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I think I'd goofed something up somehow when de-duping with Resource Dictionary. So i ended up just removing this mod and using a generic tech-remover that doesn't add mithril and iron and stuff (doubled up on the iron and stuff from medieval overhaul). Thanks for your awesome work as always!
Here is the weird text effect that only happens when I have this mod: https://pasteboard.co/odaPyI6tyGJC.png
Any advice? It really looks like this is the problem, even if the logging is strange.
Collection cannot init: No textures found at path Things/Ammo/Rifle/Battlerifle/Sabot
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Collection:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_StackCount> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__349_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Here is the log, as I could not CTRL+F12 due to modlist self-destruct: https://pastebin.com/sekccZ01
once more : https://gist.github.com/2d420c984aadeb1985cb2d3baac4091e
I'm a complete noob, though I managed to extract a log :
https://steamhost.cn
Debugging does not help.
I am still trying to find a workaround in Mod sequence but so far no luck
It's a real shame as well as this event seems heavily weighted to occur if you are playing a scenario start in which you only have one colonist. Very helpful event that doesn't work :( Hopefully some sort of fix roles around some day.