As the title says, after the most recent update, their animations when loaded into a rocket critter compartment just do not work, and will after a brief period, crash the game due to some animation error. I've sent the report in-game but I'll copy to clipboard and add more details here in a moment.
Assert failed: Anim overrides containing additional symbols require a symbol override controller.
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at Debug.Assert (System.Boolean condition, System.Object message) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at DebugUtil.Assert (System.Boolean test, System.String message) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at KAnimControllerBase.AddAnimOverrides (KAnimFile kanim_file, System.Single priority) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Worker.AttachOverrideAnims (KAnimControllerBase worker_controller) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at GameStateMachine`4+State+<>c__DisplayClass91_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<DoPickup>b__0 (StateMachineInstanceType smi) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at GameStateMachine`4+State+<>c__DisplayClass86_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at GameStateMachine`4+State+<>c__DisplayClass78_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Navigator.SimEveryTick (System.Single dt) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <3ca21dc18eae422d87255277091f8593>:0
at Game.SimEveryTick (System.Single dt) [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
at Game.Update () [0x00000] in <1a8bba13569349b99ce84dc6ff18815b>:0
Build: U51-596100-S
I can 100% confirm it is this though as it had halted my progress entirely (I'm trying to bring one to a planet to scan it in the critter machine). Sending the rocket before the animations overload the container in the code seems to bypass it, but also makes the gassy moo appear to be on the outside of the rocket.
EDIT: Had this also after I had wrangled a moo (the same one that was going into the rocket), it was confused in its trussed state and led to the same CtD not long after.
Load a gassy moo into a rocket's critter compartment building
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.
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