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Canceling rocket modules separates rocket from launchpad, causes crashes


Marc010
  • Branch: Live Branch Version: Windows Known Issue

When canceling a planned rocket module, it can cause one or more empty spaces to appear between the rocket and the launchpad, sometimes also between rocket modules themselves. When trying to add/remove modules from such a bugged rocket, the game tends to crash.

This bug has happened a few times to me already and I don't remember it happening when I played last time, about half a year ago.

 

Quote

[20:51:22.971] [1] [INFO] NullReferenceException: Object reference not set to an instance of an object
[20:51:22.971] [1] [INFO] LaunchPad.AddBaseModule (BuildingDef moduleDefID, System.Collections.Generic.IList`1[T] elements) (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OrderBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OnClickBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
KButton.SignalClick (KKeyCode btn) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.EventSystem:Update()

 

Paradise.sav


Steps to Reproduce

1. add/replace rocket modules
2. cancel them before they are built
(this should trigger the bug at some point)

3. add module to bugged rocket -> crash




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