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Game crash when duplicant uses telescope


blakemw
  • Branch: Preview Branch Version: Linux Fixed

Game crashes when a dupe attempts to use the telescope:

Spoiler

 


Assert failed: ClusterLocationChanged sent for a non-Clustercraft object: ClusterLocationChangedEvent

UnityEngine.Debug:LogError (object)
Debug:LogError (object)
Debug:Assert (bool,object)
TemporalTear:OnClusterLocationChanged (object)
EventSystem:Trigger (UnityEngine.GameObject,int,object)
KMonoBehaviour:Trigger (int,object)
ClusterGridEntity:SendClusterLocationChangedEvent (AxialI,AxialI)
ClusterGridEntity:set_Location (AxialI)
TelescopeTarget:Init (AxialI)
ClusterTelescope/ClusterTelescopeWorkable:OnWorkableEvent (Workable/WorkableEvent)
Workable:StartWork (Worker)
Worker:StartWork (Worker/StartWorkInfo)
GameStateMachine`4/State/<>c__DisplayClass81_0`1<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object, ClusterTelescope/ClusterTelescopeWorkable>:<ToggleWork>b__0 (WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>)
GameStateMachine`4/State/<>c__DisplayClass80_0<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:<ToggleWork>b__0 (WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>)
StateMachine`4/GenericInstance<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:ExecuteActions (StateMachine`4/State<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:GoTo (StateMachine/BaseState)
GameStateMachine`4/EventTransitionData<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:ExecuteTransition (WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>)
GameStateMachine`4/EventTransitionData<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:OnCallback (WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>)
GameStateMachine`4/EventTransitionData/<>c__DisplayClass7_0<WorkChore`1/States<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1/StatesInstance<ClusterTelescope/ClusterTelescopeWorkable>, WorkChore`1<ClusterTelescope/ClusterTelescopeWorkable>, object>:<Register>b__0 (object)
EventSystem:Trigger (UnityEngine.GameObject,int,object)
EventExtensions:Trigger (UnityEngine.GameObject,int,object)
GameStateMachine`4/State/<>c__DisplayClass73_0<Navigator/States, Navigator/StatesInstance, Navigator, object>:<TriggerOnEnter>b__0 (Navigator/StatesInstance)
StateMachine`4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:ExecuteActions (StateMachine`4/State<Navigator/States, Navigator/StatesInstance, Navigator, object>,System.Collections.Generic.List`1<StateMachine/Action>)
StateMachine`4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:PushState (StateMachine/BaseState)
StateMachine`4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:GoTo (StateMachine/BaseState)
Navigator:Stop (bool,bool)
Navigator:AdvancePath (bool)
TransitionDriver:UpdateTransition (single)
Navigator:SimEveryTick (single)
Navigator/States/<>c:<InitializeStates>b__5_2 (Navigator/StatesInstance,single)
BucketUpdater`1<Navigator/StatesInstance>:Update (Navigator/StatesInstance,single)
UpdateBucketWithUpdater`1<Navigator/StatesInstance>:Update (single)
StateMachineUpdater/BucketGroup:AdvanceOneSubTick (single)
StateMachineUpdater:AdvanceOneSimSubTick ()
Game:SimEveryTick (single)
Game:Update ()

Build: 470801-D

 

 


Steps to Reproduce

Save file is attached. Game crashes after a few seconds when the researcher arrives at the telescope.

The Ultra Shelter.sav

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User Feedback


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.

Has anyone figured out how to counter this?  I've rebuilt the telescope in several places and made multiple attempts trying to vary whatever I could.  Nothing seems to prevent the crash.

 

 

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29 minutes ago, dacio_ultanca said:

Has anyone figured out how to counter this?  I've rebuilt the telescope in several places and made multiple attempts trying to vary whatever I could.  Nothing seems to prevent the crash.

 

 

Nope. Only method of revealing space right now in the test branch is to use a cartography module, which isn't ideal. 

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