[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)
#Possible Resource Sensor Crash?
12 messages · Page 1 of 1 (latest)
yes
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
Nope, still crashed
So is that due to the number of sensors I'm deploying?
Just deleted 20 that were planned to be used, see if that helps
the method that checks other buildings for a specific tag crashes while finding the gameobject cmp of that building
Hmmmm....it's been running fine for hundreds of cycles, so wonder why it's happening now
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?
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