Jump to content

Crash during Teleport


SchlauFuchs
  • Branch: Preview Branch Version: Windows Pending

Here the stack trace from the exit screen:

Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed)
Goto stack:

root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed

UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1088)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
State

Build: 470801


Steps to Reproduce

happened during teleport, and not for the first time.




User Feedback


I encounter this same issue a week or two ago. Eventually resolved. Do you have dead/unburied duplicants in either of the planetoids?

Share this comment


Link to comment
Share on other sites

Happened to me too today. I have two buried dupes. No unburied ones.

Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed)
Goto stack:

root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed

UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:142)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1088)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachin

Build: 469473

Share this comment


Link to comment
Share on other sites

Could you share your save file and any context you remember about the incident such as which duplicant was involved, what time of day it was, and what else you were doing? I've been trying to reproduce it locally with no success.

  • Thanks 2

Share this comment


Link to comment
Share on other sites

On 7/14/2021 at 4:23 AM, EricKlei said:

Could you share your save file and any context you remember about the incident such as which duplicant was involved, what time of day it was, and what else you were doing? I've been trying to reproduce it locally with no success.

It happens to me when I let a dupe sleep in an empty atmo suit with maxed out stress. My dupe vomits when stressed. But it happend to me with a destructive dupe as well. Basically he wants to go to bed and is looking for one but I teleport him instead.

Share this comment


Link to comment
Share on other sites

Thanks for the information. With @Vitmalok's save I was able to reproduce it and have fixed the crash locally but it revealed another issue that needs fixing before this can go out.

  • Thanks 1
  • Haha 2
  • Wavey 1

Share this comment


Link to comment
Share on other sites

Same error on two consecutive games. Pretty frustrating that I can't use the teleporter to get to the first planetoid. Any use in attaching my save files or is this already solved?

Share this comment


Link to comment
Share on other sites

Fixing this is on my task list but it involves rewriting how teleportation works so it's going to take a bit longer. You can work around this issue by not teleporting a duplicant when they want to sleep.

  • Thanks 2

Share this comment


Link to comment
Share on other sites

Interesting. I think the problem normally happens when I try and teleport someone first thing in the morning (i.e. queuing the teleport when they're still asleep or on bathroom time. Seems to work fine if it's in the middle of their shift. Thanks!

Share this comment


Link to comment
Share on other sites

I posted this issue a few weeks ago I found that if I unassigned my dupe from their current bed then un pause then assign them to the teleporter the crash never happens I just got in the habit of un assigning the dupes bed on the home planet every time I want to teleport  

Share this comment


Link to comment
Share on other sites

Hello, i also have experienced this bug too:
 

I would like to add that I also had the same error:

[19:54:09.457] [1] [ERROR] Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed)
Goto stack:

root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor

Share this comment


Link to comment
Share on other sites



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
  • Create New...