Just crashes with random time intervals. Can't say they are linked to anything. It can crash even being on pause.
Assert failed at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at Debug.LogError (System.Object obj) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at Debug.Assert (System.Boolean condition) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at HandleVector`1[T].Add (T item) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.StartQueuedAnim () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCounter.UpdateVisualState (System.Boolean force) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCounter.OnLogicValueChanged (System.Object data) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCounter+<>c.<.cctor>b__33_1 (LogicCounter component, System.Object data) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at LogicPorts.OnLogicValueChanged (HashedString port_id, System.Int32 new_value) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicPorts+<>c__DisplayClass16_1.<CreatePhysicalPorts>b__1 (System.Int32 new_value) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicEventHandler.ReceiveLogicEvent (System.Int32 value) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCircuitNetwork.SendLogicEvents (System.Boolean force_send, System.Int32 id) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCircuitManager.PropagateSignals (System.Boolean force_send_events) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCircuitManager.Refresh (System.Single dt) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at LogicCircuitManager.RenderEveryTick (System.Single dt) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at Game.Update () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 Build: U40-494396-SD
Mods used:
Mod Updater
Blueprints Fixed
Better Automation Overlay
Pliers Fixed
Bigger Camera Zoom Out
Attached log was while in debug mode in sandbox. But crashes occur even without debug enabled.
Steps to Reproduce
Just sit and play.
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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