It didn't do this before. I have to close the game and restart it to get it to l

Vladovlak · 12 days ago

It's becoming a rule. When I add a new mod while loading a saved game, it creates an error.


This save file depends on content that's not available, are you missing a mod or DLC?

Mafi.Serialization.CorruptedSaveException: Failed to finalize deserialization of 'Mafi.Core.Fleet.FleetWeapon' (type 'FleetWeapon')
parent object '--' (type '--')
Previous deserialized in this finalize call: 'Mafi.Core.Fleet.UpgradableInt' (type 'UpgradableInt')
Last deserialized across all finalize calls: 'Mafi.Core.Fleet.UpgradableInt' (type 'UpgradableInt')
Last read object types: [Lys1, Set1, Set`1] ---> Mafi.Serialization.CorruptedSaveException: Failed cast loaded proto '__PHANTOM__FAILED_TO_LOAD__Gun4 (InvalidProto)' to 'DestructibleFleetPartProto'.
at Mafi.Core.Prototypes.ProtosSerializerFactory.deserialize[T] (Mafi.Serialization.BlobReader reader) [0x00065]
at Mafi.Serialization.BlobReader.ReadGenericAs[T] () [0x00032]
at Mafi.Core.Fleet.DestructibleFleetPart.DeserializeData (Mafi.Serialization.BlobReader reader) [0x00024]
at Mafi.Core.Fleet.FleetWeapon.DeserializeData (Mafi.Serialization.BlobReader reader) [0x00000]
at Mafi.Core.Fleet.FleetWeapon+<>c.<.cctor>b__45_1 (System.Object obj, Mafi.Serialization.BlobReader reader) [0x00000]
at Mafi.Serialization.BlobReader+<FinalizeLoadingTimeSliced>d__37.MoveNext () [0x00054]
--- End of inner exception stack trace ---
at Mafi.Serialization.BlobReader+<FinalizeLoadingTimeSliced>d__37.MoveNext () [0x00202]
at Mafi.Core.SaveGame.GameLoader+<FinishGameLoadAndDisposeTimeSliced>d__12.MoveNext () [0x004ef]
at Mafi.Core.Game.GameBuilder+<BuildLoadedGameTimeSliced>d__1.MoveNext () [0x005a4]
at Mafi.Unity.GamePlayScene+<loadGame>d__28.MoveNext () [0x002ca]
at Mafi.Unity.GamePlayScene+<Initialize>d__25.MoveNext () [0x000ad]
at Mafi.Unity.Main+<unloadAndStartNewScene>d__117.MoveNext () [0x0013b]
at Mafi.Unity.Main.stepSceneInitialization () [0x00104]

Game version: 0.8.6c
Loaded mods: (Trains expansion 1.0.0), (Supporter edition 1.1.0), (Kayser's Automatic Forestry Designations 0.2.4), (Kayser's Automatic Terrain Designations 0.5.8), (Battle Ship Fuel Mod 3.0.0), (BetterLife: Assemblies 1.1.0), (BetterLife: Buildings 1.0.1), (BeTTerLife: Roads and Signs 1.0.15), (BeTTerLife: Transports 0.6.1), (BeTTerLife: Retaining Walls 1.2.3), (Blueprint Products Info 1.1.0), (Pier Wall Mod 1.0.1), (CAP.PierWall.LiquidDump 1.0.1), (CAP.PierWall.SeawaterPump 1.0.1), (Show Terrain Grid 1.0.2), (Keybind Framework 2.0.2), (Cheat++ 1.3.1), (Cargo Helicopter 0.19.9), (Configurable Mechanical Power 1.0.0), (Custom Assets Loader 0.2.2), (Air filtering tweaks [CAL] 0.0.2), (Coal Liquefaction [CAL] 0.0.3), (Kayser's Blueprint Designer's Toolkit 0.8.12), (Elevation++ 0.9.8), (Advanced Farm & Food Optimiser 0.2.1), (Throughput Monitor & Flow Meter 0.2.2), (KptKosmit91's Difficulty Settings 1.1.0), (畜牧农业扩展Animal husbandry and agricultural expansion 7.0.5), (Mechanical Shafts 1.0.1), (Metallurgy+ Mod 0.3.0), (Mor Decor 1.0.2), (My Airship Mod 我的飞艇mod 0.7.3), (Notepad Mod 0.2.4), (PriorityDesignations 0.1.1), (Production Calculator 0.1.1), (压缩解压缩MOD 6.0.4), (Real Life Time 1.0.0), (Smart Flare Mod 1.0.2), (Truck Parking 1.1.4), (Underground Pipes 0.9.24), (Underground Transport 6.1.1), (Adaptive Mining Tower UI 1.0.4), (Boost++ 1.2.1), (Gameplay++ 1.3.0), (NE: Keybinds 1.0.3), (Recipes++ 1.2.0), (Speed++ 1.0.8), (Storage++ 1.1.8), (Tweaks++ 1.2.3), (Utilities++ 1.1.8), (WorldGen++ 1.1.4), (Toolbar Tweaks 1.0.0)
Failed mods: none


Pri pridaní týchto troch modov:
压缩解压缩MOD 6.0.4 - Compression/Decompression MOD
Blueprint Products Info 1.1.0
Toolbar Tweaks 1.0.0

It didn't do this before. I have to close the game and restart it to get it to load. The game itself then runs without any problems.

Vladovlak · 2 days ago

This problem occurs from the moment the Type 4 weapon is installed on the ship. It is not related to any other mod. Please take a look at it.

obrázok.pngThere is no problem.

obrázok.pngIf I fully equip the ship, it is not possible to add a new mod after saving the current game via the load item in the menu.


This save file depends on content that's not available, are you missing a mod or DLC?

Mafi.Serialization.CorruptedSaveException: Failed to finalize deserialization of 'Mafi.Core.Fleet.FleetWeapon' (type 'FleetWeapon')
parent object '--' (type '--')
Previous deserialized in this finalize call: 'Mafi.Core.Fleet.UpgradableInt' (type 'UpgradableInt')
Last deserialized across all finalize calls: 'Mafi.Core.Fleet.UpgradableInt' (type 'UpgradableInt')
Last read object types: [ProductQuantity[], ProductQuantity[], ProductQuantity[]] ---> Mafi.Serialization.CorruptedSaveException: Failed cast loaded proto '__PHANTOM__FAILED_TO_LOAD__Gun4Rear (InvalidProto)' to 'DestructibleFleetPartProto'.
at Mafi.Core.Prototypes.ProtosSerializerFactory.deserialize[T] (Mafi.Serialization.BlobReader reader) [0x00065]
at Mafi.Serialization.BlobReader.ReadGenericAs[T] () [0x00032]
at Mafi.Core.Fleet.DestructibleFleetPart.DeserializeData (Mafi.Serialization.BlobReader reader) [0x00024]
at Mafi.Core.Fleet.FleetWeapon.DeserializeData (Mafi.Serialization.BlobReader reader) [0x00000]
at Mafi.Core.Fleet.FleetWeapon+<>c.<.cctor>b__45_1 (System.Object obj, Mafi.Serialization.BlobReader reader) [0x00000]
at Mafi.Serialization.BlobReader+<FinalizeLoadingTimeSliced>d__37.MoveNext () [0x00054]
--- End of inner exception stack trace ---
at Mafi.Serialization.BlobReader+<FinalizeLoadingTimeSliced>d__37.MoveNext () [0x00202]
at Mafi.Core.SaveGame.GameLoader+<FinishGameLoadAndDisposeTimeSliced>d__12.MoveNext () [0x004ef]
at Mafi.Core.Game.GameBuilder+<BuildLoadedGameTimeSliced>d__1.MoveNext () [0x005a4]
at Mafi.Unity.GamePlayScene+<loadGame>d__28.MoveNext () [0x002ca]
at Mafi.Unity.GamePlayScene+<Initialize>d__25.MoveNext () [0x000ad]
at Mafi.Unity.Main+<unloadAndStartNewScene>d__117.MoveNext () [0x0013b]
at Mafi.Unity.Main.stepSceneInitialization () [0x00104]

Game version: 0.8.7
Loaded mods: (Trains expansion 1.0.0), (Supporter edition 1.1.0), (Plant Trees on Any Terrain 1.2.0), (Kayser's Automatic Forestry Designations 0.3.0), (Kayser's Automatic Terrain Designations 0.6.0), (Bagger 288 0.7.2), (Battle Ship Fuel Mod 3.0.0), (BetterLife: Assemblies 1.1.0), (BetterLife: Buildings 1.0.1), (BeTTerLife: Roads and Signs 1.0.15), (BeTTerLife: Transports 0.6.1), (BeTTerLife: Retaining Walls 1.2.3), (Blueprint Products Info 1.1.0), (Pier Wall Mod 1.0.1), (CAP.PierWall.LiquidDump 1.0.1), (CAP.PierWall.SeawaterPump 1.0.1), (C.O.I. Skylines - Linked Cities 1.0.2), (Quick Build Unlocked 1.0.3), (Show Terrain Grid 1.0.2), (Custom Assets Loader 0.4.0), (Air filtering tweaks [CAL] 0.0.2), (Coal Liquefaction [CAL] 0.0.3), (高级物流MOD Advanced Logistics MOD 2.1.1), (Kayser's Blueprint Designer's Toolkit 0.9.1), (多口物流增强 Mod 1.0.2), (Advanced Farm & Food Optimiser 0.3.1), (Flip Settlement Modules 0.1.1), (Keybind Framework 2.0.3), (Boost++ 1.2.5), (Adaptive Mining Tower UI 1.0.8), (Gameplay++ 1.3.3), (Recipes++ 1.2.3), (Storage++ 1.2.5), (Tweaks++ 1.2.8), (Utilities++ 1.2.2), (WorldGen++ 1.1.7), (MZ Mining Fleet & Free Logistics 0.12.5), (Industrial Expansion 1.0.5), (畜牧农业扩展Animal husbandry and agricultural expansion 7.0.5), (Metallurgy+ Mod 0.4.0), (My Signboard Mod 中文标志牌 0.2.0), (压缩解压缩MOD 6.0.5), (Real Life Time 1.0.0), (Research Queue 1.0.1), (Toolbar Tweaks 1.0.0), (Adaptive Calendar Buttons 1.0.6), (Cheat++ 1.3.7), (NE: Keybinds 1.0.5), (Speed++ 1.0.9), (Configurable Mechanical Power 1.0.0)
Failed mods: none


Edited 2 days ago
wtmxhyy
wtmxhyy · 23 hours ago

😃试试,也许可能解决.我已经更新了版本.

😃Give it a try. It might work. I've updated the version.

Vladovlak · 22 hours ago

Thanks a lot for the quick fix. It works. 👍😀

wtmxhyy
wtmxhyy · 12 hours ago

Vladovlak wrote:

Thanks a lot for the quick fix. It works. 👍😀

😆感谢你啊,你提供了宝贵的报错日志,让我精准找到了这个问题的故障点,就是一个静态指令,我没考虑过有人半途加入mod,而是习惯写mod都是默认新建游戏使用.去掉这个指令可以让mod加载时首先判断游戏里面有没有mod物品,没有就加了,有了就不加了.但是不加了后面的都不加了.所以出问题了.游戏自己有去重能力,就断开了后面执行.

你提供的日志精准命中要害.感谢.

😆 Thank you so much. The valuable error log you provided helped me pinpoint the root cause of this issue. It stems from a static command. When developing mods, I was accustomed to them being used for newly‑started games by default and failed to account for users adding mods mid‑game. Removing this command allows the mod to first check whether its custom items already exist in the game upon loading. It adds the items if they are missing and skips adding them if they are already present. The problem arose because skipping one item would cause all subsequent items to also be skipped. The game has its own deduplication logic, which halted further execution.

Your log hit the nail on the head. Thank you.

😎 1
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