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Game Crash when Swapping Rocket Engines


Xirema
  • Branch: Preview Branch Version: Windows Fixed

When attempting to swap the engine of a rocket from a Sucrose Engine to a Small Petroleum Engine, the game crashes.

I also get this identical error if I first try to delete the Sucrose Engine (which completes without issue) and then build a Small Petroleum Engine in its place.

Error Message:

KeyNotFoundException: The given key was not present in the dictionary.

System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
Grid.SetRestriction (System.Int32 cell, System.Int32 minionInstanceID, Grid+Restriction+Directions directions) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Grid.cs:273)
AccessControl.SetGridRestrictions (KPrefabID kpid, AccessControl+Permission permission) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Reachability/AccessControl.cs:318)
AccessControl.SetPermission (MinionAssignablesProxy key, AccessControl+Permission permission) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Reachability/AccessControl.cs:189)
PassengerRocketModule.RefreshAccessStatus (MinionIdentity minion, System.Boolean restrict) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Space/PassengerRocketModule.cs:149)
PassengerRocketModule.RefreshOrders () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Space/PassengerRocketModule.cs:124)
PassengerRocketModule+<>c.<.cctor>b__24_1 (PassengerRocketModule cmp, System.Object data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Space/PassengerRocketModule.cs:37)
EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:111)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:148)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:411)
CraftModuleInterface.TriggerEventOnCraftAndRocket (GameHashes evt, System.Object data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Space/CraftModuleInterface.cs:514)
CraftModuleInterface.Sim4000ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Space/CraftModuleInterface.cs:458)
SimAndRenderScheduler+Sim4000msUpdater.Update (ISim4000ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:286)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-483657-SD


Steps to Reproduce
  1. With an existing Sucrose Engine, click to change the rocket part
  2. Choose a Small Petroleum Engine
  3. Click Build
  4. Animation begins to reposition other components
  5. Game crashes right as the Animation finishes

And You'll Never Get Out.sav




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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