I'm not sure how this happens entirely, but sometimes pirate stashes can contain entities that return false on inst:IsValid(). This causes a crash when the stash is dug up due to inst.Transform:SetPosition()
Below is an example of what a friend of mine got when printing the contents of a stash (and whether they're valid or not) before digging it:
[01:26:46]: 1 122693 - goldnugget(LIMBO) true
[01:26:46]: 2 122695 - goldnugget(LIMBO) true
[01:26:46]: 3 122697 - bananajuice(LIMBO) true
[01:26:46]: 4 122699 - bananajuice(LIMBO) true
[01:26:46]: 5 122701 - blueprint(LIMBO) true
[01:26:46]: 6 121811 - monkey_smallhat(LIMBO) false
[01:26:46]: 7 121801 - monkey_smallhat(LIMBO) false
[01:26:46]: 8 121806 - monkey_smallhat(LIMBO) false
[01:26:46]: 9 121814 - cutless(LIMBO) false
[01:26:46]: 10 121809 - cutless(LIMBO) false
[01:26:46]: 11 121799 - cutless(LIMBO) false
[01:26:46]: 12 121804 - cutless(LIMBO) false
[01:26:46]: 13 121816 - monkey_smallhat(LIMBO) false
Fortunately (or not), the invalid items get removed when the save file is loaded. This does make the nature of this bug difficult to test, however.
Unclear. Keep finding stashes during gameplay until one causes a crash? It's a common problem.
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