Mod conflict with Extended Cargo Ships

This topic is closed (tagged ).
21 days ago

https://coigame.com/Mod/1090/Extended-Cargo-Ships

Some mods failed to load. Update or remove the affected mods and try again.

Mafi.Core.Mods.DataRegistrationException: InvalidOperationException thrown on registration of data 'CargoDepotsData'. ---> System.InvalidOperationException: Failed to add prototype 'CargoDepotT6 (CargoDepotProto)' (CargoDepotProto): ID already exists in DB! Existing proto 'CargoDepotT6 (CargoDepotProto)' (CargoDepotProto) was added by 'ExtendedCargoShips' mod.
at Mafi.Core.Prototypes.ProtosDb.Add[T] (T proto, System.Boolean lockOnInit) [0x000f4]
at Mafi.Core.Prototypes.ProtoBuilderState1[TState].AddToDb[TProto] (TProto proto) [0x0001c] at Mafi.Core.Buildings.Cargo.CargoDepotProtoBuilder+State.BuildAndAdd () [0x000db] at IndustrialExpansion.Data.CargoDepotsData.RegisterData (Mafi.Core.Mods.ProtoRegistrator registrator) [0x0025a] at Mafi.Core.Mods.ProtoRegistrator.RegisterData (Mafi.Core.Mods.IModData dataClass) [0x00046] --- End of inner exception stack trace --- at Mafi.Core.Mods.ProtoRegistrator.RegisterData (Mafi.Core.Mods.IModData dataClass) [0x00079] at Mafi.Core.Mods.ProtoRegistrator.RegisterData[TData] (System.Action1[T] config) [0x0002e]
at IndustrialExpansion.IndustrialExpansionMod.RegisterPrototypes (Mafi.Core.Mods.ProtoRegistrator registrator) [0x00021]
at Mafi.Core.Game.GameBuilder.RegisterModsPrototypes (Mafi.Collections.ImmutableCollections.ImmutableArray1[T] mods, Mafi.Collections.ImmutableCollections.ImmutableArray1[T] modsData, Mafi.Core.Mods.ProtoRegistrator protoRegistrator, System.Boolean throwOnError) [0x00090]
at Mafi.Core.Game.GameBuilder.RegisterModsPrototypes (Mafi.Collections.ImmutableCollections.ImmutableArray1[T] mods, Mafi.Collections.ImmutableCollections.ImmutableArray1[T] modsData, Mafi.Collections.ImmutableCollections.ImmutableArray1[T] configs, Mafi.Core.Prototypes.ProtosDb protosDb, Mafi.Core.Entities.Static.Layout.IEntityLayoutParser entityLayoutParser, System.Boolean throwOnError, System.Action2[T1,T2] protosDbRegFnBeforeMods, System.Action2[T1,T2] protosDbRegFnAfterMods, System.Collections.Generic.IEnumerable1[T] ignoredDataClassTypes) [0x0005a]
at Mafi.Core.Game.GameBuilder+<BuildLoadedGameTimeSliced>d__1.MoveNext () [0x003a2]
at Mafi.Unity.GamePlayScene+<loadGame>d__28.MoveNext () [0x002ca]
at Mafi.Unity.GamePlayScene+<Initialize>d__25.MoveNext () [0x000ad]
at Mafi.Unity.Main+<unloadAndStartNewScene>d__112.MoveNext () [0x0013b]
at Mafi.Unity.Main.stepSceneInitialization () [0x000fd]

Game version: 0.8.5
Loaded mods: (Trains expansion 1.0.0), (Supporter edition 1.1.0), (All Industry Boosts 0.1.0), (Kayser's Automatic Forestry Designations 0.1.7), (Kayser's Automatic Terrain Designations 0.4.4), (BetterLife: Assemblies 1.0.0), (BetterLife: Buildings 1.0.0), (BeTTerLife: Roads and Signs 1.0.10), (BeTTerLife: Transports 0.6.0), (BeTTerLife: Retaining Walls 1.2.1), (Blueprint Products Info 1.0.0), (Pier Wall Mod 1.0.0), (CAP Pier Wall Liquid Dump 1.0.0), (CAP.PierWall.SeawaterPump 1.0.0), (Elevation++ 0.9.2), (Extended Cargo Ships 3.0.0), (Extra Transports 0.0.1), (新2级车辆MOD 3.0.1), (Industrial Expansion 1.0.2), (畜牧农业扩展Animal husbandry and agricultural expansion 2.0.0), (Mechanical Shafts 1.0.0), (Modular Ramp 3.0.0), (Pillar Spacing and Height Mod 1.0.1), (ProductHighlight 5.1.5), (Research Queue 1.0.1), (ShipAutoExplore 0.1.0), (Underground Transport 5.1.7), (Wind turbines 0.1.10c), (Boost++ 1.1.5), (Cheat++ 1.2.5), (Gameplay++ 1.2.5), (Recipes++ 1.1.4), (Speed++ 1.0.5), (Storage++ 1.1.2), (Tweaks++ 1.1.8), (Utilities++ 1.1.2), (WorldGen++ 1.0.8)
Failed mods: (Industrial Expansion 1.0.2)

Edited 21 days ago
21 days ago

Sorry, but your Extended Cargoship mod currently has a building that shares the same ID as one in this mod. Unfortunately, the implementations are quite different, so there's nothing I can do to resolve the conflict. That means the two mods can't be used together. Apologies for the inconvenience.

So you can either use this one or Extended Cargoship

Edited 21 days ago
21 days ago

The Extended Cargoship mod is good, the author worked on it. But this mod of yours offered things that interested me more, so I sacrificed the fact that I won't have larger warehouses. Since I can easily adjust the capacity with Moriarty's mods.

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