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regrowthmanager causes crash if can't find data for regrowth type after reloading

  • Fixed

regrowthmanager component has SetRegrowthForType function, which can be used for creating custom regrowth type;

If any custom regrowth timer been started while saving and then custom regrowth type been removed (for example, mod with custom SetRegrowthForType been disabled)  - regrowthmanager will cause crash while loading:


[string "scripts/components/regrowthmanager.lua"]:180: attempt to index field '?' (a nil value)
LUA ERROR stack traceback:
    scripts/components/regrowthmanager.lua:180 in (method) LongUpdate (Lua) <177-222>
    scripts/entityscript.lua:1575 in (method) LongUpdate (Lua) <1568-1578>
    scripts/prefabs/world.lua:222 in (method) PostInit (Lua) <217-237>
    scripts/gamelogic.lua:698 in (upvalue) DoInitGame (Lua) <563-766>
    scripts/gamelogic.lua:798 in (upvalue) cb (Lua) <793-799>
    scripts/saveindex.lua:285 in () ? (Lua) <267-286>
    =[C]:-1 in (method) GetPersistentString (C) <-1--1>
    scripts/saveindex.lua:267 in (method) GetSaveDataFile (Lua) <266-287>
    scripts/saveindex.lua:293 in (method) GetSaveData (Lua) <289-297>
    scripts/gamelogic.lua:800 in (upvalue) DoLoadWorld (Lua) <792-801>
    scripts/gamelogic.lua:841 in (upvalue) LoadSlot (Lua) <836-847>
    scripts/gamelogic.lua:896 in (upvalue) DoResetAction (Lua) <851-932>

It's actually not a bug, because it only affects modding. (but I really wish that component should forget timer if can't find regrowth type for it while loading)

* * *

How to reproduce:


It is an example for modmain.lua:

AddComponentPostInit("regrowthmanager", function(self)
	self:SetRegrowthForType("cactus", TUNING.CARROT_REGROWTH_TIME, "cactus", function() return 1 end)

AddPrefabPostInit("cactus", function(inst)
	inst:ListenForEvent("onremove", function(inst) GLOBAL.TheWorld:PushEvent("beginregrowth", inst) end)

Remove any cactus in the world to start the regrowth timer. Save the server and disable the mod. Try to load the server.


Steps to Reproduce
See spoiler above

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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

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