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So to answer other questions, yes they are in the same time zone and no its two proper normal colonies. The render function briefly was working again for the main colony in an earlier session for this before breaking again.
IT SEEMS to have something to do with caravans because I am pretty sure the rendering broke again after I got a caravan encounter.
Does your mod depend on how the game names settlements in any way? Like for instance I like to set the name of my outposts so I dev console in a new name since it just gives a random one otherwise.
I can't see any reference to caravaning. There is nothing like that used in the code. On top I also do caravaning a lot in my current game and had no problems, but that was only with one base. If you can find a pattern when it works and when not, it would probably be helpful.
There are no errors relating this mod in your log. Quite a few errors from other mods, although I don't think they cause this problem.
For some reason when the Rendering starts, it never finishes. The popup stays while the game unpauses after a little while. The popup message dissapears after some time, leaving no render or log. I have tried using the github version and altering the loadorder to have this mod first or last, and nothing seems to work.
It worked the first time I installed it, both with the github or the steam version, but after restarting the game for a second time, it doesn't work anymore, with the same behavior.
My settings with the mod are 32 pixels per square, no weather or conditions, jpg and a daily render
Edit: I got an ArgumentException at the end of this Log
https://gist.github.com/HugsLibRecordKeeper/e2da6b93d0261d3d29a53b3a574a5bf4
Edit number two: After headbutting my keyboard some hours, I found that the Mod messed up the config file whenever it launched, basically making the directory unreachable. it always seemed to mess up the same, so I made a short file in the hard drive to see if a smaller lenght would fix it.
c:/rr is the new export path and it worked first try.
So making the export path really short solved the problem.
It's not the length, as the error states. No idea what characters are in your path that C#/Unity count as illegal though. I was pretty sure they can handle every character that is allowed in windows, but it seems not.
(On a side note, long path can be a problem too. Windows has a path length limit of around 260 characters.)
That said... I think I may have found a bug. I set the destination folder to a path that does not exist, expecting it to be created upon image creation. Instead, the "Rendering image" window never goes away. The game plays, but you can't interact with it. I created a test folder and set the destination to it, and it works fine. I think the script fails silently when the destination folder doesn't exist. At the very least, I think it should give an error message to the user. Ideally, it should create the path if it doesn't exist, right?
Edit: I saw the previous comment about bad characters and feel that it may be helpful if I add that the path I'm trying to use has an underscore in it. I don't think that's the issue though. I think the problem is that the code expects the destination path to exist.
Although it should only fail silently when you have dev mode disabled as it's how the game handles errors
here is logs: {LINK REMOVED}https://git.io/fAEES
edit: saving and reloading does seem to fix it, however, until the next progress render occurs.
The other error might be a follow up. Otherwise it could be a problem with the operating system if you are not using windows. Some parts of this mod are OS dependent and I could only code and try it on windows.
Debug log says:"Progress Renderer is still encoding an image while the encoder was called again. This can lead to Missing or wrong data"
I canged directory back do desktop and then I tried C:/Lapse...
Also, did you install any new mods or any mods updated between working and not working?