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Having 12 of the same bionic duplicant seems to result in weird behaviors, unexplainably empty O2 tanks


Vectrobe
  • Branch: Live Branch Version: Windows Pending

I have 12 Sonyar's in this instance and nearing 2000 cycles, I do have a lot of mods but none should be affecting the dupe behaviors, I have 6-8 canister fillers always filled with 200KG clean oxygen, and as a futher measure I have 3 seperate bionic dupe schedules set a cycle offset of eachother, and every 4 sonyar's are in each.

So this should be not only perfectly fine but also rather overkill, they should be perfectly fine with just a couple canister fillers, but the catch actually was that I kept building more and more to ensure there was always much much more than they would need when refilling O2, and this was because I kept getting red alerts about a bionic dupe running on an empty O2 tank... somehow...

As it currently stands now, with 12 sonyars and 8 canister fillers, the very first sonyar is always hitting an empty O2 tank, with no explanation as to why, in fact they dont even do anything at all but stand around and idle the whole cycles since they just happen to be my research-only bionic, they are allowed in their priorities to do basic non-skill tasks but at low priority, they shouldnt ever be stuck anywhere on their planetoid for more than a few seconds at a time, and yet somehow something results in them having suddenly zero O2 and it also happens to be some time after their downtime and bedtime or otherwise its in the dead centre of their work time (over all 3 cycles).

Sonyar number 2 also has this issue, but quite rare, in their case they are the pyrotechnic and operator, which is to say they also hang around quite litterally with sonyar 1 doing either basically nothing or just operating any production schedules, and yet on random rare occurrences their tank is also empty while hanging around standing in front of 6 full O2 canister fillers and random other O2 canisters.

It seems to happen especially frequently when I'm looking at another unrelated planetoid, seemingly like the AI of the sonyar's just stops working when you're not looking at their planetoid, which happens to also be the main one and the PPP DLC one, if you monitor the sonyar's directly via follow cam I've so far never seen the bug occur.

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Steps to Reproduce

- may need all DLC's active, ie spaced out, frozen pack, bionic pack (obviously), and presumably prehistoric as well

- may need to use classic planetoid with prehistoric as main

- may need to have the vast majority of the main planetoid mined out, with mostly fast walking speed tiles, metal plastic etc

- may need 12 or so of the same name bionic dupe, but otherwise vanilla random bio features, and modules (and their priorities) for every dupe customised

- always have at least 6 or so full 200KG O2 canister fillers, or at least one for each dupe if using offset schedules

- seemingly have to be looking at a seperate planetoid




User Feedback


Managed to catch a few more random cases of the bionic dupes running on zero O2, it seems as if they just never refill their O2 during their scheduled downtime anymore, they just idle during downtime and maybe replace a couple eco banks and thats it, defrag during bedtime is working normally

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Further problem; adding two more bionic's of different name this time, now seeing a crash regarding the O2 behavior;

Exception in: (BionicMinion).FindAndConsumeOxygenSourceChore+States.root.fetch. 
System.NullReferenceException: Object reference not set to an instance of an object
  at GameStateMachine`4+State+<>c__DisplayClass91_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleReserve>b__1 (StateMachineInstanceType smi) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>: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) [0x00048] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 

  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message, UnityEngine.Object context) [0x00000] in <82f243aab18c4f32918da2df41974365>:0 
  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <82f243aab18c4f32918da2df41974365>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>: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 <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].Evaluate (StateMachine+Instance smi) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].TryEvaluateTransitions (StateMachine+BaseState state, System.Int32 goto_id) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine+Instance.StartSM () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StandardChoreBase.Begin (Chore+Precondition+Context context) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at FindAndConsumeOxygenSourceChore.Begin (Chore+Precondition+Context context) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>: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 <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at Brain.UpdateChores () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at Brain.UpdateBrain () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at MinionBrain.UpdateBrain () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at BrainScheduler+BrainGroup.RenderEveryTick (System.Single dt) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at BrainScheduler.RenderEveryTick (System.Single dt) [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
  at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <7becb3f73037484c93dc2b548fe42a58>:0 
  at Game.LateUpdate () [0x00000] in <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0 
Build: U56-693461-SCRP

 

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