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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