RimWorld

RimWorld

[AV] Framework
17 Comments
Deggial 15 hours ago 
@Veltaris

Dropbox: Thank you for trying! That's a shame! :(

Thank you also for your research into the known error. This goes beyond anything I could have hoped for! <3

I have a GeForce RTX 2070 SUPER, though.
But maybe this applies to this GPU too.
Veltaris  [author] 23 hours ago 
@Deggial
Sadly I can not access the dropbox.
The loading order should not matter that much past the already stated.
I did find something for that error though:

"Just some quick Breaking News on the 1.6/DLC release. As Ludeon Devs confirmed earlier, there is currently a not fully understood issue with 1.6 on systems using a GeForce GTX 1060 6GB vRAM causing errors like; "D3D11: Failed to create RenderTexture" or; "d3d11: failed to create 2D texture shader resource" - as a solution, affected users can use -disable-compute-shaders as a startup parameter."
Deggial 13 Jul @ 9:46am 
@Veltaris, here is the Dropbox link to the log.
I hope it still works - it's been a while since I used it! Please let me know if you can download the log.

https://www.dropbox.com/scl/fi/e9uhgeoep8vguvdelc5is/Player-prev.log?rlkey=svzro6enetr0dxp9spv8bav6h&dl=0

The only connection I can see is that all of those errors occurred when your mod/framework was part of the mod list. As soon as I removed them (and *only* them), the game loaded fine.

Regarding the load order: This is basically how mine looks out of necessity. ;)
Usually, all the frameworks are lumped together at the start.
But then what?
Before or after all the Vanilla Expanded mods?
Before or after mods that change textures?
Before or after mods that alter the UI or game mechanics?

Thank you for looking into it!
Veltaris  [author] 13 Jul @ 8:17am 
@Deggial
Can you please send me the full log? How does this error or warning relate to my mods?
With just that bit I only know that your game fails to create a texture.

Proper loading order would be:
- harmony
- core & dlcs
- framework
- mods using that framework
Deggial 13 Jul @ 4:30am 
Hi @Veltaris,
I'm not sure if the issue is related to this framework or your "[AV] Ancient Spacer Xenos" mod.

I recently found out how to detect mod-loading issues by reading the 'Player' log. However, I don't yet fully understand what I read. At least I can identify the culprit and remove it from my mod list.

This time, it was apparently your mod.

With it included, error messages spammed the log and loading took forever (it actually didn't finish).
Without it, loading took just 3.5 minutes.

Here is a tiny fraction of the log:
D3D11: Failed to create RenderTexture (2048 x 1024 fmt 27 aa 1), error 0x887a0005
Graphics.CopyTexture could not find source D3D11 texture object. Maybe it is a RenderTexture that is not created yet?
....

I would like to try your aliens, but I can't so far.
I hope you'll find time to look into it.
Do you have any recommendations regarding the load order?
Could it simply be this?

Thank you!
Doomer Man 1 Jul @ 7:26pm 
Love your mods
Veltaris  [author] 17 Sep, 2024 @ 9:34am 
@Cruel Moose
It's accessible again. Just took nearly a day...
Cruel Moose 17 Sep, 2024 @ 12:04am 
I know how that can be, steam wouldn't let me update a mod on my workshop for days until I figured out it was because the typo I was changing didn't change the file size. So I had to add a junk file, update, then update again without the junk file.
wcpwnsuto 16 Sep, 2024 @ 11:14pm 
I thought you deleted the mod for a bit there haha I was worried
Veltaris  [author] 16 Sep, 2024 @ 10:26pm 
@Cruel Moose
It seems to be stuck in a steam process. This usually takes minutes but is been going on for ~10 hours now after I changed the steampage...
"This item is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information)."
Cruel Moose 16 Sep, 2024 @ 5:30pm 
was mechanoid spots hidden? can't view it on the workshop anymore :(
Veltaris  [author] 16 Sep, 2024 @ 7:28am 
@wcpwnsuto
This mod now detects the 'Unlimited Mechanitor Command Range' mod and acts accordingly, so if you want to see the colored aura-highlight on the mechs or mechanitor, it wont show a wrong circle.
wcpwnsuto 14 Sep, 2024 @ 12:55pm 
thanks
Veltaris  [author] 14 Sep, 2024 @ 12:53pm 
@wcpwnsuto
If you use a mod like that turn the setting "allow this mod to change mechanitor command range and color" off (It is already turned off by default).
Activating it would not cause issues with the gameplay but would show a wrong command circle.
wcpwnsuto 14 Sep, 2024 @ 12:13pm 
does this cause any compatibility issues with unlimited mechanator range mods?
Veltaris  [author] 13 Jun, 2024 @ 11:06am 
@Gyger
Thanks for the report. Just updated Mechanoid Spots, it should be fixed now.
Gyger 13 Jun, 2024 @ 9:29am 
Just got an error with this mod and Mechanoid Spots:
https://gist.github.com/HugsLibRecordKeeper/ffe458a8d2b714077ef2393083cfa95f

Something about duplicate XML node name modExtensions