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About RuiPalhas

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  1. I'm getting a crash when launching a rocket - it only seems to happen with large habitat rockets. The error shown is: Exception in: Worker.StartWork(RocketControlStationLaunchWorkable) System.NullReferenceException: Object reference not set to an instance of an object at CraftModuleInterface.DoLaunch () [0x00008] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\CraftModuleInterface.cs:443 at Clustercraft.Launch (System.Boolean automated) [0x0005d] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Space\Clustercraft.cs:477 at RocketControlStation+States.LaunchRocket (RocketControlStation+StatesInstance smi) [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:211 at RocketControlStation+StatesInstance.LaunchRocket () [0x00001] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:234 at RocketControlStationLaunchWorkable.OnStartWork (Worker worker) [0x00019] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\game\Buildings\RocketControlStation.cs:264 at Workable.StartWork (Worker worker_to_start) [0x00037] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Workable.cs:246 at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x0026c] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\components\Worker.cs:468 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) Worker:StartWork(StartWorkInfo) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Worker.cs:491) <>c__DisplayClass81_0`1:<ToggleWork>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2052) <>c__DisplayClass80_0:<ToggleWork>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1992) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) EventTransitionData:ExecuteTransition(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) EventTransitionData:OnCallback(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:264) <>c__DisplayClass7_0:<Register>b__0(Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:280) EventSystem:Trigger(GameObject, Int32, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:170) EventExtensions:Trigger(GameObject, Int32, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:533) <>c__DisplayClass73_0:<TriggerOnEnter>b__0(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1828) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) Navigator:Stop(Boolean, Boolean) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:461) Navigator:AdvancePath(Boolean) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:338) TransitionDriver:UpdateTransition(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/TransitionDriver.cs:815) Navigator:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:475) <>c:<InitializeStates>b__5_2(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:81) BucketUpdater`1:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96) 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:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244) Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368) Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344) Not sure if it is related but when I reloaded the game and went straight in to the rocket before unpausing, the text on the rocket where it normally says "begin launch sequence" had instead "Tes Test Test!... Launch" (see screenshot) I've attached the last two client logs.
  2. I'm getting a similar crash but when launching the rocket...! It only seems to happen on the rocket with the larger habitat. I'll post a bug report shortly
  3. Not entirely sure if this is a bug or if it is by design - since the last update (459378) I started getting warning messages about dupes being exposed to unsafe levels of radiation - turns out it was due to the concentration of Wheezeworts in my base. I'm pretty sure these plants weren't emitting radiation prior to this update - before this I had only noticed Shinebugs emitting radiation
  4. I've also seen this - while eating their hair looks squashed and has a small glitch when they finish and put the hat back on. Comparing with how they look while sleeping you can clearly see a difference in hair style
  5. Don't think this has been reported yet (and wasn't mentioned on the notes for 458060); is related to the previous "Duplicants no longer have an extra hat when sleeping" - the dupes when eating at the mess table take off their hat to eat but have an extra one underneath
  6. Hi @zarklord_klei thanks for the quick response. I've managed to reproduce this issue on a completely new world with no mods active - happened straight on day 2. See clip attached (and also server and client logs). As per the previous log, neither client nor server log seem to record anything regarding this... As you can see on the clip, I set fire to a couple of birchnut trees, collected a few resources and then when I went to chop the level 3 birchnut it instead equipped the torch again and glided my character to the last tree I had set fire to... To help with possible reproduction - all I did since starting the world was go around and collect resources, mine boulders and chop trees, trying as much as possible to use the long press action instead of the space bar. I've attached the cluster as a zip file in case it is helpful Don't Starve Together 2021-03-05 00-54-32.mp4 client_log.txt server_log.txt
  7. Not sure if this has been reported yet, I couldn't find it here on the bug forum. New world running on beta (453468), had this issue occur to other players before it happened to me. When trying to long press to do an action (mine a boulder or cut down a tree), the character would slide across the map to some random location to try and perform some random (?) action on the new spot. When this happened to me I managed to record a clip - you can see on the video I used the space bar to chop the birchnut tree, then missed it with the mouse click and when I then long pressed on the tree the character slid all the way to camp to try and do something at the crockpot. I didn't try it but other players went back to the tree (or boulder or whatever object caused it) and the exact same thing happened, 2 or 3 times until they managed to cut/mine the tree/boulder. I've attached my client log. This happened to me about 2 hours into the game but the log doesn't seem to record anything useful related to the glitch. Don't Starve Together 2021-02-28 20-19-27.mp4
  8. This seems to happen anytime a dupe has a task that requires them to sit within the airlock while they're doing it (so a task either right next to the air lock or within 2 tiles of the door). However I've also observed that this behaviour doesn't happen consistently - some times a group of dupes comes in (for example to load a storage unit) and the first one or two get the stall behaviour but the rest behave normally (i.e., stay within the door and complete the task within the expected time frame). It's also worth noting that when this happens, the progress bar underneath the task doesn't always appear - sometimes it seems the dupe is just doing nothing and staring into infinity
  9. I had this happen to me as well: I asked for a stone hatch to be wrangled while it was burrowed, thinking "surely when it comes out at night a dupe will come along and do it". After a few cycles I noticed the hatch hadn't been moved to another room and saw it was now unreachable still burrowed. The way I got it to be moved to the room was to dig out the sand tile where it was burrowed on top (which caused it to "burrow float" over the now gone tile) and then set the priority of the drop off to 9. Eventually it got moved the correct room but then at night it just kept cycling between the trussed animation and then burrowed and then normal, back to trussed... Had to kill it to solve the issue.