Issue with bodytype genes on android pawns
Closed this issue · 1 comments
Rag3Quid commented
Issue with bodytype genes on android pawns:
I had 2 android pawns with hulk/fat bodytype genes spawn in as pink squares.
To confirm I added genes to an exsiting android using dev mode.
Adding either a hulk or fat gene turns them into a pink square as well. Standard and thin seem to be fine.
Log had this to say:
Failed to find any textures at Things/Pawn/Humanlike/Bodies/ while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/, color=RGBA(0.784, 0.784, 0.784, 1.000), colorTwo=RGBA(0.784, 0.784, 0.784, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch1 (Verse.PawnGraphicSet)
Verse.PawnGraphicSet:SetAllGraphicsDirty ()
(wrapper dynamic-method) RimWorld.Pawn_GeneTracker:RimWorld.Pawn_GeneTracker.Notify_GenesChanged_Patch0 (RimWorld.Pawn_GeneTracker,Verse.GeneDef)
(wrapper dynamic-method) RimWorld.Pawn_GeneTracker:RimWorld.Pawn_GeneTracker.AddGene_Patch1 (RimWorld.Pawn_GeneTracker,Verse.Gene,bool)
RimWorld.Pawn_GeneTracker:AddGene (Verse.GeneDef,bool)
RimWorld.GeneUIUtility/<>c__DisplayClass25_0:<DoDebugButton>g__AddGene|0 (Verse.GeneDef,bool)
RimWorld.GeneUIUtility/<>c__DisplayClass25_0:<DoDebugButton>b__9 (Verse.GeneDef)
Verse.DebugToolsPawns/<>c__DisplayClass83_1:<Options_AddGene>b__1 ()
Verse.Dialog_DebugOptionLister:DebugAction (string,System.Action,bool)
Verse.Dialog_DebugOptionListLister:DoListingItems ()
Verse.Dialog_OptionLister:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
SetPass(0) call failed on material with shader
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.GenDraw:DrawMeshNowOrLater (UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,bool)
Verse.PawnRenderer:DrawPawnBody (UnityEngine.Vector3,single,Verse.Rot4,Verse.RotDrawMode,Verse.PawnRenderFlags,UnityEngine.Mesh&)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnInternal_Patch2 (Verse.PawnRenderer,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.RotDrawMode,Verse.PawnRenderFlags)
Verse.PawnRenderer:RenderCache (Verse.Rot4,single,UnityEngine.Vector3,bool,bool,bool,bool,bool,System.Collections.Generic.IReadOnlyDictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
RimWorld.PawnCacheRenderer:OnPostRender ()
(wrapper dynamic-method) RimWorld.PawnCacheRenderer:RimWorld.PawnCacheRenderer.RenderPawn_Patch1 (RimWorld.PawnCacheRenderer,Verse.Pawn,UnityEngine.RenderTexture,UnityEngine.Vector3,single,single,Verse.Rot4,bool,bool,bool,bool,bool,UnityEngine.Vector3,System.Collections.Generic.IReadOnlyDictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
RimWorld.PortraitsCache/PortraitParams:RenderPortrait (Verse.Pawn,UnityEngine.RenderTexture)
RimWorld.PortraitsCache:Get (Verse.Pawn,UnityEngine.Vector2,Verse.Rot4,UnityEngine.Vector3,single,bool,bool,bool,bool,System.Collections.Generic.IReadOnlyDictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool,System.Nullable`1<Verse.PawnHealthState>)
RimWorld.ColonistBarColonistDrawer:DrawColonist (UnityEngine.Rect,Verse.Pawn,Verse.Map,bool,bool)
RimWorld.ColonistBar:ColonistBarOnGUI ()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs ()
RimWorld.UIRoot_Play:UIRootOnGUI ()
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
I tried slapping the textures it's looking for into the mod's folder but that didn't fix it, sadly.
(I did disable all my other mods to make sure it's not an incompatibility issue with something else)
D4rkstalker commented
The androids actually use the vanilla human textures, it just needed to be enabled in the xml config