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After 2-3 Hours of game time. The game crashes


ultimagutti
  • Branch: Live Branch Version: Windows Fixed

Hello fantastic Devellopers.
I Love Your game but recently i get bugged out after 2-3 hours of game time.  

 

at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <a35d771e78bd4d75a6f3aedeaad4d1ed>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].Add (T item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartQueuedAnim () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at TransitionDriver.BeginTransition (Navigator navigator, Navigator+ActiveTransition transition) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.BeginTransition (NavGrid+Transition transition) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_1 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Game.Update () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 


Steps to Reproduce

I dont know...




User Feedback


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.

I asked in the general modding channel on the unofficial discord, and one of the modders there said that this was basically due to an animation counter hitting a max value. You can reproduce this bug relatively quickly by wiring up several dozen NOT gates, all with their outputs connecting to their own inputs, so they toggle state every game tick.

What's weird to me, though, is that it seems like this can happen even when the game is paused.

Here's another crash log for the same issue: https://pastebin.com/axudBAVr

Edited by thegroundbelow

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