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Crash on load


Alexander Block
  • Branch: Preview Branch Version: Windows Fixed

Crash on load save.

Assert failed

UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:142)
Debug:Assert (bool) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:179)
DebugUtil:Assert (bool) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:15)
Grid:ReserveSuit (int,int,bool) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Grid.cs:447)
SuitWearer/Instance:ReserveSuits () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SuitWearer.cs:98)
SuitWearer/Instance:OnPathAdvanced (object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SuitWearer.cs:61)
SuitWearer/<>c:<InitializeStates>b__2_0 (SuitWearer/Instance,object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SuitWearer.cs:16)
GameStateMachine`4/GameEvent/<>c__DisplayClass6_0<SuitWearer, SuitWearer/Instance, IStateMachineTarget, object>:<Subscribe>b__0 (object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2940)
EventSystem:Trigger (UnityEngine.GameObject,int,object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:170)
KMonoBehaviour:Trigger (int,object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:411)
Navigator:AdvancePath (bool) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:426)
Navigator:GoTo (KMonoBehaviour,CellOffset[],NavTactic) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:303)
GameStateMachine`4/State/<>c__DisplayClass111_0`1<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object, Diggable>:<MoveTo>b__0 (WorkChore`1/StatesInstance<Diggable>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2579)
StateMachine`4/GenericInstance<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object>:ExecuteActions (StateMachine`4/State<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
StateMachine/Instance:StartSM () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:252)
StateMachine`4/GenericInstance<WorkChore`1/States<Diggable>, WorkChore`1/StatesInstance<Diggable>, WorkChore`1<Diggable>, object>:StartSM () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:997)
Chore:Begin (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/Chore.cs:710)
WorkChore`1<Diggable>:Begin (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/chores/WorkChore.cs:190)
ChoreDriver/StatesInstance:BeginChore () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:30)
ChoreDriver/States/<>c:<InitializeStates>b__5_2 (ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:107)
StateMachine`4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:ExecuteActions (StateMachine`4/State<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
StateMachine`4/Parameter`1/Transition<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Evaluate (ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
StateMachine`4/Parameter`1/Context<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Set (Chore,ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1356)
StateMachine`4/Parameter`1<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Set (Chore,ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1238)
ChoreDriver:SetChore (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:172)
Brain:UpdateChores () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/Brain.cs:80)
Brain:UpdateBrain () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/Brain.cs:57)
MinionBrain:UpdateBrain () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/MinionBrain.cs:262)
BrainScheduler/BrainGroup:RenderEveryTick (single,bool) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:207)
BrainScheduler:RenderEveryTick (single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:360)
SimAndRenderScheduler/RenderEveryTickUpdater:Update (IRenderEveryTick,single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:188)
UpdateBucketWithUpdater`1<IRenderEveryTick>:Update (single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater/BucketGroup:AdvanceOneSubTick (single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater:RenderEveryTick (single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:264)
Game:LateUpdate () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1607)

Build: 467601-D

 

 


Steps to Reproduce

Load save

Майская Терра.zip




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.


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