation,'base_add')]/@value">6</set>
When I troubleshoot other mods or made a modlet for another mod to add aspects to the game, I can simply move my main mod to a temp folder so it doesn't load anymore while I play around with some different code.