Continuously receive the following error when building/supplying farm tiles:
Priority Value Out Of Range: 0
at UnityEngine.Logger.LogFormat (UnityEngine.LogType logType, System.String format, System.Object[] args) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:0
at UnityEngine.Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:0
at Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StandardChoreBase..ctor (ChoreType chore_type, IStateMachineTarget target, ChoreProvider chore_provider, System.Boolean run_until_complete, System.Action`1[T] on_complete, System.Action`1[T] on_begin, System.Action`1[T] on_end, PriorityScreen+PriorityClass priority_class, System.Int32 priority_value, System.Boolean is_preemptable, System.Boolean allow_in_context_menu, System.Int32 priority_mod, System.Boolean add_to_daily_report, ReportManager+ReportType report_type) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at Chore`1[StateMachineInstanceType]..ctor (ChoreType chore_type, IStateMachineTarget target, ChoreProvider chore_provider, System.Boolean run_until_complete, System.Action`1[T] on_complete, System.Action`1[T] on_begin, System.Action`1[T] on_end, PriorityScreen+PriorityClass master_priority_class, System.Int32 master_priority_value, System.Boolean is_preemptable, System.Boolean allow_in_context_menu, System.Int32 priority_mod, System.Boolean add_to_daily_report, ReportManager+ReportType report_type) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at FetchAreaChore..ctor (Chore+Precondition+Context context) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at FetchChore.PrepareChore (Chore+Precondition+Context& context) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at Brain.UpdateChores () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at Brain.UpdateBrain () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at MinionBrain.UpdateBrain () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at BrainScheduler+BrainGroup.RenderEveryTick (System.Single dt) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at BrainScheduler.RenderEveryTick (System.Single dt) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at Game.LateUpdate () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
Build: U57-704096-SCRPN
I wrote a small mod to detect/counteract the crash and added some debug:
[PriorityFixer] Invalid FetchAreaChore priority detected: 0. Fixing to 1. Chore type: Farming Supply
[PriorityFixer] Stack trace:
at PriorityFixerMod.FetchAreaChore_Constructor_Patch.Prefix (Chore+Precondition+Context& context) [0x00000] in <2aee8edf09fd4ce5acfb9adae56aba3d>:0
at FetchAreaChore.FetchAreaChore..ctor_Patch1 (FetchAreaChore , Chore+Precondition+Context ) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at FetchChore.PrepareChore (Chore+Precondition+Context& context) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at Brain.UpdateChores () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at Brain.UpdateBrain () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at MinionBrain.UpdateBrain () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at BrainScheduler+BrainGroup.RenderEveryTick (System.Single dt) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at BrainScheduler.RenderEveryTick (System.Single dt) [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at Game.LateUpdate () [0x00000] in <c249d7c3f60846a5bd531f8cae02e382>:0
[PriorityFixer] SUSPECT MOD FOUND: Assembly-CSharp-firstpass - Method: RenderEveryTickUpdater.Update
[PriorityFixer] SUSPECT MOD FOUND: Assembly-CSharp-firstpass - Method: UpdateBucketWithUpdater`1.Update
[PriorityFixer] SUSPECT MOD FOUND: Assembly-CSharp-firstpass - Method: BucketGroup.AdvanceOneSubTick
[PriorityFixer] SUSPECT MOD FOUND: Assembly-CSharp-firstpass - Method: StateMachineUpdater.RenderEveryTick
Appears to be a vanilla issue, it happens without mods installed.
Just building a mealwood farm is enough for me to get the crash. At some point during the duplicants building/supplying/planting Farm Tiles, the crash will occur.
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