Game crashes after update. Both in old and fresh colonies. Seems to crash at the end of the cycle but also happens in the middle of one. Veryfying game files didn`t help. No mods installed. According to the crash description it seems to be a problem when the game is saving. But despite that the save is functional and can be loaded until the next crash.
UnauthorizedAccessException: Access to the path "C:\Users\A\Documents\Klei\OxygenNotIncluded\RetiredColonies\Superrads\00001\Aytch Tewini_cycle_0001.png" is denied.
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) (at <695d1cc93cca45069c528c15c9fdd749>:0)
(wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int)
System.IO.File.Create (System.String path, System.Int32 bufferSize) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.File.Create (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) (at <695d1cc93cca45069c528c15c9fdd749>:0)
Timelapser.WriteToPng (UnityEngine.RenderTexture renderTex, System.Int32 world_id) (at <b2059d57da244ebc9fb8d55e7bbaa6c7>:0)
Timelapser.RenderAndPrint (System.Int32 world_id) (at <b2059d57da244ebc9fb8d55e7bbaa6c7>:0)
Timelapser+<Render>d__29.MoveNext () (at <b2059d57da244ebc9fb8d55e7bbaa6c7>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <72b60a3dd8cd4f12a155b761a1af9144>:0)
Build: U42-509629-S
Game crashes at the end of each cycle, upon creating a new colony and sometimes in the middle of a cycle.
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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