RimWorld

RimWorld

Humanoid Alien Races
5,160 Comments
Alletair Apr 14 @ 8:12am 
xeno
max2022cm Apr 12 @ 3:55pm 
por que me aparecen invisibles y solo se ve la ropa? / Why do they appear invisible to me and only the clothes are visible?
DZiral Apr 5 @ 2:32pm 
Look like I have some mess with other mods and my inattention. Sorry, ignore my previous post.
erdelf  [author] Apr 5 @ 10:49am 
that has been investigated on discord, was a misconfigured race, that blocked baseliners.
DZiral Apr 5 @ 9:19am 
Same problem as mo reported. Look like genetic restricted pawns do not recalculate correctly bonuses/penalties from xenogem after replacing it.
Wyldbill Apr 2 @ 1:27pm 
I can confirm "BetterLoading" is screwing up textures for some of the "Biotech Expansions" series mods. If anyone has that installed try removing it first.
Magnetcross Apr 2 @ 6:01am 
i have to vouch also that im too also having floating head pawns in my game, which is odd
Vex Hasturr Mar 29 @ 10:15am 
Are they conscious? Those robots.
They are instruments or they are "constructed humans"?
ƦƴѵŁ Mar 29 @ 9:48am 
I would like to back my findings on any pixel/purple box issues: If you're using BETTER LOADING - remove it from your load list. It's no longer on Steam Workshop and it's causing massive problems for those who still have it installed. For whatever reason, it affects pawns and other objects with visual problems or the error box.

This has nothing to do with HAR. HAR is just the framework for other authors to bring custom races into Rimworld.
Kami Mar 23 @ 1:10pm 
@RyanFinn, ive read that BetterLoading is causing issues with HAR rn. But not sure if youre using that mod.
mo Mar 23 @ 12:36pm 
There were no error logs generated for this issue
mo Mar 23 @ 12:36pm 
When aliens with genetic restrictions are installed with xenopack, they will only stack the genes in xenopack instead of replacing the previous genes like humans
erdelf  [author] Mar 23 @ 7:57am 
given the last update here was in february... I doubt it's this.
But without a log I also seriously can't tell
RyanFinn Mar 23 @ 4:21am 
since two days ago, all the heads of my pawns, or almost every head, dissapeared.
I have traced it down to HAR and it's sub-mods / synthethics, etc).
It caused this error a gazillion times per second:
Could not load UnityEngine.Texture2D at adcr in any active mod or in base resources. UnityEngine.StackTraceUtility:ExtractStack...

disabling HAR and said submods ( humanoid beings framework mostly) fixed it. Any clue what's going on?
erdelf  [author] Mar 22 @ 8:45am 
last update was a month ago.. But alright, your log shows several outdated mods, and missing dependencies.. but the issue you came here for is probably caused by a combination of your performance mods. removing Faster Game Loading should do it.
CloakTheMailman Mar 22 @ 6:43am 
Not sure what's happening but all of my HAR races are broken, when just two months ago everything was fine. Now I'm seeing pink squares for Xva's and Ratkins, the milira, kurin, kimiri, kiiro, and miho's are invisible and there's a spam of errors in my logs
Here be logs
https://paste.gg/p/rimworld-game-logs/9025dd6c4efa4544beb3166137f1bd91
erdelf  [author] Mar 17 @ 4:30pm 
baseliner is the same as no xenotype more or less. It's the base of the race. So.. yeah.
Race authors of course can decide to add xenotypes that are valid for their races.
Smaco Mar 17 @ 4:11pm 
Is it normal for HAR races appear as "baseliners" or not have a Xenotype at all?

Game is not throwing any logs and I only have HAR, what it needs and some HAR races installed (im testing on a clean install because I remember seeing HAR races with their own xenotype before)
idk bro this made me laugh (last comment from the autor)
erdelf  [author] Mar 12 @ 12:09pm 
am I.. supposed to know what that is or what the issue is ?
Scionin Mar 11 @ 1:17pm 
Bionix Automator compatibility please
GTurkistane(巨七) Mar 8 @ 5:07pm 
my way of replicating this error without waiting for it to happen in my playthrough:

go to dev test world --> then open dev menu --> autotest --> Test generate pawn x1000 (sometimes i have to do this multiple times for the error to show up)
GTurkistane(巨七) Mar 8 @ 5:05pm 
am not sure if this is because of a new update or something in this mod, but it for some reason causes pawn generation error for rimsenal factions, here is a log of a list that has HAR and rimsenal factions only:



https://gist.github.com/HugsLibRecordKeeper/56a4ab05863cc6988c35b10eb493b8ea
halcyon Mar 5 @ 12:30pm 
I can confirm: Deinstallation of BetterLoading helps with the missing bodies problem.
mc Mar 4 @ 2:29pm 
Also had a similar problem to electro1574 with the Big and Small Genes mod, but wasn't using Better Loading.
erdelf  [author] Mar 4 @ 9:45am 
@electro, thanks a lot. That helps.
Denstroyer Mar 4 @ 9:15am 
im having invisible mounts (giganalope) on my androids, huge mod list unfortunately
electro1574 Mar 3 @ 9:00pm 
Problem: Pawns disappear or are only heads without any alien features.

This is the shortest list I could make that reproduces the problem, in this order: Harmony, BetterLoading, {Core}, HugsLib, XML Extensions, Humanoid Alien Races, EPOE (any version), Orassans.

If you move EPOE before HAR, or remove any of BetterLoading, XML Extensions, or EPOE, the problem doesn't happen. There are other mods in my 100+ list that also cause this issue, but I haven't narrowed down any of the others. Simply reordering these mods didn't fix it for me with my full mod list. HAR was the only mod of this batch that's been updated since 2024.

Working on getting logs per Fluffy's guide now.
catmanmlio Mar 3 @ 9:00am 
Can Confirm, It's FasterGameReloading or BetterLoading that causes the issue
Archamian Mar 2 @ 8:01pm 
Jaydee's solution worked - thank you! And thanks Erdelf, this mod makes the game so much more visually interesting
erdelf  [author] Mar 2 @ 2:33am 
if someone has a.. not 100 mods long modlist that has the issue.. do tell.
Jaydee Mar 2 @ 12:48am 
@Archamian

Remove FasterGameReloading or BetterLoading from your mod list. That is the culprit.
Archamian Mar 1 @ 9:52pm 
I am also having the disappearing bodies and heads, FYI
Eternal_Truth Feb 26 @ 5:59pm 
Disabling fastergameloading worked and everything was back to normal (Though it +5 min my loading time).
Eternal_Truth Feb 26 @ 5:59pm 
Sorry I found the issue;

It seems that FasterGameLoading causes the exact same issue as BetterLoading
erdelf  [author] Feb 26 @ 1:56pm 
everything is on github always. If you have an issue, post a log. Nobody else is having the issue without some performance mod making it weird.
DemonicFerya Feb 26 @ 12:57pm 
May I politely ask for the pre Feb 23rd 2025 version to be posted to github, since i have checked everything else and it seems quite a few people all have been having the same issue of our bodies and heads have disappeared, Having been replaced by the missing texture cube. And no better loading isn't installed.
erdelf  [author] Feb 26 @ 5:41am 
also generally.. full log please. Crystal ball seems to be out of order.
RedMattis Feb 26 @ 5:11am 
@Eternal_Truth
Just thought I'd drop by and mention that the BS_UrbMech doesn't change anything related to body-types or any other rendering.

BS_UrbMech; as with all B&S races; inherits the default HAR-human properties when HAR is active (as instructed by Erdelf). I've not tested the on latest HAR, but they were verified to be compatible by both Erdelf and I separately on a past build.

Anyway...

Is "Apparel/Moyohuman/LighthouseArmor/EGharness" from the Moyo mod? I tried downloading it to check, but didn't find the texture in question.

Iirc. Moyo have their own body type, so could be the pawn somehow put on Moyo-only apparel? You could try unequipping the apparel and see if that helps?
Eternal_Truth Feb 26 @ 3:44am 
Before it is asked; No, I do not have better loading.
Eternal_Truth Feb 26 @ 3:21am 
Sorry to ask; but did the latest update break something? After the Feburary 24th update, a lot of the textures for races like Moyos and Miliras completely broke, turning invisible instead.

I have not changed anything in my save file or mod list at all, yet it was working fine a few days ago. I'm seeing multiple people posting about the exact same error as well on other sites, with pawn torsos and heads turning invisible.

Textures were not found for one or more extended graphics for BS_UrbMech: Apparel/Moyohuman/LighthouseArmor/EGharness (One of the Tens of Thousands of simmilar messages for every single mod)

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
AlienRace.ExtendedGraphics.DefaultGraphicsLoader:LoadAllGraphics (string,AlienRace.AlienPartGenerator/ExtendedGraphicTop[])
AlienRace.AlienPartGenerator:LoadGraphicsHook ()
UnityEngine.BeforeRenderHelper:Invoke ()
UnityEngine.Application:InvokeOnBeforeRender ()
Dust Feb 25 @ 5:16pm 
Ty!
erdelf  [author] Feb 25 @ 3:35pm 
oh.. right the compatibility with B&S is fixed.
Dust Feb 25 @ 2:42pm 
Big and Small Framework mentioned on Feb 14th an issue with Tattoos, HAR, and their mod due
I had been having this exact error around that time.

At the time they cited you were looking into it and a fix would be in the next update. Just wanted to confirm before I start my next run to avoid tattoos exploding errors again.
erdelf  [author] Feb 25 @ 10:22am 
Based on some preliminary testing... BetterLoading isn't solely at fault for the recent issues.. but it is helping to remove it..... I honestly just don't have a lead atm
Quantum Fox Feb 24 @ 7:21pm 
Tattoos of Culture.
erdelf  [author] Feb 24 @ 6:56pm 
tattoo issue ?
Dust Feb 24 @ 4:45pm 
Couldn't find patch notes, did the Feb 23rd update fix the weird tattoo issue going?
pgames-food Feb 24 @ 1:54pm 
hi one thing that can really help with loading times, is to try doing the following where possible:

1) to not have too many other programs running when you want to play rimworld
2) to make sure that all game-related files are "not" using ntfs compression
3) to install the game files onto an ssd if possible
4) to not have too many savegames in the save folder (like over 50 older saves etc) which can especially help with the save/loading screen loading times (although i do think rimworld might be trying to access each save in some way that causes a delay, if not just due to ntfs compression)

this way you might not need an extra loading mod :)