#Possible Resource Sensor Crash?

12 messages · Page 1 of 1 (latest)

tardy shell
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[12:41:23.010] [1] [WARNING] null The SlicedUpdaterSim1000ms for PressureVulnerable wants to update no more than 200 instances per 200ms tick, but a slice has grown more than the SlicedUpdaterSim1000ms can support.
NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject.GetComponentFastPath(UnityEngine.GameObject,System.Type,intptr)
at UnityEngine.GameObject.GetComponent[T] () [0x00021] in <c39a522eee05469b8171a6cfeb646c59>:0
at KPrefabIDExtensions.HasTag (UnityEngine.GameObject go, Tag tag) [0x00000] in <1384c1c146a6424eb5168c0f7ac255a8>:0
at ResourceSensor.LogicResourceSensor.CountBuilding (UnityEngine.GameObject obj) [0x0008a] in <28661eed436c42ae9af88f40f322bb74>:0
at ResourceSensor.LogicResourceSensor.CountDistance () [0x00102] in <28661eed436c42ae9af88f40f322bb74>:0
at ResourceSensor.LogicResourceSensor.Sim1000ms (System.Single dt) [0x001b4] in <28661eed436c42ae9af88f40f322bb74>:0
at SimAndRenderScheduler+Sim1000msUpdater.Update (ISim1000ms updater, System.Single dt) [0x00000] in <eeaae6bd36c2418387bac55a246d67a2>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00090] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x0002d] in <eeaae6bd36c2418387bac55a246d67a2>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00025] in <eeaae6bd36c2418387bac55a246d67a2>:0
at Game.SimEveryTick (System.Single dt) [0x0006c] in <1384c1c146a6424eb5168c0f7ac255a8>:0
at Game.Update () [0x0008e] in <1384c1c146a6424eb5168c0f7ac255a8>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

compact flame
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yes

tardy shell
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I use it heavily, and I think it's overloaded the sim, so I've reduced the number of tiles each sensor is scanning to see if that helps

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Nope, still crashed

compact flame
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CountBuilding.HasTag crashes

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not sim related

tardy shell
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So is that due to the number of sensors I'm deploying?

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Just deleted 20 that were planned to be used, see if that helps

compact flame
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the method that checks other buildings for a specific tag crashes while finding the gameobject cmp of that building

tardy shell
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Hmmmm....it's been running fine for hundreds of cycles, so wonder why it's happening now

tardy shell
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I think it's when a certain item comes into range of a sensor - is there any way of finding out which from these errors?

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The only mods I've installed since this occurs is Filterable Auto Compost, which is a contender as it messes with tags (I assume, it adds new a new category called Compostables), Not So Fast running animations, and Conveyors Stop Loading with Automation