It crashes because of the error "(ItemException) Duplicate item name 'advcircuit' found". CNSurvivalist does not contain anything with the name "advcircuit", so it is one of your other mods causing the issue. You can probably find the problem mod by searching for a file with name advcircuit.
[12:07:59.453] [Error] Application: exception thrown, shutting down: (ItemException) Duplicate item name 'advcircuit' found
Thanks. I found the problem. Since I implemented Sandbound's boss summoning items into this mod, the advanced circuit was apparently supposed to be dropped by one of the bosses. After removing the AdvCircuit the game is now functioning. But seeing that Sandbound is incompatible with FU there maybe more problems to rear it's ugly head. Nonetheless thanks.
Here's another issue that seems to pop up. Apparently the RPG Growth mod causes hostile humanoid NPCs to be killed in one hit while using your mod. Here are the logs. https://pastebin.com/JFFJZVuM
That error appears to be a bug with RPG Growth, can you please take it to the author of that mod? (I did notice a few things caused by this mod however, so I'll be looking into those)
Ok I dropped a comment onto the thread of the author who made the mod. I hope he sees it next time he logs in. Also I have a suggestion if the outpost is going to be unavailable for use with this mod, would it be possible to make outpost shops spawn on random planets? Also mechs and techs are inaccessable since you need the outpost to access their usage, wouldn't be a good idea to have the mechs and techs unlocked after crafting the FTL Chip? In sandbound once you collect the 20 core fragments to fix your ship, the techs and mechs become available for usage and I think that same should apply here. Just suggestions.
Not a bad idea. I've recently been thinking of coming back and cleaning up this mod. I've also been thinking of adding back some/all of the quests, cause the universe is boring without adventures to be had. This mod is mainly for the starting planet anyways (I may change it to be that way.), so it'd make sense for them to become available later on.
I hope you do so, this mod has serious potential. I'm loving this mod and so is my friend. If you fix this mod up would you upload this to steam? I'm sure it'll get LOTS more recognition there. I have some questions if you continue this mod. Why are ancient vaults by default unaccessible? Will you make some sort of boss summoning items to allow you to fight bosses? I grabbed the boss summoning items from Sandbound and implemented them into this mod, same with enabling the ancient vaults entry, I downloaded a mod that allows me to craft a teleporter to the outpost just for me to unlock techs and mechs(all private usage since this is other people's work) I'm thinking all of these issues could be fixed with a few suggestions here and there.
I don't know the full intent behind alot of the changes made in this mod, but I slowly learn it as I work on it.
Ok understood. If anything I like the lack of objectives after completing the starting planet. It gives off a true sandbox vibe like the game IMO should be. But at least a few fixes here and there wouldn't hurt.
Hey ColonolNutty ThornyFlora might have an idea as to what's causing the problem. He says he'll get on it though he's unsure how long that'll take. I informed him that you're working on the issue on your end. Maybe you two should talk to each other about this.
The problem is because ThornyFlora is using a function incorrectly in his script. I'm mainly fixing the issues that this mod is showing in those logs. (Whether they have an effect on RPG Growth or not)
Understood. I already uninstalled the RPG mod due to this, whenever it's fixed(whenever ThornyFlora gets on it) I'll just reinstall since it's safe to install and uninstall.
ColonolNutty updated CN Survalist: Resurrection with a new update entry: v3.2.5 Read the rest of this update entry...
Very Nice! Looks like I gotta sacrifice my current progress. Which is fine since it means my game will run better. Thanks for your hardwork man.
ColonolNutty updated CN Survalist: Resurrection with a new update entry: v3.3.5 Read the rest of this update entry...
Hey ColonolNutty, for some odd reason a number of modded craftable items and workstations won't appear in various crafting vanilla menus such as Extended Story's Bossvault Doors, Frackin Universe's primitive equipment in the empty hands crafting menu and the Operations Table crafting station for United Systems in the Architech's Table menu. I'm not sure if a log is needed but here goes I guess.... These are just examples though, also to throw this one out there the bossvault doors appeared in the menu, before the overhaul to 3.5.5. I'm not sure what you did, but you might have to download those mods I mentioned, such as United Systems,Frackin Universe,Extended Story etc. to see if the same thing is happening to you. If it is I hope you can fix this, if this doesn't happen to you, would you have an clue as to what I'm doing wrong on my end?