It seems that grooming stations can cause a crash when the critter called for grooming can't find the station.
This can happen for hatches which are called as they are leaving the stable and for pufts without any particular reason.
Output log ends with:
Exception in: (Puft).RanchedStates.root.ranch.move.movetoranch.MoveTo() System.NullReferenceException: Object reference not set to an instance of an object at RanchedStates+Instance.GetTargetRanchCell () [0x0000c] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\Mods\Fauna\Chores\RanchedStates.cs:42 at RanchedStates.<InitializeStates>m__3 (.Instance smi) [0x00001] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\Mods\Fauna\Chores\RanchedStates.cs:125 at GameStateMachine`4+State+<MoveTo>c__AnonStorey45[RanchedStates,RanchedStates+Instance,IStateMachineTarget,RanchedStates+Def].<>m__0 (.Instance smi) [0x00008] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2301 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (.State state, .Action[] actions) [0x00047] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:824
Steps to Reproduce
Have a rancher call lots of critters in a stable with open doors.
Have a rancher call lots of critters in a stable with open doors.
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.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now