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Game crash when dupe is going to bed


haenir
  • Branch: Preview Branch Version: OSX Pending

This is a somewhat edge case, if you teleport a dupe to another planet right when they were going to bed the game crash.

 

Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed)
Goto stack:

root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed

UnityEngine.Debug:LogError (object)
Debug:LogError (object)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance)
StateMachine`4/GenericInstance<SleepChoreMo

Build: U35-477316-S

 


Steps to Reproduce

Wait for dupe to eat and teleport it right after.




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