SchlauFuchs

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  1. "Obstructed by back wall" Is the message shown when trying to place the Radbolt Joint Plate into a wall where the tile under the receiving end has been drywalled. This is inconsistent with other buildings. While I am here, it would be great if I could build a building over the sending end, then it could be a floor plate for an Interplanetary launcher or a research lab.
  2. I have made a rocket platform automated and then landed on another platform in outer space that is not automated - but the rocket does not give me the default launch button back. Instead it still claimed to be automated. I tried to mitigate this by serving the input-port of the platform with a switch. This doesn't do the trick, most likely because the checklist is not green - only enough fuel for a one-way trip. This was intended in this stage of the game. But how do I get the rocket back home now?
  3. Can we have a Radbolt chamber fail scenario when charged but unpowered? Thinking of something like when you shut down the containment chamber in Ghostbusters. Random discharges depending on how full it is. radbolts or something radioactive that has damaging effect on tiles, buildings, creatures.
  4. Here the stack trace from the exit screen: Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed) Goto stack: root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed UnityEngine.Debug:LogError (object) Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1088) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254) GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41) StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) State Build: 470801
  5. Cannot replace rocket engine if the new height exceeds the current engines height limit. This should be checked against the new engine's height limit.
  6. NullReferenceException: Object reference not set to an instance of an object at KBatchedAnimController.SetBatchGroup (KAnimFileData kafd) [0x00090] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:165 at KBatchedAnimController.LoadAnims () [0x000b0] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:201 at KBatchedAnimController.OnAwake () [0x00001] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:665 at KAnimControllerBase.Awake () [0x0003c] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KAnimControllerBase.cs:520 UnityEngine.GameObject:SetActive(Boolean) Substance:ActivateSubstanceGameObject(GameObject, Byte, Int32) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Substance.cs:116) Storage:AddOre(SimHashes, Single, Single, Byte, Int32, Boolean, Boolean) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\components\Storage.cs:500) Bee:OnDeath(Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\components\Bee.cs:43) <>c:<.cctor>b__22_3(Bee, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\components\Bee.cs:17) IntraObjectHandler`1:Trigger(GameObject, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:109) EventSystem:Trigger(GameObject, Int32, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:146) EventExtensions:Trigger(GameObject, Int32, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:533) <>c__DisplayClass73_0:<TriggerOnEnter>b__0(Instance) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1828) GenericInstance:ExecuteActions(State, List`1) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:874) GenericInstance:PushState(BaseState) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1128) EventTransitionData:ExecuteTransition(Instance) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:254) EventTransitionData:OnCallback(Instance) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:264) <>c__DisplayClass7_0:<Register>b__0(Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:280) EventSystem:Trigger(GameObject, Int32, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:170) EventExtensions:Trigger(GameObject, Int32, Object) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:533) KBatchedAnimController:TriggerStop() (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:387) KBatchedAnimController:UpdateFrame(Single) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:345) KBatchedAnimController:UpdateAnim(Single) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:310) KBatchedAnimUpdater:UpdateRegisteredAnims(LinkedList`1, Single) (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimUpdater.cs:274) KBatchedAnimUpdater:LateUpdate() (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimUpdater.cs:239) Global:LateUpdate() (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Global.cs:815) (Filename: C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/animation/KBatchedAnimController.cs Line: 165) [00:22:04.045] [1] [INFO] Checking which steam branch we're on. Got: [public_testing] OutOfMemoryException: Out of memory at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int) at System.Array.Resize[T] (T[]& array, System.Int32 newSize) [0x00029] in <695d1cc93cca45069c528c15c9fdd749>:0 at TMPro.TMP_TextInfo.Resize[T] (T[]& array, System.Int32 size, System.Boolean isBlockAllocated) [0x0002c] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\TextMesh Pro\Scripts\Runtime\TMP_TextInfo.cs:252 at TMPro.TextMeshProUGUI.SetArraySizes (System.Int32[] chars) [0x00157] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\TextMesh Pro\Scripts\Runtime\TMPro_UGUI_Private.cs:1070 at TMPro.TMP_Text.ParseInputText () [0x00055] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\TextMesh Pro\Scripts\Runtime\TMP_Text.cs:1698 at TMPro.TMP_Text.GetPreferredWidth () [0x0007b] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\TextMesh Pro\Scripts\Runtime\TMP_Text.cs:3491 at TMPro.TextMeshProUGUI.CalculateLayoutInputHorizontal () [0x00030] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\TextMesh Pro\Scripts\Runtime\TextMeshProUGUI.cs:93 at UnityEngine.UI.LayoutRebuilder+<>c.<Rebuild>b__12_0 (UnityEngine.Component e) [0x00000] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\LayoutRebuilder.cs:84 at UnityEngine.UI.LayoutRebuilder.PerformLayoutCalculation (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x00086] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\LayoutRebuilder.cs:159 at UnityEngine.UI.LayoutRebuilder.PerformLayoutCalculation (UnityEngine.RectTransform rect, UnityEngine.Events.UnityAction`1[T0] action) [0x0005a] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\LayoutRebuilder.cs:156 at UnityEngine.UI.LayoutRebuilder.Rebuild (UnityEngine.UI.CanvasUpdate executing) [0x0000e] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\LayoutRebuilder.cs:84 at UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () [0x00068] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\CanvasUpdateRegistry.cs:182 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() (at C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\CanvasUpdateRegistry.cs:186) UnityEngine.Canvas:SendWillRenderCanvases()
  7. the end of cycle saving caused the game to stutter, i clicked on something during that second, the game crashed to desktop
  8. ArgumentNullException: Value cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <695d1cc93cca45069c528c15c9fdd749>:0) ProcGen.Worlds.GetWorldData (System.String name) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/worldgen/WorldGenSettingsIO.cs:568) RetiredColonyInfoScreen.DisplayWorlds (RetiredColonyData data, UnityEngine.GameObject container) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/RetiredColonyInfoScreen.cs:832) RetiredColonyInfoScreen.DisplayTimelapse (RetiredColonyData data, UnityEngine.GameObject container) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/RetiredColonyInfoScreen.cs:668) RetiredColonyInfoScreen.DisplayStatistics (RetiredColonyData data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/RetiredColonyInfoScreen.cs:904) RetiredColonyInfoScreen.LoadColony (RetiredColonyData data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/RetiredColonyInfoScreen.cs:376) MainMenu.ActivateRetiredColoniesScreenFromData (UnityEngine.GameObject parent, RetiredColonyData data) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/MainMenu.cs:481) AchievementEarnedMessage.OnClick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/Messages/AchievementEarnedMessage.cs:39) NotificationScreen.ShowMessage (MessageNotification mn) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/NotificationScreen.cs:184) NotificationScreen.OnClick (NotificationScreen+Entry entry) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/NotificationScreen.cs:563) NotificationScreen+<>c__DisplayClass52_0.<AddNotification>b__0 () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ui/NotificationScreen.cs:313) UnityEngine.Events.InvokableCall.Invoke () (at <fe6edeebaf0d4e65b1405a87cbfd344a>:0) UnityEngine.Events.UnityEvent.Invoke () (at <fe6edeebaf0d4e65b1405a87cbfd344a>:0) UnityEngine.UI.Button.Press () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:68) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:110) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:50) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:262) UnityEngine.EventSystems.EventSystem:Update() (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385) Build: 469859
  9. I got the notification that dupes are ready to be printed and clicked the button to get my dupe surprise. Instead the client crashed. assert_oxygennotincluded.exe_20210704152907_1.dmp assert_oxygennotincluded.exe_20210704151430_1.dmp assert_oxygennotincluded.exe_20210704111346_1.dmp crash_gameoverlayui.exe_20210704105536_1.dmp Player.log
  10. The game crashed unexpectedly. Please check the provided log and dump
  11. I cannot load my save from yesterday. Immediate client crash. assert_oxygennotincluded.exe_20210624003711_1.dmp The Radioactive Brigade Cycle 306.sav
  12. I am now about 300 cycles into the game. The client has more and more issues staying stable, and when it crashes, it takes other apps on my computer with it - it seems there is a memory leak or the game overwrites memory that other apps reserved. A few times the client crashes to desktop without even creating a dump file (or creating a zero length file), and then chrome reports some of its tabs or processes are unresponsive and have to be restarted. I have attached my latest save and the most recent dumps I could find.
  13. Assert failed: An ore got a melt message from the sim but it's still the correct temperature for its state! UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:152) Debug:Assert(Boolean, Object, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:197) SimTemperatureTransfer:DoOreMeltTransition(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SimTemperatureTransfer.cs:53) Game:StepTheSim(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1133) Game:UnsafeSim200ms(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1401) Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1381) Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1348)
  14. Quite sure it is not supposed to look like this: