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random crash, related to MobileSelectablePrefab item it seems


Brachypelmax
  • Branch: Live Branch Version: Windows Fixed

Hello !

I have been encountering a random crash issue on the preview branch for some days, and also now on the live branch. I have deactivated my mods

You'll find attached my save file, the log file, and the DxDiag file

Error is :"MobileSelectablePrefab(Clone) Exception in: (MobileSelectablePrefab(Clone)).ClusterMapTravelAnimator.GoTo(root.idle)
System.InvalidOperationException: TargetParameter: entityTarget is null"

 

PS: Thanks a lot for your commitment and your efforts, this is my fav game ever :D

Laboratoire Désordonné.sav Player.log DxDiag.txt


Steps to Reproduce

Difficult to say, as it is random and I don't know what is causing it.

Laboratoire Désordonné.sav




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.

I also keep getting this crash and now it is INCREDIBLY frustrating. I can no longer progress a single cycle because the crash happens everytime I play within the cycle. I was enjoying this play through and am on cycle 1009 and want to keep going. My error is the same:

 

Exception in: (MobileSelectablePrefab(Clone)).ClusterMapTravelAnimator.GoTo(root.idle)
System.InvalidOperationException: TargetParameter: entityTarget is null
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].Register (StateMachineInstanceType smi) [0x000b6] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:299 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushTransition (StateMachine`4+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType] transition) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:735 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00088] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:768 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x0021e] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1128 

 

Anyone know how to stop this crash from happening?


 

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I think I have found a way to reduce it (but not stop it). I think that it has to do with objects in space (based on the ClusterMapTravelAnimator). So I am l limiting how often I send out pods from the launcher. I have the radbolt collectors only sending their bolts to the launcher in a small widow after the daily autosave. So now it is likely only to happen once per cycle and when it does happen I dont lose much progress.

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3 hours ago, Nanderson423 said:

I think I have found a way to reduce it (but not stop it). I think that it has to do with objects in space (based on the ClusterMapTravelAnimator). So I am l limiting how often I send out pods from the launcher. I have the radbolt collectors only sending their bolts to the launcher in a small widow after the daily autosave. So now it is likely only to happen once per cycle and when it does happen I dont lose much progress.

Good idea, I'll stop all my launchers and see what happen

By any chance, do you use launchers for sending food to the exp 52B roid ?

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Dont know what you mean by exp 52B roid. But my 3rd asteroid has 2 aluminium volcanos, 2 gold volcanos, and a infections polluted water geyser. So I use launchers to send those resources out to my other asteroids, and a launcher from my oil asteroid to ship in petroleum to the 3rd asteroid.

I also have to say that after making the change to the radbolt launchers, I was finally able to make ~30 cycles of progress before I took a break. A big improvement over crashing every cycle.

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The tree that generate resin. Yeah, seems that I was overusing these things xD automating like you did with bigger packages on morning is a good workaround

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Hmmmm. You may correct. I start to get crash continuely is by 2 plant sending material to each other.

============================

Update:

Reduce the transition reduce the crash times but still random happened. Seem need official fix in case hard to play.

Edited by zombieJ

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I also am getting hit with this every so often. It just happened when sending a second batch of payloads from the main planet to the third planetoid (the irradiated marsh) in the afternoon - the payload launcher paused after 6 packets to clean, sent 2 or 3 more and then crashed with the same error:

 

Spoiler

Exception in: (MobileSelectablePrefab(Clone)).ClusterMapTravelAnimator.GoTo(root.idle)
System.InvalidOperationException: TargetParameter: entityTarget is null
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].Register (StateMachineInstanceType smi) [0x000b6] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:299 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushTransition (StateMachine`4+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType] transition) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:735 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00088] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:768 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x0021e] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1128 

UnityEngine.Debug:LogError(Object, Object)
Debug:LogError(Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:152)
DebugUtil:LogErrorArgs(Object, Object[]) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:191)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1150)
TransitionUpdater:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2377)
UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater:RenderEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:264)
Game:LateUpdate() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1603)
 

 

Player_210517-2254.log

Serene Crashpad.sav

Edited by RuiPalhas
Added save file

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Changed Status to Fixed

Patch will go live tomorrow. It's very timing dependent but it's generally caused by opening Interplanetary Payloads soon after landing. Thanks for the details and saves.

  • Thanks 1
  • Big Ups 1
  • GL Happy 2

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