RimWorld

RimWorld

Help! Animals fail to render.
So, I've got myself into pickle with mods somehow. After recent addition of mods some of my creatures disappeared. I didn't notice it at first, since they are factually there and do their jobs, but they are just invisible. To top the confusion, there's no consistency between missing animals, as in not all animals of the same type became invisible. It's just a few individual animals that have literally nothing special about them. Any ideas? How to fix or at least where to start? I checked some of the mods that I recently installed, but that didn't help. I doublechecked and verified integrity of files. I'm blanking out here and don't know what to do.
Last edited by GramLeen; Jan 3 @ 3:24pm
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Showing 1-15 of 17 comments
To make it even crazier, same modpack on the older save doesn't have this problem. But I really don't want to rollback that far. Is there a way to re-cache textures on current save or something?
Astasia Jan 3 @ 10:32am 
If a texture is missing the game usually shows a big purple square instead. It sounds like some of your animals are bugged in different way, probably their saved data is incompatible with something your new mods are doing. Could be whatever task they were trying to do when the game loaded, an hediff, element of their training, or something else, changing mods midsave can cause all sorts of corruption in your save like that. Using dev mode you might be able to destroy the bugged animals or use the clear tool to delete them, then spawn new ones which will probably have the correct data. If new ones spawned by dev mode are breaking then there's something wrong with your mods.
GramLeen Jan 3 @ 10:35am 
Originally posted by Astasia:
If a texture is missing the game usually shows a big purple square instead. It sounds like some of your animals are bugged in different way, probably their saved data is incompatible with something your new mods are doing. Could be whatever task they were trying to do when the game loaded, an hediff, element of their training, or something else, changing mods midsave can cause all sorts of corruption in your save like that. Using dev mode you might be able to destroy the bugged animals or use the clear tool to delete them, then spawn new ones which will probably have the correct data. If new ones spawned by dev mode are breaking then there's something wrong with your mods.
Thing is that same modpack works fine on the oldest autosave. And I can't easily respawn at least some of them since they are bonded with colonists. I guess, I'll have to rollback to that autosave after all.
Last edited by GramLeen; Jan 3 @ 10:35am
Astasia Jan 3 @ 2:31pm 
Ya that's why it's probably some action they were taking at the point of the save, or some hediff they may have acquired since. Like if an animal was in the process of doing an action, say hauling, and you made a save while it was hauling, then you added a mod that changed how hauling works and loaded that save, that animal might break while other animals are fine or that animal would fine in other saves. I'm not saying it was hauling, it could be a pretty huge number of things along those lines.
Originally posted by Astasia:
Ya that's why it's probably some action they were taking at the point of the save, or some hediff they may have acquired since. Like if an animal was in the process of doing an action, say hauling, and you made a save while it was hauling, then you added a mod that changed how hauling works and loaded that save, that animal might break while other animals are fine or that animal would fine in other saves. I'm not saying it was hauling, it could be a pretty huge number of things along those lines.
So, I tested it a little bit more. When I load the oldest save I have with this modpack, everything is normal at first. But then some animals become invisible (fail to render). It has errors in console and it only seems to affect some of my Labradors and AnimusVoxes. So both vanilla and modded animals. Do you happen to know where to address this? Who do I show logs or just errors from console?
Turn on dev mode, load the save, see if anything pops up. Had a rendering issue in my last run, bunch of stuff turning invisible and the name of the mod was in the error log making it a quick fix.
Last edited by MadArtillery; Jan 3 @ 3:33pm
Originally posted by GramLeen:
So, I've got myself into pickle with mods somehow. After recent addition of mods some of my creatures disappeared. I didn't notice it at first, since they are factually there and do their jobs, but they are just invisible. To top the confusion, there's no consistency between missing animals, as in not all animals of the same type became invisible. It's just a few individual animals that have literally nothing special about them. Any ideas? How to fix or at least where to start? I checked some of the mods that I recently installed, but that didn't help. I doublechecked and verified integrity of files. I'm blanking out here and don't know what to do.
open the dev tools, kill and res them. see if that fixes it. if not then spawn new ones and use dev tools to tame them and train them and kill old ones.
Originally posted by MadArtillery:
Turn on dev mode, load the save, see if anything pops up. Had a rendering issue in my last run, bunch of stuff turning invisible and the name of the mod was in the error log making it a quick fix.
Here's an example of errors that flooding the console:
Exception drawing AA_AnimusVox5668087: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2EDBA71F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (Verse.DynamicDrawManager)
Verse.Map:MapUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

I'm not sure if any mod is mentioned here.
Originally posted by jacobellinger:
open the dev tools, kill and res them. see if that fixes it. if not then spawn new ones and use dev tools to tame them and train them and kill old ones.
Killing and reviving doesn't work. Neither does the sending them away in caravans and bringing back. The trouble is that some of the animals are bonded.
Astasia Jan 3 @ 4:21pm 
Looks like 1.5 is culling duplicate errors? Try finding the top instance of the "exception drawing" error and clicking on that one, one that doesn't say "duplicate stacktrace."
Originally posted by Astasia:
Looks like 1.5 is culling duplicate errors? Try finding the top instance of the "exception drawing" error and clicking on that one, one that doesn't say "duplicate stacktrace."

How about this one?

Exception drawing LabradorRetriever1262352: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2EDBA71F]
at Verse.PawnRenderNodeWorker_Apparel_Body.OffsetFor (Verse.PawnRenderNode n, Verse.PawnDrawParms parms, UnityEngine.Vector3& pivot) [0x00035] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.GetTransform (Verse.PawnDrawParms parms, UnityEngine.Vector3& offset, UnityEngine.Vector3& pivot, UnityEngine.Quaternion& rotation, UnityEngine.Vector3& scale) [0x00007] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderTree.TryGetMatrix (Verse.PawnRenderNode node, Verse.PawnDrawParms parms, UnityEngine.Matrix4x4& matrix) [0x00048] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderTree.ParallelPreDraw (Verse.PawnDrawParms parms) [0x00089] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderer.ParallelGetPreRenderResults (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon, System.Boolean disableCache) [0x00222] in <69945a8ed6c540cf90b578de735e0605>:0
- PREFIX OskarPotocki.VFECore: Void VFECore.ParallelGetPreRenderResults_Patch:Prefix(PawnRenderer __instance, Vector3& drawLoc, Rot4 rotOverride, Boolean neverAimWeapon, Boolean& disableCache, Pawn ___pawn)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Glue:AbiFixup<Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer:ParallelGetPreRenderResults(UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.5.9102.32373, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean),Verse.PawnRenderer+PreRenderResults Verse.PawnRenderer.ParallelGetPreRenderResults_Patch1(Verse.PawnRenderer, UnityEngine.Vector3, System.Nullable`1[[Verse.Rot4, Assembly-CSharp, Version=1.5.9102.32373, Culture=neutral, PublicKeyToken=null]], System.Boolean, System.Boolean)>(Verse.PawnRenderer,Verse.PawnRenderer/PreRenderResults&,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool,bool)
at Verse.PawnRenderer.ParallelPreRenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x0003c] in <69945a8ed6c540cf90b578de735e0605>:0
- PREFIX net.pardeike.rimworld.mod.camera+: Boolean CameraPlus.DotTools+PawnRenderer_RenderPawnAt_Patch:Prefix(Pawn ___pawn)
- POSTFIX Roolo.DualWield: Void DualWield.HarmonyInstance.PawnRenderer_RenderPawnAt:Postfix(PawnRenderer __instance, Pawn& ___pawn)
at Verse.PawnRenderer.DynamicDrawPhaseAt (Verse.DrawPhase phase, UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x0001d] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Pawn.DynamicDrawPhaseAt (Verse.DrawPhase phase, UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x0000f] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Thing.DynamicDrawPhase (Verse.DrawPhase phase) [0x00017] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x0011a] in <69945a8ed6c540cf90b578de735e0605>:0
- POSTFIX net.pardeike.rimworld.mod.camera+: Void CameraPlus.DynamicDrawManager_DrawDynamicThings_Patch:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
CameraPlus pops up a lot in that, could try running without it. Might be incompatible with someone else, somehow.
Last edited by MadArtillery; Jan 3 @ 4:43pm
Astasia Jan 3 @ 4:56pm 
Looks to me like your dogs are equipping "apparel" and the game doesn't know what to do about it. I'd guess the ones going invisible are the ones with something equipped? Not sure if you are intending to use some sort of animal gear mod and it's being wonky, or if maybe you enabled a mod that depends on an animal gear mod which is not enabled and it's freaking out.
Originally posted by MadArtillery:
CameraPlus pops up a lot in that, could try running without it. Might be incompatible with someone else, somehow.
I tried turning all of the mentioned off. The borked out save stayed borked out. Haven't tested it on the normal save, tho.
Originally posted by Astasia:
Looks to me like your dogs are equipping "apparel" and the game doesn't know what to do about it. I'd guess the ones going invisible are the ones with something equipped? Not sure if you are intending to use some sort of animal gear mod and it's being wonky, or if maybe you enabled a mod that depends on an animal gear mod which is not enabled and it's freaking out.

Oh, lord, they do! You are absolutely right! They are wearing shield belts. I don't know how I completely missed this. I wonder if I can make it work now?
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Date Posted: Jan 3 @ 9:16am
Posts: 17