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Crash while loading save


Azunai333
  • Branch: Live Branch Version: Linux Fixed

I get a crash while loading my recent manual save file. The last autosave is still working.

Game build is 461546. The game files where verified on steam. No mods are or were active on this save.

Exception in: (KeroseneEngineClusterSmallComplete).RocketEngineCluster+States.GoTo(root.idle.grounded)
System.NullReferenceException: Object reference not set to an instance of an object
  at ClusterTraveler.RemainingTravelNodes () [0x00007] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at ConditionSufficientOxidizer.EvaluateCondition () [0x00068] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at CraftModuleInterface.EvaluateConditionSet (ProcessCondition+ProcessConditionType conditionType) [0x0001c] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at CraftModuleInterface.CheckPreppedForLaunch () [0x0000a] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at RocketEngineCluster+States.IsReadyToLaunch (RocketEngineCluster+StatesInstance smi) [0x0000e] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].Evaluate (StateMachineInstanceType smi) [0x0000f] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x002a6] in <eb66e11ce9304be3a85efe365fa4150f>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x0021e] in <eb66e11ce9304be3a85efe365fa4150f>:0 

UnityEngine.Debug:LogError(Object, Object)
Debug:LogError(Object, Object)
DebugUtil:LogErrorArgs(Object, Object[])
GenericInstance:GoTo(BaseState)
Instance:StartSM()
GenericInstance:StartSM()
RocketEngineCluster:OnSpawn()
KMonoBehaviour:Spawn()
KMonoBehaviour:Start()

 


Steps to Reproduce

Load the attached save file

The Beautiful Settlement 25.sav




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.


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