I can't open some of my old Spaced Out saves anymore and they seem to crash for the same reason
Exception in: (HabitatModuleSmall).LaunchableRocketCluster+States.root.not_grounded.launch_loop.
System.NullReferenceException: Object reference not set to an instance of an object
at LaunchableRocketCluster+States+<>c.<InitializeStates>b__6_6 (LaunchableRocketCluster+StatesInstance smi) [0x0000b] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].TryEvaluateTransitions (StateMachine+BaseState state, System.Int32 goto_id) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at GameStateMachine`4+State+<>c__DisplayClass110_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<EnterTransition>b__0 (StateMachineInstanceType smi) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine+Instance.StartSM () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at LaunchableRocketCluster.OnSpawn () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at KMonoBehaviour.Spawn () [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at KMonoBehaviour.Start () [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
Build: U44-535842-SD
Exception in: (HabitatModuleSmall).LaunchableRocketCluster+States.root.not_grounded.launch_loop.
System.NullReferenceException: Object reference not set to an instance of an object
at LaunchableRocketCluster+States+<>c.<InitializeStates>b__6_6 (LaunchableRocketCluster+StatesInstance smi) [0x0000b] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].TryEvaluateTransitions (StateMachine+BaseState state, System.Int32 goto_id) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at GameStateMachine`4+State+<>c__DisplayClass110_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<EnterTransition>b__0 (StateMachineInstanceType smi) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine+Instance.StartSM () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at LaunchableRocketCluster.OnSpawn () [0x00000] in <d13cbb0b55a94ef09bb55c2436a6b8ee>:0
at KMonoBehaviour.Spawn () [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
at KMonoBehaviour.Start () [0x00000] in <fa50cdddb14a483d94f547557a674a42>:0
Build: U44-535842-SD
I know that opening old saves is not really supported (no save of base game before space can be opened) but if that's the case could there be a way to just look at the map without the ability to play in it? I only open old saves to look at builds I made at the time and I would appreciate if I could do that in the future otherwise... should I start saving blueprints in case I don't play for a while and none of my saves opens anymore?
Open attached save files
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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