Mono path[0] = 'C:/Users/Tortue/AppData/Local/Programs/HavenCraft/HavenCraft_Data/Managed' Mono config path = 'C:/Users/Tortue/AppData/Local/Programs/HavenCraft/MonoBleedingEdge/etc' Input System module state changed to: Initialized. [Physics::Module] Initialized fallback backend. [Physics::Module] Id: 0xdecafbad Initialize engine version: 6000.0.48f1 (170d2541580d) [Subsystems] Discovering subsystems at path C:/Users/Tortue/AppData/Local/Programs/HavenCraft/HavenCraft_Data/UnitySubsystems kGfxThreadingModeSplitJobs is not supported on Direct3D 11. Reverting to kGfxThreadingModeClientWorkerJobs instead. GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 4080 SUPER (ID=0x2702) Vendor: NVIDIA VRAM: 16047 MB Driver: 32.0.15.7652 Begin MonoManager ReloadAssembly - Loaded All Assemblies, in 0.100 seconds - Finished resetting the current domain, in 0.002 seconds [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded Initializing input. Using Windows.Gaming.Input Input initialized. Initialized touch support. UnloadTime: 0.284900 ms Created game orchestrator [General] HavenCraft - Version: 'Alpha 3.0.7', Date: '2025-07-12' [General] GPU: NVIDIA GeForce RTX 4080 SUPER, GPU Memory: 16047MB, OS: Windows 11 (10.0.26100) 64bit, System Memory: 32454MB RenderGraph is now enabled. Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 3.222700 ms Unloading 553 unused Assets to reduce memory usage. Loaded Objects now: 7435. Total: 28.218400 ms (FindLiveObjects: 0.243400 ms CreateObjectMapping: 0.149400 ms MarkObjects: 3.751100 ms DeleteObjects: 24.074100 ms) Couldn't create a Convex Mesh from source mesh, within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Source mesh name: sm_rockA E302 (TVE Model) In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. The referenced script on this Behaviour (Game Object 'NeedsRow') is missing! In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. [General] trying to load save from C:/Users/Tortue/AppData/LocalLow/Dionic Software/HavenCraft/saves/land of dead\land of dead - autosave-00232.zip [General] save load completed from C:/Users/Tortue/AppData/LocalLow/Dionic Software/HavenCraft/saves/land of dead\land of dead - autosave-00232.zip In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. [General] WorldOrchestrator.Init in 1927ms NavMesh.CalculatePath returned a path that's too far from the NPC starting pos (684.56, 4.50, 300.18), first corner: (684.17, 5.75, 299.71), nodes count: 3 Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 89.582600 ms Unloading 39494 unused Assets to reduce memory usage. Loaded Objects now: 12867. Total: 57.449100 ms (FindLiveObjects: 1.383500 ms CreateObjectMapping: 0.991500 ms MarkObjects: 31.554100 ms DeleteObjects: 23.519500 ms) Application quit done [Physics::Module] Cleanup current backned. [Physics::Module] Id: 0xf2b8ea05 Input System module state changed to: ShutdownInProgress. Input System polling thread exited. Input System module state changed to: Shutdown. VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it PacklingRoute destructor should not be called without Destroy() being called first! PacklingRoute need to clear packling + stations first PacklingRoute destructor should not be called without Destroy() being called first! PacklingRoute need to clear packling + stations first PacklingRoute destructor should not be called without Destroy() being called first! PacklingRoute need to clear packling + stations first VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it PacklingRoute destructor should not be called without Destroy() being called first! PacklingRoute need to clear packling + stations first VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it VillagerWorkOrder should not get garbage collected without having Destroy() called on it