Game almost blocked by a very high frequent crash which occur after a small time of game.
Obviously, the crash log indicated a problem with the state machine of Beehive.
But, I only discover the third planet.
Steps to Reproduce
Load the game, play without do anything or do something..
Obviously BeeHive is the crash reason.
Exception in: (BeeHive).DrowningStates.root.drown.Transition(root.drown_pst) System.NullReferenceException: Object reference not set to an instance of an object at DrowningStates.UpdateSafeCell (DrowningStates+Instance smi) [0x00016] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\Mods\Fauna\Chores\DrowningStates.cs:61 at GameStateMachine`4+State+<>c__DisplayClass104_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Transition>b__0 (StateMachineInstanceType smi) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:2411 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 C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:874 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) DebugUtil:LogException(Object, String, Exception) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:201) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:908) 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) Instance:StartSM() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:252) GenericInstance:StartSM() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:997) Chore:Begin(Context) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/Chore.cs:710) StatesInstance:BeginChore() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:30) <>c:<InitializeStates>b__5_2(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:107) 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) Transition:Evaluate(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280) Context:Set(Chore, StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1356) Parameter`1:Set(Chore, StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1238) ChoreDriver:SetChore(Context) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:172) Brain:UpdateChores() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/Brain.cs:80) Brain:UpdateBrain() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/Brain.cs:57) BrainGroup:RenderEveryTick(Single, Boolean) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:207) BrainScheduler:RenderEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:360) RenderEveryTickUpdater:Update(IRenderEveryTick, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:188) 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:RenderEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:264) Game:LateUpdate() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1603)
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