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https://steamcommunity.com/sharedfiles/filedetails/?id=2147295726
https://steamcommunity.com/sharedfiles/filedetails/?id=3236320292
https://steamcommunity.com/sharedfiles/filedetails/?id=2204437968
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They are instruments or they are "constructed humans"?
This has nothing to do with HAR. HAR is just the framework for other authors to bring custom races into Rimworld.
But without a log I also seriously can't tell
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?
Here be logs
https://paste.gg/p/rimworld-game-logs/9025dd6c4efa4544beb3166137f1bd91
Race authors of course can decide to add xenotypes that are valid for their races.
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)
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)
https://gist.github.com/HugsLibRecordKeeper/56a4ab05863cc6988c35b10eb493b8ea
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.
Remove FasterGameReloading or BetterLoading from your mod list. That is the culprit.
It seems that FasterGameLoading causes the exact same issue as BetterLoading
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?
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 ()
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.
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 :)