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SmokedDinosaurMeat.state should be idle but instead it's:Working


sanek_vi
  • Branch: Live Branch Version: Windows Known Issue

Ellie.SmokedDinosaurMeat.state should be idle but instead it's:Working

  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:0 
  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <c39a522eee05469b8171a6cfeb646c59>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0 
  at StandardWorker.StartWork (WorkerBase+StartWorkInfo start_work_info) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at GameStateMachine`4+State+<>c__DisplayClass97_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<DoPickup>b__0 (StateMachineInstanceType smi) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at GameStateMachine`4+State+<>c__DisplayClass92_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>: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 <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].<.ctor>b__4_0 (System.Object context, System.Object data) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at EventSystem+Entry.Invoke (System.Object data) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0 
  at GameStateMachine`4+State+<>c__DisplayClass83_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>: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 <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_1 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at BucketUpdater`1[DataType].Update (DataType data, 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.AdvanceOneSimSubTick () [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
  at Game.Update () [0x00000] in <b8bbe8feabd6498dbbd63aedd2718a83>:0 
Build: U57-701091-SCRPND


Steps to Reproduce

Not sure, just randomly happened, seems to be related to Smoker, Tender Brisket recipe. Most recent autosave attached, reproduced the issue once, but not another time.




User Feedback


Changed Status to Known Issue

We've seen a number of reports from the in game crash reporter but haven't been able to reproduce this issue ourselves. Thanks for creating an account to report the bug. Knowing you encountered twice on your save is an important detail.

From the in game reports it looks like it's not specific to the Smoker. It's also been reported for the bed, oil refinery, toilet, and rock crusher.

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