TinyBitQuantum

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About TinyBitQuantum

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  1. dupes seem to pick up all of the items they can when filling a cabinet, even if that cabinet would not have room (based on the slider max). They then seem to over stuff the cabinet, instead of doing something more sensible, like throwing extras at the feet of the cabinet or not grabbing more than they can reasonably place. This is making controlling the stack splitting very annoying - I want to put half my suits in the locker and fly them to another planet, leave half behind, 'oh wait, why are all the suits in here? why does the max on this locker look entirely ignored?'
  2. seeing this a bunch recently too. Crash trace from 2 minutes ago: Assert failed at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at Debug.LogError (System.Object obj) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at Debug.Assert (System.Boolean condition) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at HandleVector`1[T].Add (T item) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.StartQueuedAnim () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at CO2.TriggerDestroy () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at CO2Manager.Sim33ms (System.Single dt) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <882c94ff8c7f4006b3995c6bc36911ab>:0 at Game.SimEveryTick (System.Single dt) [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 at Game.Update () [0x00000] in <f8e6c6044ee748edbd1ffda8a2e5fc50>:0 Build: U40-494396-SD output_log.txtalso no mod unchecked in error screen. attached the log
  3. I'm getting a random crash ~ 1x a day, seemingly unrelated to any of my actions. I get a prompt to disable mods, but none is unchecked. looking at the logs, the trace seems to be related to a pacu animation state? [08:36:51.896] [14] [WARNING] Effective mass cannot be greater than capacity! [08:37:03.453] [1] [WARNING] Failed to Unsubscribe event handler: AttackableBase+<>c.Void <.cctor>b__12_1(AttackableBase, System.Object) Not subscribed to event [08:37:08.744] [1] [WARNING] Failed to Unsubscribe event handler: AttackableBase+<>c.Void <.cctor>b__12_1(AttackableBase, System.Object) Not subscribed to event [08:37:11.042] [1] [WARNING] Failed to Unsubscribe event handler: AttackableBase+<>c.Void <.cctor>b__12_1(AttackableBase, System.Object) Not subscribed to event [08:37:39.143] [1] [ERROR] Assert failed Assert failed (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45) [08:37:39.328] [1] [ERROR] PacuTropicalBaby Exception in: (PacuTropicalBaby).IdleStates.root.loop.Enter System.ArgumentException: Accessing mismatched handle version. Expected version=0 but got version=1 at HandleVector`1[T].UnpackHandle (HandleVector`1+Handle[T] handle, System.Byte& version, System.Int32& index) [0x0005c] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVectorBase.Allocate (System.Int32 item) [0x0000d] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVector`1[T].Allocate (T initial_data) [0x00018] in <1dcc11867b524f7cb2488468843e982e>:0 at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00120] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartAnimEventSequence () [0x00015] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartQueuedAnim () [0x00165] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00078] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x0000e] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at IdleStates.PlayIdle (IdleStates+Instance smi) [0x000a2] in <a8d8cafbcd164cda9f477d36796bfc75>: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) [0x00048] in <a8d8cafbcd164cda9f477d36796bfc75>:0 Exception in: (PacuTropicalBaby).IdleStates.root.loop.Enter System.ArgumentException: Accessing mismatched handle version. Expected version=0 but got version=1 at HandleVector`1[T].UnpackHandle (HandleVector`1+Handle[T] handle, System.Byte& version, System.Int32& index) [0x0005c] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVectorBase.Allocate (System.Int32 item) [0x0000d] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVector`1[T].Allocate (T initial_data) [0x00018] in <1dcc11867b524f7cb2488468843e982e>:0 at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00120] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartAnimEventSequence () [0x00015] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartQueuedAnim () [0x00165] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00078] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x0000e] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at IdleStates.PlayIdle (IdleStates+Instance smi) [0x000a2] in <a8d8cafbcd164cda9f477d36796bfc75>: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) [0x00048] in <a8d8cafbcd164cda9f477d36796bfc75>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45) [08:37:39.329] [1] [ERROR] Assert failed Assert failed (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45) [08:37:39.439] [1] [ERROR] Assert failed Assert failed (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45) ArgumentException: Accessing mismatched handle version. Expected version=0 but got version=1 at HandleVector`1[T].UnpackHandle (HandleVector`1+Handle[T] handle, System.Byte& version, System.Int32& index) [0x0005c] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVectorBase.Allocate (System.Int32 item) [0x0000d] in <1dcc11867b524f7cb2488468843e982e>:0 at KCompactedVector`1[T].Allocate (T initial_data) [0x00018] in <1dcc11867b524f7cb2488468843e982e>:0 at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00120] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartAnimEventSequence () [0x00015] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.StartQueuedAnim () [0x00165] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00078] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x0000e] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at LogicRibbonReader.UpdateVisuals () [0x0011f] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at LogicRibbonReader.Render200ms (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 at SimAndRenderScheduler+Render200ms.Update (IRender200ms updater, System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00088] in <1dcc11867b524f7cb2488468843e982e>:0 at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x0002d] in <1dcc11867b524f7cb2488468843e982e>:0 at StateMachineUpdater+BucketGroup.InternalAdvance (System.Single dt) [0x0001f] in <1dcc11867b524f7cb2488468843e982e>:0 at StateMachineUpdater+BucketGroup.Advance (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 at StateMachineUpdater.Render (System.Single dt) [0x00015] in <1dcc11867b524f7cb2488468843e982e>:0 at Game.LateUpdate () [0x003c4] in <a8d8cafbcd164cda9f477d36796bfc75>:0 (Filename: <1dcc11867b524f7cb2488468843e982e> Line: 0) [08:37:39.457] [1] [ERROR] Assert failed
  4. I am trying to optimize my natural gas and hydrogen generators, since 5 kg lead every 3 days gets pretty expensive. Firstly, tune-up decay when the generator is disabled, while unrealistic, provides an interesting problem. Correcting that would obviate the bug. Secondly, my dupes are still applying tune-ups to disabled generators. This means I would need to optimize by turning off full generator rooms, or rely on time cycling the generator station? both options seen un-fun. Further, the tuneup debuff time is good for how long tune-up takes to apply, and how resource demanding it is, but shorter on both would make optimization a much easier task, or if (as I began with) tune-up stopped debuffing when the generator goes idle. The generator automation circuits need to be seriously predictive to correctly optimize, when tune-up applies for 3 days and is wasted when the generator is off.