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Don't know what exactly is crashing my game...


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I do have a couple of mods running on my game, but on two separate game files the game seems to crash once I reach a certain progression point. Also the game itself doesn't seem to know what mod is causing the issue. Would someone be able to at least help me know what is wrong?

The Error Code: 

Assert failed

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at KAnimControllerBase.AddAnimOverrides (KAnimFile kanim_file, System.Single priority) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Worker.AttachOverrideAnims (KAnimControllerBase worker_controller) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at GameStateMachine`4+State+<>c__DisplayClass81_0`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,WorkableType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at GameStateMachine`4+State+<>c__DisplayClass80_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at GameStateMachine`4+State+<>c__DisplayClass73_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
  at Game.Update () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 
Build: U41-498381-V

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I´m sorry, but i cant see any mod mentioned specifically in your log. But i can tell you, adding new machines and objects to the game is sometimes tricky when an update is released but the mod is not updated (yet). This may get you a way to look for the culprint. As a rule of thumb, look when the last patch came, and every mod adding objects which has not been updated later to that date, you may want to disable and try again.

Sure, it always can be another mod, but that would be the start i would choose.

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Thanks a bunch! Turned out being an airlock mod I downloaded that was tripping the whole game up. Only weird thing was it never caused an issue until later in the game despite me not placing new ones (ex. 3 airlocks placed cycle 30, crashed at cycle 78 with no new airlock placements). Thanks again though and I'll keep it in mind for later!

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