Game crach when balloon artist dupe using rocket
Log file :
[12:27:38.829] [1] [ERROR] EquippableBalloon Exception in: (EquippableBalloon).EquippableBalloon+States.root.destroy.Enter
System.NullReferenceException: Object reference not set to an instance of an object
at Equipment.Unequip (.Equippable equippable) [0x00000] in <filename unknown>:0
at Equippable.Unassign () [0x00000] in <filename unknown>:0
at AssignableSlotInstance.Unassign (Boolean trigger_event) [0x00000] in <filename unknown>:0
at Equipment.Unequip (.Equippable equippable) [0x00000] in <filename unknown>:0
at Equippable.Unassign () [0x00000] in <filename unknown>:0
at EquippableBalloon+States.<InitializeStates>m__1 (.StatesInstance smi) [0x00000] in <filename unknown>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (.State state, System.Collections.Generic.List`1 actions) [0x00000] in <filename unknown>:0
[12:27:38.831] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
Exception in: (EquippableBalloon).EquippableBalloon+States.root.destroy.Enter
System.NullReferenceException: Object reference not set to an instance of an object
at Equipment.Unequip (.Equippable equippable) [0x00000] in <filename unknown>:0
at Equippable.Unassign () [0x00000] in <filename unknown>:0
at AssignableSlotInstance.Unassign (Boolean trigger_event) [0x00000] in <filename unknown>:0
at Equipment.Unequip (.Equippable equippable) [0x00000] in <filename unknown>:0
at Equippable.Unassign () [0x00000] in <filename unknown>:0
at EquippableBalloon+States.<InitializeStates>m__1 (.StatesInstance smi) [0x00000] in <filename unknown>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (.State state, System.Collections.Generic.List`1 actions) [0x00000] in <filename unknown>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
balloon artist dupe using rocket
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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