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View attachment 1287301
Could anyone help me with this? Please?
Have you figured it out yet?

I would guess either the mod didn't load correctly or you have missing files, and need to redownload the mod.

Other possibility is gooee remnant files but most people haven't had that issue in a while.
 
Hi. I was using Recolor without any problems but yesterday game suddenly crashed to desktop. I reloaded the save then crashed again while simulation was on. Then I checked the simulation time and I noticed that it always crashes at the exact same time. When I disable the mod and reload the save the simulation continues without any crashes.
 
@Trinky
I don’t specifically know what would cause that.

You can try reproducing the issue with Skyve’s safe mode and submitting a Skyve log report after that.

The other thing would be to submit the save file itself, but I have had bad experiences trying run other people’s saves so I probably will not offer to do that.
 
@Trinky
I don’t specifically know what would cause that.

You can try reproducing the issue with Skyve’s safe mode and submitting a Skyve log report after that.

The other thing would be to submit the save file itself, but I have had bad experiences trying run other people’s saves so I probably will not offer to do that.
I tried it but I only got some usual Player.log exceptions. However I think I found the issue. I had some buildings (from EE pack) that I plopped before which I changed their color. I saw that their original color was back. I deleted them and the issue is gone for now.
 
@Trinky
I don’t specifically know what would cause that.

You can try reproducing the issue with Skyve’s safe mode and submitting a Skyve log report after that.

The other thing would be to submit the save file itself, but I have had bad experiences trying run other people’s saves so I probably will not offer to do that.
I tried it but I only got some usual Player.log exceptions. However I think I found the issue. I had some buildings (from EE pack) that I plopped before which I changed their color. I saw that their original color was back. I deleted them and the issue is gone for now.

I'm glad you worked out a solution.
 
I don't know what exactly causes this issue. I don't think it is the mod itself. But i believe certain buildings cause the game to crash when recolored. This is the only exception that is recorded in my logs when it crashes. Disabling this mod is the only option I had to fix the issue, because the setting to remove all recolored buildings causes the game to crash immedietely, even when paused, with the same exception recorded in my logs.

at <unknown> <0xffffffff>
at System.Object:wrapper_native_00007FFAEEDD8FC0 <0x000a7>
at <Module>:invoke_void_intptr_int_intptr_int_int <0x000b9>
at Unity.Entities.ECBInterop:_forward_mono_ProcessChainChunk <0x0004c>
at Unity.Entities.ECBInterop:processChainChunk <0x00062>
at EcbWalker`1:WalkChains <0x004c2>
at Unity.Entities.EntityCommandBuffer:playbackInternal <0x00502>
at Unity.Entities.EntityCommandBuffer:playback <0x0002a>
at Unity.Entities.EntityCommandBufferSystem:FlushPendingBuffers <0x0016a>
at Unity.Entities.EntityCommandBufferSystem:OnUpdate <0x00022>
at Game.SafeCommandBufferSystem:OnUpdate <0x00022>
at Game.Common.ModificationEndBarrier:OnUpdate <0x0001a>
at Unity.Entities.SystemBase:Update <0x001ca>
at Game.UpdateSystem:Update <0x0015e>
at Game.Common.ModificationSystem:OnUpdate <0x0010a>
at Unity.Entities.SystemBase:Update <0x001ca>
at Game.UpdateSystem:Update <0x0015e>
at Game.SceneFlow.GameManager:UpdateWorld <0x00062>
at Game.SceneFlow.GameManager:Update <0x000f2>
at System.Object:runtime_invoke_void__this__ <0x00087>
 
I don't know what exactly causes this issue. I don't think it is the mod itself. But i believe certain buildings cause the game to crash when recolored. This is the only exception that is recorded in my logs when it crashes. Disabling this mod is the only option I had to fix the issue, because the setting to remove all recolored buildings causes the game to crash immedietely, even when paused, with the same exception recorded in my logs.

at <unknown> <0xffffffff>
at System.Object:wrapper_native_00007FFAEEDD8FC0 <0x000a7>
at <Module>:invoke_void_intptr_int_intptr_int_int <0x000b9>
at Unity.Entities.ECBInterop:_forward_mono_ProcessChainChunk <0x0004c>
at Unity.Entities.ECBInterop:processChainChunk <0x00062>
at EcbWalker`1:WalkChains <0x004c2>
at Unity.Entities.EntityCommandBuffer:playbackInternal <0x00502>
at Unity.Entities.EntityCommandBuffer:playback <0x0002a>
at Unity.Entities.EntityCommandBufferSystem:FlushPendingBuffers <0x0016a>
at Unity.Entities.EntityCommandBufferSystem:OnUpdate <0x00022>
at Game.SafeCommandBufferSystem:OnUpdate <0x00022>
at Game.Common.ModificationEndBarrier:OnUpdate <0x0001a>
at Unity.Entities.SystemBase:Update <0x001ca>
at Game.UpdateSystem:Update <0x0015e>
at Game.Common.ModificationSystem:OnUpdate <0x0010a>
at Unity.Entities.SystemBase:Update <0x001ca>
at Game.UpdateSystem:Update <0x0015e>
at Game.SceneFlow.GameManager:UpdateWorld <0x00062>
at Game.SceneFlow.GameManager:Update <0x000f2>
at System.Object:runtime_invoke_void__this__ <0x00087>

I will respond on CSM.
 
would it be possible to make Recolor collapsible like the way infoloom and Transformation have fly-out arrows? there are a lot of mods adding info to buildings now, this would help reduce clutter. usually once I recolor something, I don't do that to same building again for long time. it would be nice to collapse it so other info is more legible. see image.
1753316979143.png
 
would it be possible to make Recolor collapsible like the way infoloom and Transformation have fly-out arrows? there are a lot of mods adding info to buildings now, this would help reduce clutter. usually once I recolor something, I don't do that to same building again for long time. it would be nice to collapse it so other info is more legible. see image.
View attachment 1337990

Recolor's looks different, but that has always been an option for Recolor. It's the top right icon with two arrows coming together. It doesn't remember the minimize setting per asset instance. It's a global setting that's remembered the next time you play, although I think there are some additional options in the mod's options menu for how minimize behaves on game start.
 
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Recolor's looks different, but that has always been an option for Recolor. It's the top right icon with two arrows coming together. It doesn't remember the minimize setting per asset instance. It's a global setting that's remembered the next time you play, although I think there are some additional options in the mod's options menu for how minimize behaves on game start.
Thanks, I'm blind but then I'm scared to click on Recolor's many option buttons since I'm not 100% sure how it all works and new palette thing also. I wish there was a good video showing all of Recolor's features including this new palette thing.