I'm getting a crash when launching a rocket - it only seems to happen with large habitat rockets. The error shown is:
Exception in: Worker.StartWork(RocketControlStationLaunchWorkable)
System.NullReferenceException: Object reference not set to an instance of an object
at CraftModuleInterface.DoLaunch () [0x00008] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\CraftModuleInterface.cs:443
at Clustercraft.Launch (System.Boolean automated) [0x0005d] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\Clustercraft.cs:477
at RocketControlStation+States.LaunchRocket (RocketControlStation+StatesInstance smi) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:211
at RocketControlStation+StatesInstance.LaunchRocket () [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:234
at RocketControlStationLaunchWorkable.OnStartWork (Worker worker) [0x00019] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:264
at Workable.StartWork (Worker worker_to_start) [0x00037] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Workable.cs:246
at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x0026c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Worker.cs:468
UnityEngine.Debug:LogError(Object, Object)
Debug:LogError(Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:152)
DebugUtil:LogErrorArgs(Object, Object[]) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:191)
Worker:StartWork(StartWorkInfo) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Worker.cs:491)
<>c__DisplayClass81_0`1:<ToggleWork>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2052)
<>c__DisplayClass80_0:<ToggleWork>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1992)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
EventTransitionData:ExecuteTransition(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
EventTransitionData:OnCallback(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:264)
<>c__DisplayClass7_0:<Register>b__0(Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:280)
EventSystem:Trigger(GameObject, Int32, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:170)
EventExtensions:Trigger(GameObject, Int32, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:533)
<>c__DisplayClass73_0:<TriggerOnEnter>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1828)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Navigator:Stop(Boolean, Boolean) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:461)
Navigator:AdvancePath(Boolean) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:338)
TransitionDriver:UpdateTransition(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/TransitionDriver.cs:815)
Navigator:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:475)
<>c:<InitializeStates>b__5_2(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:81)
BucketUpdater`1:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96)
UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368)
Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)
Not sure if it is related but when I reloaded the game and went straight in to the rocket before unpausing, the text on the rocket where it normally says "begin launch sequence" had instead "Tes Test Test!... Launch" (see screenshot)
I've attached the last two client logs.
Try to launch the "Spirit of Defensive SAT L" - the game should crash as soon as the dupe gets inside.
I've removed the oxygen mask on "Bubbles" will be wearing before she enters the rocket as well (not sure if related to the issue)
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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