Thanks for all your kind words! Regarding the error, I am able to duplicate that, it turns out -- but only when I set some internal values to different numbers than what are in the release build. I think that might be related to hard disk timings for whatever reason. Clearly it means I have a problem to fix, but that's why I didn't see it prior to launch. If I set it to try 25 or 100 threads at once I get that error (and before launch I already knew it would do it with 100), but with 50 (which is what I launched this with) it doesn't do it.
The workaround for now is to edit your game settings file to turn off the preload of all the images, because that's what is triggering it. I don't think you're likely to run into the issue if that's off, but I suppose it's possible it might happen at some inopportune time during gameplay.
On my end it's very late and I was just about to sign off for the night. I've looked at things and don't see an obvious fix, but I do have several ideas on how to handle this. It looks like the process is reporting the wrong number of threads for itself, so I'm going to have to do a better job of self-pooling those rather than relying on the process to tell me how many threads it has (it always returns 0, go figure).
Anyway, I imagine that I should be able to get a fix in for this tomorrow. Thanks for bringing it to my attention!