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Error on Save/Autosave

  • Branch: Live Branch Version: Windows Fixed

Saving manually or the autosave gives the following error (see below). It doesn't always happen, but very often. It looks like my MODs are not the problem.

Is there a way to fix my game. Wanted to build my ultimate base like Francis :-)

ArgumentException: An item with the same key has already been added. Key: Mudila

System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <695d1cc93cca45069c528c15c9fdd749>:0)
RetireColonyUtility.GetCurrentColonyRetiredColonyData () (at <4d5210689d454b148ee8bf399a4b6b43>:0)
RetireColonyUtility.SaveColonySummaryData () (at <4d5210689d454b148ee8bf399a4b6b43>:0)
SaveLoader.Save (System.String filename, System.Boolean isAutoSave, System.Boolean updateSavePointer) (at <4d5210689d454b148ee8bf399a4b6b43>:0)
PauseScreen.DoSave (System.String filename) (at <4d5210689d454b148ee8bf399a4b6b43>:0)
PauseScreen+<>c__DisplayClass19_0.<OnSave>b__0 () (at <4d5210689d454b148ee8bf399a4b6b43>:0)
ConfirmDialogScreen.OnSelect_OK () (at <4d5210689d454b148ee8bf399a4b6b43>:0)
KButton.SignalClick (KKeyCode btn) (at <7110358c02a14df2a7a2562defcc57da>:0)
KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <7110358c02a14df2a7a2562defcc57da>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <04d0cd30fbf9474897ce2cf447facfe7>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <04d0cd30fbf9474897ce2cf447facfe7>:0)

Build: U33-474321-S

Steps to Reproduce


Just saving.

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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