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Game crash soon after loading and just unpausing, build U49-577063-5


Stinkee
  • Branch: Live Branch Version: Windows Pending

The game crashes soon after I load and unpause it. I don't have to do anything, it just happens on its own.

Build U49-577063-5, 3 planetoids, 1 rocket. No mods active, only ever used Pip Planting Overlay workshop mod on the save.

Crash report submitted via game, save and other files attached to this report.

Final moments of log follows, the terminal problem seems to be something about infinite temperature? Can I slap a Steam Turbine on it?

[10:44:06.015] [1] [INFO] Loading save file: ...\Lab Gang\auto_save\Lab Gang Cycle 999.sav
 headerVersion:1, buildVersion:577063, headerSize:338, IsCompressed:True
[10:44:06.015] [1] [INFO] GameInfo loaded from save header:
  numberOfCycles:998,
  numberOfDuplicants:10,
  baseName:Lab Gang,
  isAutoSave:True,
  originalSaveName:Lab Gang.sav,
  clusterId:expansion1::clusters/SandstoneStartCluster,
  worldTraits:<i>none</i>,
  colonyGuid:2576cc44-6f53-4114-b9b6-9487e1dda8a9,
  saveVersion:7.32
[10:44:06.497] [1] [INFO] Mod Footprint (0):
[10:44:06.499] [1] [INFO] Active Mods (0:
[10:44:07.446] [1] [INFO] 16.36971 Level Loaded.... backend
Shader warmup: 71 shaders 322 combinations 0.023s
[10:44:14.958] [1] [WARNING] ColdWheatSeed Missing modifier: Illumination
[10:44:18.976] [1] [INFO] SAVEINFO
[10:44:18.976] [1] [INFO]  - Generated: Wednesday, 25 October 2023 08:20:20
[10:44:18.976] [1] [INFO]  - Played on: 577063
[10:44:18.976] [1] [INFO]  - Debug was used: False
[10:44:18.976] [1] [INFO] Custom Settings: ClusterLayout=expansion1::clusters/SandstoneStartCluster,WorldgenSeed=337405063,ImmuneSystem=Default,CalorieBurn=Default,Morale=Default,Durability=Indestructible,MeteorShowers=Default,Radiation=Default,Stress=Default,StressBreaks=Default,CarePackages=Enabled,SandboxMode=Disabled,FastWorkersMode=Disabled,SaveToCloud=Enabled,Teleporters=Enabled,
[10:44:18.976] [1] [INFO] Story Settings: MegaBrainTank=Disabled,CreatureManipulator=Disabled,LonelyMinion=Disabled,FossilHunt=Disabled,
[10:44:19.183] [1] [INFO] Loaded [C:\Users\Anigma PC\Documents\Klei\OxygenNotIncluded\cloud_save_files\76561197961159689\Lab Gang\auto_save\Lab Gang Cycle 999.sav]
[10:44:19.183] [1] [INFO] World Seeds [337405071/337405071/337405071/337405071]
[10:44:19.411] [1] [INFO] -- GAME --
[10:44:19.412] [1] [INFO] [InterfaceTool] Initializing configs with values of DefaultKey: Invalid Configs: 3
[10:44:19.413] [1] [INFO] [InterfaceTool] Pushing config with key: Invalid
[10:44:19.558] [1] [WARNING] True Timelapse.OnNewDay but worldsToScreenshot is not empty
Unloading 1 Unused Serialized files (Serialized files now loaded: 1)
[10:44:20.057] [1] [INFO] Checking which steam branch we're on. Got: []
[10:44:20.660] [1] [WARNING] world Asteroid has invalid season TerraMoonletMeteorShowers
[10:44:20.661] [1] [WARNING] world Asteroid has invalid season IdealLandingSiteMeteorShowers
[10:44:20.662] [1] [WARNING] world Asteroid has invalid season WarpOilySwampMeteorShowers
[10:44:23.065] [1] [WARNING] Cell 82841 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:23.066] [1] [WARNING] Cell 82842 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:23.066] [1] [WARNING] Cell 82843 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:23.196] [1] [WARNING] Cell 111173 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:23.196] [1] [WARNING] Cell 111174 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:23.196] [1] [WARNING] Cell 111175 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:24.465] [1] [WARNING] Cell 15338 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:24.465] [1] [WARNING] Cell 10185 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there.
[10:44:25.504] [1] [WARNING] artifacts_kanim ui placeSymbol [ ui ] is missing
[10:44:25.837] [1] [INFO] Screen resolution updated, saving values to prefs: 3840x2160 @ 240, fullscreen: True

Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 1005584.
Total: 1576.930700 ms (FindLiveObjects: 37.525700 ms CreateObjectMapping: 15.249400 ms MarkObjects: 1523.370700 ms  DeleteObjects: 0.784500 ms)

[10:44:33.402] [1] [WARNING] <link="SALT">Salt</link> <link="SALT">Salt</link> is getting an abnormal mass set 3.036864E+37.
[10:44:33.512] [49] [INFO] Reporting error.

[10:44:33.512] [49] [INFO] SimMessage: Invalid temperature T=inf, cell=121857
[10:44:33.512] [49] [INFO] 
CrashReporter: file does not exist to include: 
[10:44:33.770] [49] [INFO] Submitting crash...

 


Steps to Reproduce

Load save, unpause, wait a few minutes. It happens on its own, no interaction required.




User Feedback


It crashes with build U50-581003-S as well, here's the log file attached, and the last bit of output:


Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 1008561.
Total: 1579.176100 ms (FindLiveObjects: 42.214100 ms CreateObjectMapping: 14.689300 ms MarkObjects: 1521.307200 ms  DeleteObjects: 0.964900 ms)

[11:03:43.093] [1] [WARNING] <link="SALT">Salt</link> <link="SALT">Salt</link> is getting an abnormal mass set 3.036864E+37.
[11:03:43.202] [49] [INFO] Reporting error.

[11:03:43.202] [49] [INFO] SimMessage: Invalid temperature T=inf, cell=121857
[11:03:43.202] [49] [INFO] 
UnityException: GetOperatingSystem can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.SystemInfo.GetOperatingSystem()
  at UnityEngine.SystemInfo.get_operatingSystem () [0x00001] in <faa1d4bf73af4cbca302a933fa3e0da0>:0 
  at KCrashReporter+Error..ctor () [0x0000b] in /home/build/workspace/game/Assets/scripts/game/KCrashReporter.cs:315 
  at KCrashReporter.ReportError (System.String msg, System.String stack_trace, ConfirmDialogScreen confirm_prefab, UnityEngine.GameObject confirm_parent, System.String userMessage, System.Boolean includeSaveFile, System.String[] extraCategories, System.String[] extraFiles) [0x0029f] in /home/build/workspace/game/Assets/scripts/game/KCrashReporter.cs:597 
  at KCrashReporter.ReportSimDLLCrash (System.String msg, System.String stack_trace, System.String dmp_filename) [0x0000c] in /home/build/workspace/game/Assets/scripts/game/KCrashReporter.cs:735 
  at Sim.DLL_MessageHandler (System.Int32 message_id, System.IntPtr data) [0x0008a] in /home/build/workspace/game/Assets/scripts/sim/SimBindings.cs:248 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs)

 

Player.log

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Do you perhaps have a saltwater (or salt liquid?) infinite storage somewhere that has doors opening and closing, multiplying liquid to infinity and beyond?

  • Like 1

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26 minutes ago, sakura_sk said:

Do you perhaps have a saltwater (or salt liquid?) infinite storage somewhere that has doors opening and closing, multiplying liquid to infinity and beyond?

I do, multiple such infinite storages of liquids and gas using a simple 3-staggered-doors approach.

I tried turning all those storages off and that stopped the crash, thanks!

Now I just have to figure out what approach to take for all these fluids now that my old staple since before Spaced Out! isn't on the table any longer.. 

I8b17GC.png

 

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5 hours ago, Stinkee said:

Now I just have to figure out what approach to take

I don't think the "regular" infinite storage gets this bug. "Regular" as in one non-overpressured liquid vent, either by using gas or different liquid of less than 1000kg on top of it. Doors opening and closing seem to duplicate liquids too quickly and that infinite-non countable number is reached quicker.

You could also use only as much liquid as you need and not let the geyser produce more but who does that?!

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There are definitely more..modern options, than my setup, hehe.

More importantly, I think my use of doors may have caused some issues. This amount looks very weird, negative 2 million tons of Brine? I'm in Brine debt? I may need to declare Brinecruptcy.

image.png.50dc4dd0a5766f8d046fb356a63ac788.png

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