#crash/ broken save after editing required crew per building

16 messages · Page 1 of 1 (latest)

wild cedar
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mods such as "no crew requirements" or any mod that changes how many crew a building needs to operate can cause the save to crash repeatedly after the mod has been removed/ installed, as far as i can tell, this is due to the game being unhappy with "crew being assigned to somewhere they should not be" or something like that. the game just, doesn't handle incorrect crew assignments gracefully. they should just "go back to being idle as a fail state" before being reassigned to the correct place

i have uploaded
crash logs from a game without any mods installed to prove that "no mod that is currently active is causing the crash"

my creative save which is broken when loaded without any mods installed (i have experiences cases where i have loaded a normal save with a crew adjustment mod, and caused the same crash, it can happen backwards as well)

the mod that broke the save to begin with, with the mod active the save will load just fine.
(this mod is the one i am working on, but you can cause the same crash with the normal no crew required mod as well)

please keep in mind that this crash is not guaranteed to happen when adding or removing the mod for any save,it depends on "where the crew are assigned to or are being assigned to" the save i have provided should guarantee a crash

if you as a developer want to ever change the number of crew required per building in the future. or allow the player to adjust the value mid game. it could cause thousands of broken saves/ annoying to recover save files

hopefully i covered just about everything but if you need more info please let me know!

crisp marten
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Was reported by me a year + ago already

wild cedar
spiral snow
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That should only be an issue when the PartCrew count is reduced by a mod, though

crisp marten
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4 -> 0

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Or reducing from let's say 16 -> 12 requires using a different PartCrew Component Name if for it to not crash

spiral snow
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it can happen backwards as well
is what I was responding to regarding that, though I may have misunderstood what 'backwards' means in this context

wild cedar
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i have not tested any mods that increase crew count per building, but i would assume that "if you have a mod that decreased part crew count and then remove it" that is essentially the same as "increasing part crew count" going from 0 > 4 etc

as you can see in my example this is a case where i have removed the mod, thus the crew count went up (2 > 4) (1 > 2) (0>1) etc when going back to vanilla

but i have seen it happen when installing the mod IE decreasing the count as well

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i can get you an example of the crash happening when part crew is decreased as well if it will help, you will need to run the mod.rules to replicate the crash tho since the mod will be decreasing part crew, that way you will have examples of both, maybe the crash is slightly different in some way going the other direction?

wild cedar
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actually i might be mistaken, the crash may only happen when crew count is increased.

i am having a hard time replicating the crash when decreasing crew count

wild cedar
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OH what i just has a similar crash with this error

An item with the same key has already been added. Key: {CrewSoul 66CADE12}

however this time. i was just playing the game. i do have a handful of mods active right now but. the crash looks very similar? might be related or the same one?
i think it happened as soon as i un-paused after pausing

now that i think about it. when i load a "bugged save" it will only crash "after" un-pausing, but it is interesting to see that a save might be able to bug out, mid game?

is this related to setting machines to crew = 0 without making any other modifications?

i know for example there is this line in the .rules

TypeCategories = [weapon, uses_power, is_crewed]

this one is for the disruptor, and i currently have the crew = 0 for disruptor but i haven't removed the "is_crewed" tag from this line, nor done anything else

(the no crew mod on the workshop does the same thing it just sets crew = 0 for most things)

spiral snow
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now that i think about it. when i load a "bugged save" it will only crash "after" un-pausing, but it is interesting to see that a save might be able to bug out, mid game?
I'm not sure what would cause this error without PartCrew count modification 🤔

wild cedar
# spiral snow > now that i think about it. when i load a "bugged save" it will only crash "aft...

yeah. having it happen mid game was super weird

the only thing that i can think of (which may be nothing at all if your not doing it) would be something like

an enemy ship or something is "on the save" as i traveled through the solar system a ship "loaded in from my save" that has the wrong part crew count or something like that?

might be interesting to test traveling from one solar system to another to see if i will crash as i enter a different solar system on my save, but. i crashed while in a single solar system so that wouldn't explain what caused that oneshrugs

but. as far as i am aware, the whole solar system loads when i load the save? otherwise

if you AI ship blueprints or something that are saved with crew already at stations or something, then one of those gets spawned in that could cause the crash?

but again, as far as i am aware, when a ship loads in, the crew are all in the crew quarters. so idk hahaha.

it seems like crashing mid game is rare, i have only seen it happen once. and i have no idea how to replicate it

hopefully if you fix the easy to test crash, it will fix the hard to test crash as well.

spiral snow
spiral snow
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This should be fixed in the next update. Thanks!