I have a save, just a few minutes away from a crash, it crashes if you leave it alone each time you open it.
The save has a lot of mods enabled, but they don't seem to be the cause of this crash, it has nothing on the logs but this:
Spoiler
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <e1319b7195c343e79b385cd3aa43f5dc>:0) Storage.DropUnlessHasTags (TagBits any_tags, TagBits required_tags, TagBits forbidden_tags, System.Boolean do_disease_transfer) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Storage.cs:665) SolidTransferArm.FindFetchTarget (Storage destination, TagBits tag_bits, TagBits required_tags, TagBits forbid_tags, System.Single required_amount, Pickupable& target) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/SolidTransferArm.cs:492) FetchChore.FindFetchTarget (ChoreConsumerState consumer_state) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/chores/FetchChore.cs:87) FetchChore+<>c.<.cctor>b__40_0 (Chore+Precondition+Context& context, System.Object data) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/chores/FetchChore.cs:143) Chore+Precondition+Context.RunPreconditions () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/Chore.cs:228) Chore.CollectChores (ChoreConsumerState consumer_state, System.Collections.Generic.List`1[T] succeeded_contexts, System.Collections.Generic.List`1[T] failed_contexts, System.Boolean is_attempting_override) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/Chore.cs:639) FetchChore.CollectChoresFromGlobalChoreProvider (ChoreConsumerState consumer_state, System.Collections.Generic.List`1[T] succeeded_contexts, System.Collections.Generic.List`1[T] failed_contexts, System.Boolean is_attempting_override) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/chores/FetchChore.cs:315) ChoreConsumer.FindNextChore (Chore+Precondition+Context& out_context) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/ChoreConsumer.cs:380) SolidTransferArm.Sim () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/SolidTransferArm.cs:363) SolidTransferArm+BatchUpdateContext.Finish () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/SolidTransferArm.cs:273) SolidTransferArm.BatchUpdate (System.Collections.Generic.List`1[T] solid_transfer_arms, System.Single time_delta) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/SolidTransferArm.cs:353) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:66) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:149) StateMachineUpdater.AdvanceOneSimSubTick () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:241) Game.SimEveryTick (System.Single dt) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1317) Game.Update () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1293)
Looks like an autosweeper (?), though i think it has to do with the highest (!!) chore i queued, something similar happened to me before but when wrangling a critter i placed on the same critical priority, but i didn't get a save that time. Edit: Upon further testing, I could not find any relation with priorities.
Full output log here:
Save here:
Steps to Reproduce
Open the save, don't do anything and wait a minute or 2. Game crashes.
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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