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Error related to the Big Blastshot


BezKa
  • Branch: Preview Branch Version: Windows Fixed

Encountered this error after launching a bunch of Blastshots at the asteroid.

 

 

 

Exception in: (ClusterMapLongRangeMissile).ClusterMapLongRangeMissile.root.explode.
System.NullReferenceException: Object reference not set to an instance of an object
  at KMonoBehaviour.Subscribe (System.Int32 hash, System.Action`1[T] handler) [0x00001] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:416
  at KMonoBehaviourExtensions.Subscribe (UnityEngine.GameObject go, System.Int32 hash, System.Action`1[T] handler) [0x00008] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:562
  at ClusterMapLongRangeMissile+StatesInstance.SubscribeOnVisAnimComplete (ClusterMapVisualizer visualizer, System.Action`1[T] action) [0x0002d] in /home/build/workspace/game/Assets/scripts/Mods/ClusterMapLongRangeMissile.cs:240
  at ClusterMapLongRangeMissile.<InitializeStates>b__12_1 (ClusterMapLongRangeMissile+StatesInstance smi) [0x0004a] in /home/build/workspace/game/Assets/scripts/Mods/ClusterMapLongRangeMissile.cs:77
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00057] in /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:930

UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
LogCatcher:UnityEngine.ILogHandler.LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) (at /home/build/workspace/game/Assets/scripts/game/Game.cs:47)
UnityEngine.Debug:LogError (object,UnityEngine.Object)
Debug:LogError (object,UnityEngine.Object) (at /home/build/workspace/game/Assets/Plugins/Debug.cs:163)
DebugUtil:LogErrorArgs (UnityEngine.Object,object[]) (at /home/build/workspace/game/Assets/Plugins/Klei/util/DebugUtil.cs:219)
DebugUtil:LogException (UnityEngine.Object,string,System.Exception) (at /home/build/workspace/game/Assets/Plugins/Klei/util/DebugUtil.cs:229)
StateMachine`4/GenericInstance<ClusterMapLongRangeMissile, ClusterMapLongRangeMissile/StatesInstance, IStateMachineTarget, ClusterMapLongRangeMissile/Def>:ExecuteActions (StateMachine`4/State<ClusterMapLongRangeMissile, ClusterMapLongRangeMissile/StatesInstance, IStateMachineTarget, ClusterMapLongRangeMissile/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:964)
StateMachine`4/GenericInstance<ClusterMapLongRangeMissile, ClusterMapLongRangeMissile/StatesInstance, IStateMachineTarget, ClusterMapLongRangeMissile/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:889)
StateMachine`4/GenericInstance<ClusterMapLongRangeMissile, ClusterMapLongRangeMissile/StatesInstance, IStateMachineTarget, ClusterMapLongRangeMissile/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1186)
StateMachine/Instance:<ScheduleGoTo>b__44_0 (object) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:308)
Scheduler:Update () (at /home/build/workspace/game/Assets/scripts/ai/scheduler/Scheduler.cs:113)
GameScheduler:Update () (at /home/build/workspace/game/Assets/scripts/ai/scheduler/GameScheduler.cs:38)

Build: U56-671013-SCRP


Steps to Reproduce

As above

  • Like 2
  • Sad Dupe 1



User Feedback


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.

Having the same issue.

I wonder if it's a timing thing with when the blastshots connect with Demolior. I loaded the same save 5 and crashed at the same time. Disabled the blastshot launcher and crashes stopped. about 30 cycles later i enabled the launch again. I was able to launch 30+ blastshots before the game crashed again.

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This is a terrible workaround, but it doesn't seem to crash if you have the starmap open when the blastshot is exploding Demolior (so you can stock up on blastshots and fire them all at once)

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Been firing mine in batches as well with the star map open. I've noticed a couple times there is an unexploded blastshot on the same tiles at the meteor. That seems to be when I experience crashes.

Annoying work around, but firing 30 or so at a time is at least manageable to keep the save going.

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I got crashes when I had more than 5 of the big projectiles in flight (in the same cell?). No crashes when I let 5 fire, cut electricity, wait until they impacted and then fire 5 more. I also need to have the space-map open when the projectiles impact or it crashes.

Seems there are two crash-issues here: Space-map closed on impact, and firing more than 5 (dupe delivers one more before the 5 have left the first cell of flight).

Ok, so fire 5 -> observe impact -> repeat   works.

Plays a short animation, shows some text, but the goal does not get registered as fulfilled.
Also, no meteor showers after that. My take was they would start after the big impactor has been destroyed. 
Not so.

 

Edited by Gurgel

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