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A crash related to Plant Mutations.


Sanchozz
  • Branch: Live Branch Version: Linux Pending

If some plants or seeds have mutations added by a mod, and the user then disables the mod at mid-game, their save file can no longer be loaded.

Please add a check so that the game just ignores non-existent mutations when loading, converting plants and seeds to non-mutated ones.

An example save file with such mutations is attached.

Mod example: https://steamcommunity.com/sharedfiles/filedetails/?id=3625100610

[16:41:50.864] [1] [ERROR] Could not find Klei.AI.PlantMutation: GlowStick
Could not find Klei.AI.PlantMutation: GlowStick
[16:41:50.886] [1] [ERROR] BasicSingleHarvestPlant ~~~!System.NullReferenceException: Object reference not set to an instance of an object
  at MutantPlant.ApplyMutations () [0x0002f] in <9a81d9fd654c4d7795e427d970f7ac1f>:0 
  at MutantPlant.OnSpawn () [0x0004c] in <9a81d9fd654c4d7795e427d970f7ac1f>:0 
  at KMonoBehaviour.Spawn () [0x0005d] in <0785f6c612c54efca8ba8a38cb25e699>:0

 

Test Plants-New Mutant-C.sav


Steps to Reproduce

Try loading the attached save file.




User Feedback


This is a mod related issue, Klei doesn't fix mod related issues.  So if you remove a mod that changes in game assets it is going to crash the game cause the item no longer exists.

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Since Bug Fix Update is coming, now might be a good time to take a look and add one more check to the game to make one more group of mods safe to disable at midgame.

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