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Crash with kettle that prevents from continuing the save


Orzelek
  • Branch: Live Branch Version: Windows Pending

If you load attached save (it is modded but crash doesn't seem to be connected to mods) it will crash if you let it run with following exception:
 

Exception in: Worker.StartWork(IceKettleWorkable)
System.NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
  at UnityEngine.Component.GetComponent[T] () [0x00021] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Workable.UpdateStatusItem (System.Object data) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Workable.StartWork (Worker worker_to_start) [0x00018] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00228] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at GameStateMachine`4+State+<>c__DisplayClass93_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<DoPickup>b__0 (StateMachineInstanceType smi) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at GameStateMachine`4+State+<>c__DisplayClass88_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at GameStateMachine`4+State+<>c__DisplayClass80_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <3cae53dcd334432a8d9641184e90df7c>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
  at Game.Update () [0x00000] in <ac8788b5d0fb4b89a20068ab3b6a25de>:0 
Build: U52-623230-SC


There are two kettles and one is nearing end of deconstruction when save is loaded. I tried deconstructing the other one but it doesn't seem to help - crash above still happens.

The Cute Hospital Cycle 110.sav


Steps to Reproduce

Load attached save and wait.




User Feedback


I think I managed to continue the save by deconstructing both kettles and then making a save.
After loading that save crash did not happen.
So it seems that deconstruction of the kettle is causing game to crash some time after that.

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