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ilgoehring13

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Jun 13, 2025
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  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines

Information​

When reporting a crash, stability or performance problems, please ensure that you have the files ready for submission​

[CLICK] I understand

Required​

Summary​

Critical system update error during Serialize->SerializerSystem

Steps to reproduce​

During normal gameplay, if I attempt to save via the main menu or if an autosave initiates, this [CRITICAL] error occurs, prompting me to choose between continuing, saving and quitting, or quitting. If I attempt to save, it will just run endlessly, and if I press continue, I can still play, but I am unable to attempt a save again.

Expected Result​

I should be able to save or have an autosave initiate without a crash.

Actual Result​

Crash with this error:

[CRITICAL] System update error during Serialize->SerializerSystem:

NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityManager.HighestEntityIndex () [0x00053] in <e125b05a4c73402481185d1a135059f5>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].CreateEntityTable (Colossal.Serialization.Entities.Context context, Unity.Collections.Allocator allocator) [0x0017c] in <f539b356a552460880371c76b71887be>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].Serialize[TWriter,TFormatTags] (Colossal.Serialization.Entities.Context context, Unity.Entities.EntityQuery query, Colossal.Serialization.Entities.BufferFormat bufferFormat, Unity.Entities.ComponentType[] requireEnabled) [0x0004d] in <f539b356a552460880371c76b71887be>:0
at Game.Serialization.SerializerSystem.OnUpdate () [0x000c4] in <cc2da3314a404c70a203f382286b5d52>:0
at Unity.Entities.SystemBase.Update () [0x0004e] in <e125b05a4c73402481185d1a135059f5>:0
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase) [0x0004e] in <cc2da3314a404c70a203f382286b5d52>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object, Object)
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.Serialization.SaveGameSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.SceneFlow.GameManager:UpdateWorld()
Game.SceneFlow.GameManager:Update()

Game Version​

1.3.3f1

Affected Feature​

  • Save

Platform​

  • Steam

Save Game​

View attachment Sealtown Beach 4 - pp.cok

Crash Dump and Logs​

View attachment [CRITICAL] System update error dur.txt

Additional Information​

Additional Information​

I don't get a proper crash - it just rolls endlessly - ergo I don't have a crash dump. I've included the error log.

Screenshot or Video​



 
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Reactions:
Been experiencing the same issue since the update

[CRITICAL] System update error during Serialize->SerializerSystem:

NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityManager.HighestEntityIndex () [0x00053] in <e125b05a4c73402481185d1a135059f5>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].CreateEntityTable (Colossal.Serialization.Entities.Context context, Unity.Collections.Allocator allocator) [0x0017c] in <f539b356a552460880371c76b71887be>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].Serialize[TWriter,TFormatTags] (Colossal.Serialization.Entities.Context context, Unity.Entities.EntityQuery query, Colossal.Serialization.Entities.BufferFormat bufferFormat, Unity.Entities.ComponentType[] requireEnabled) [0x0004d] in <f539b356a552460880371c76b71887be>:0
at Game.Serialization.SerializerSystem.OnUpdate () [0x000c4] in <cc2da3314a404c70a203f382286b5d52>:0
at Unity.Entities.SystemBase.Update () [0x0004e] in <e125b05a4c73402481185d1a135059f5>:0
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase) [0x0004e] in <cc2da3314a404c70a203f382286b5d52>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object, Object)
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.Serialization.SaveGameSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.SceneFlow.GameManager:UpdateWorld()
Game.SceneFlow.GameManager:Update()

[ERROR] \\\\?\\C:\\Users\\DOMINI~1\\AppData\\Local\\Temp\\Colossal Order\\Cities Skylines II\\64f13d6ab8ac4be0906919f7a44cef70\\Brighton County.SaveGameData: The process cannot access the file because it is being used by another process.


IOException: \\?\C:\Users\DOMINI~1\AppData\Local\Temp\Colossal Order\Cities Skylines II\64f13d6ab8ac4be0906919f7a44cef70\Brighton County.SaveGameData: The process cannot access the file because it is being used by another process.

at System.IO.LongFile.GetFileHandle (System.String normalizedPath, System.Guid guid, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.IO.FileOptions options) [0x00036] in <71817e4332374ad89af93b8ea283134f>:0
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.Action disposeCallback) [0x00017] in <71817e4332374ad89af93b8ea283134f>:0
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Action disposeCallback) [0x00000] in <71817e4332374ad89af93b8ea283134f>:0
at System.IO.LongFile.OpenRead (System.String path) [0x00000] in <71817e4332374ad89af93b8ea283134f>:0
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.IO.AssetDatabase.FileSystemDataSource+EntryInfo fi) [0x00016] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.Hash128 guid) [0x00031] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.AssetDatabase`1[T].GetReadStream (Colossal.Hash128 guid) [0x00000] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.ZipPackageWriter+FileDataSource..ctor (Colossal.IO.AssetDatabase.IAssetData asset) [0x00018] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.ZipPackageWriter.Add (Colossal.IO.AssetDatabase.IAssetData asset, System.Boolean preserveTimestamp) [0x00083] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force, System.Boolean preserveTimestamp) [0x00036] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force) [0x00000] in <e204981baa3d4b1ca12fa335a13465cc>:0
at Game.SceneFlow.GameManager+<>c__DisplayClass91_0.<Save>b__0 () [0x0007a] in <cc2da3314a404c70a203f382286b5d52>:0
at System.Threading.Tasks.Task`1[TResult].InnerInvoke () [0x0000f] in <356d430fdcb04bbf8dc54776e1d3627f>:0
at System.Threading.Tasks.Task.Execute () [0x00000] in <356d430fdcb04bbf8dc54776e1d3627f>:0
--- End of stack trace from previous location where exception was thrown ---

at Game.SceneFlow.GameManager.Save (System.String saveName, Game.Assets.SaveInfo meta, Colossal.IO.AssetDatabase.ILocalAssetDatabase database, Game.UI.ScreenCaptureHelper+AsyncRequest previewRequest) [0x00371] in <cc2da3314a404c70a203f382286b5d52>:0
at Game.UI.Menu.MenuUISystem.SaveGame (System.String saveName) [0x00162] in <cc2da3314a404c70a203f382286b5d52>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
Game.UI.Menu.<SaveGame>d__66:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task:FinishStageTwo()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
Game.SceneFlow.<Save>d__91:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
Last edited:
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I have the same problem since the update. If this happens, I can not save my game completely and the current game status is lost

[CRITICAL] System update error during Serialize->SerializerSystem:
NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityManager.HighestEntityIndex () [0x00053] in <e125b05a4c73402481185d1a135059f5>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].CreateEntityTable (Colossal.Serialization.Entities.Context context, Unity.Collections.Allocator allocator) [0x0017c] in <f539b356a552460880371c76b71887be>:0
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].Serialize[TWriter,TFormatTags] (Colossal.Serialization.Entities.Context context, Unity.Entities.EntityQuery query, Colossal.Serialization.Entities.BufferFormat bufferFormat, Unity.Entities.ComponentType[] requireEnabled) [0x0004d] in <f539b356a552460880371c76b71887be>:0
at Game.Serialization.SerializerSystem.OnUpdate () [0x000c4] in <cc2da3314a404c70a203f382286b5d52>:0
at Unity.Entities.SystemBase.Update () [0x0004e] in <e125b05a4c73402481185d1a135059f5>:0
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase) [0x0004e] in <cc2da3314a404c70a203f382286b5d52>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object, Object)
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.Serialization.SaveGameSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.SceneFlow.GameManager:UpdateWorld()
Game.SceneFlow.GameManager:Update()
 
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Reactions:
my game wont even load simply stops sends me here with link and says cities 2 ran into problem and was unable to start. object reference not set to an instance of an object.

anyone know what i should do to fix this?
 
I was able to fix the issue by uninstalling the game with REVO Uninstaller, because you can easily remove all associated registry keys, and other associated data. Once all traces of CS2 was wiped completely, I rebooted and reinstalled, which took forever because all the asset packs have to redownload , not to mention all my MOD's. Haven't had the issue since. Just be sure you backup your saves into another folder before you delete everything.

****UPDATE**** It worked for the first day, but when I tried playing again today i got the same error again. don't waste your time reinstalling.
 
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I had this issue too. I was using mods and reset the load order for my active playset on paradox mods. I played for over an hour and the issue hasn't come back. Not sure if this fixed it but worth a shot.
 
same issue here, I'm seeing Game.UI.ScreenCaptureHelper from the logs that were posted. Could it be that the new city preview on load screen feature is breaking the save process?
 
same issue here, I'm seeing Game.UI.ScreenCaptureHelper from the logs that were posted. Could it be that the new city preview on load screen feature is breaking the save process?
It seems so! Someone has create a mod to disable this new feature:
 
I was able to fix the issue by uninstalling the game with REVO Uninstaller, because you can easily remove all associated registry keys, and other associated data. Once all traces of CS2 was wiped completely, I rebooted and reinstalled, which took forever because all the asset packs have to redownload , not to mention all my MOD's. Haven't had the issue since. Just be sure you backup your saves into another folder before you delete everything.
I was hoping a complete wipe and reinstall wouldn't be the solution. That is a lot of redownloading. For anyone following along, I'll try today and report back.
 
I am also experiencing the same issue, here is my error codes as they appear in Skyve:

1.
[CRITICAL] - [23:08:26,299] - (SceneFlow.log)
System update error during Serialize->SerializerSystem:
NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityManager.HighestEntityIndex ()
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].CreateEntityTable (Colossal.Serialization.Entities.Context context, Unity.Collections.Allocator allocator)
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].Serialize[TWriter,TFormatTags] (Colossal.Serialization.Entities.Context context, Unity.Entities.EntityQuery query, Colossal.Serialization.Entities.BufferFormat bufferFormat, Unity.Entities.ComponentType[] requireEnabled)
at Game.Serialization.SerializerSystem.OnUpdate ()
at Unity.Entities.SystemBase.Update ()
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase)
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.Serialization.SaveGameSystem:OnUpdate()
Unity.Entities.SystemBase:Update()
Game.UpdateSystem:Update(SystemUpdatePhase)
Game.SceneFlow.GameManager:UpdateWorld()
Game.SceneFlow.GameManager:Update()
2.
[ERROR] - [23:08:26,602] - (SceneFlow.log)
\\?\C:\Users\%username%\AppData\Local\Temp\Colossal Order\Cities Skylines II\326cf7d1e59b40b6bc86cbf7cff8b281\15-June-23-08-25.SaveGameData: The process cannot access the file because it is being used by another process.
IOException: \\?\C:\Users\%username%\AppData\Local\Temp\Colossal Order\Cities Skylines II\326cf7d1e59b40b6bc86cbf7cff8b281\15-June-23-08-25.SaveGameData: The process cannot access the file because it is being used by another process.
at System.IO.LongFile.GetFileHandle (System.String normalizedPath, System.Guid guid, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.IO.FileOptions options)
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.Action disposeCallback)
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Action disposeCallback)
at System.IO.LongFile.OpenRead (System.String path)
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.IO.AssetDatabase.FileSystemDataSource+EntryInfo fi)
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.Hash128 guid)
at Colossal.IO.AssetDatabase.AssetDatabase`1[T].GetReadStream (Colossal.Hash128 guid)
at Colossal.IO.AssetDatabase.ZipPackageWriter+FileDataSource..ctor (Colossal.IO.AssetDatabase.IAssetData asset)
at Colossal.IO.AssetDatabase.ZipPackageWriter.Add (Colossal.IO.AssetDatabase.IAssetData asset, System.Boolean preserveTimestamp)
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force, System.Boolean preserveTimestamp)
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force)
at Game.SceneFlow.GameManager+<>c__DisplayClass91_0.<Save>b__0 ()
at System.Threading.Tasks.Task`1[TResult].InnerInvoke ()
at System.Threading.Tasks.Task.Execute ()
--- End of stack trace from previous location where exception was thrown ---
at Game.SceneFlow.GameManager.Save (System.String saveName, Game.Assets.SaveInfo meta, Colossal.IO.AssetDatabase.ILocalAssetDatabase database, Game.UI.ScreenCaptureHelper+AsyncRequest previewRequest)
at Game.AutoSaveSystem.AutoSave ()
Game.<AutoSave>d__13:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task:FinishStageTwo()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
Game.SceneFlow.<Save>d__91:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
3.
[EXCEPTION] - [23:08:44,418] - (Player.log)
=================================================================
at <unknown> <0xffffffff>
at Unity.Entities.DestroyEntity_000010E1$BurstDirectCall:wrapper_native_indirect_000002766FB0AD70 <0x00096>
at Unity.Entities.DestroyEntity_000010E1$BurstDirectCall:Invoke <0x0007a>
at Unity.Entities.StructuralChange:DestroyEntity <0x00022>
at Unity.Entities.EntityDataAccess:DestroyEntityInternalDuringStructuralChange <0x00032>
at Unity.Entities.EntityManager:DestroyEntityInternal <0x000a2>
at Unity.Entities.WorldUnmanagedImpl:FreeSlotWithoutOnDestroy <0x00082>
at Unity.Entities.WorldUnmanagedImpl:FreeSlot <0x0023a>
at Unity.Entities.WorldUnmanagedImpl:DestroyManagedSystem <0x0008a>
at Unity.Entities.WorldUnmanaged:DestroyManagedSystemState <0x0002a>
at Unity.Entities.ComponentSystemBase:OnAfterDestroyInternal <0x0007a>
at Unity.Entities.World:DestroyAllSystemsAndLogException <0x00c62>
at Unity.Entities.World:Dispose <0x0029a>
at Unity.Entities.World:DisposeAllWorlds <0x0004a>
at Game.SceneFlow.GameManager:DestroyWorld <0x00052>
at <TerminateGame>d__64:MoveNext <0x0098a>
at MoveNextRunner:InvokeMoveNext <0x00091>
at System.Threading.ExecutionContext:RunInternal <0x001dd>
at System.Threading.ExecutionContext:Run <0x0002a>
at MoveNextRunner:Run <0x000ea>
at <>c:<.cctor>b__7_0 <0x00039>
at WorkRequest:Invoke <0x00023>
at UnityEngine.UnitySynchronizationContext:Exec <0x001b2>
at UnityEngine.UnitySynchronizationContext:ExecuteTasks <0x0007a>
at System.Object:runtime_invoke_void <0x00084>
4.
[EXCEPTION] - [23:08:44,418] - (Player.log)

at Game.SceneFlow.GameManager.Save (System.String saveName, Game.Assets.SaveInfo meta, Colossal.IO.AssetDatabase.ILocalAssetDatabase database, Game.UI.ScreenCaptureHelper+AsyncRequest previewRequest)
at Game.AutoSaveSystem.AutoSave ()
5.
[EXCEPTION] - [23:08:44,418] - (Player.log)

at System.IO.LongFile.GetFileHandle (System.String normalizedPath, System.Guid guid, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.IO.FileOptions options)
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.Action disposeCallback)
at System.IO.LongFile.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Action disposeCallback)
at System.IO.LongFile.OpenRead (System.String path)
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.IO.AssetDatabase.FileSystemDataSource+EntryInfo fi)
at Colossal.IO.AssetDatabase.FileSystemDataSource.GetReadStream (Colossal.Hash128 guid)
at Colossal.IO.AssetDatabase.AssetDatabase`1[T].GetReadStream (Colossal.Hash128 guid)
at Colossal.IO.AssetDatabase.ZipPackageWriter+FileDataSource..ctor (Colossal.IO.AssetDatabase.IAssetData asset)
at Colossal.IO.AssetDatabase.ZipPackageWriter.Add (Colossal.IO.AssetDatabase.IAssetData asset, System.Boolean preserveTimestamp)
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force, System.Boolean preserveTimestamp)
at Colossal.IO.AssetDatabase.PackageAsset.Save (System.Boolean force)
at Game.SceneFlow.GameManager+<>c__DisplayClass91_0.<Save>b__0 ()
at System.Threading.Tasks.Task`1[TResult].InnerInvoke ()
at System.Threading.Tasks.Task.Execute ()
6.
[EXCEPTION] - [23:08:44,418] - (Player.log)
[SceneFlow] [CRITICAL] System update error during Serialize->SerializerSystem: System.NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityManager.HighestEntityIndex ()
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].CreateEntityTable (Colossal.Serialization.Entities.Context context, Unity.Collections.Allocator allocator)
at Colossal.Serialization.Entities.EntitySerializer`1[TWriteBuffer].Serialize[TWriter,TFormatTags] (Colossal.Serialization.Entities.Context context, Unity.Entities.EntityQuery query, Colossal.Serialization.Entities.BufferFormat bufferFormat, Unity.Entities.ComponentType[] requireEnabled)
at Game.Serialization.SerializerSystem.OnUpdate ()
at Unity.Entities.SystemBase.Update ()
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase)

It happens whenever the game autosaves, but not every autosave it will save 4 to 5 autosaves then on the 6th one this error will pop up and corrupt my last few autosaves. The save recovery option does not work. I'm only using about 10 code mods, all basic ones like anarchy or move it. Any help would be appreciated!
 
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I just loaded a save that hasn't been touched since the latest patch without code mods.

I was able to save it as a new file, and auto-saves seemed to work appropriately. I even dialed them up to every few minutes to get a few made without issue.
Can you try drawing new roads, and new stuff from the patch? With autosave and manual save. Play the game like you normally would.

This error is pretty odd and shows up only after playing for an extended time to a lot of people.
 
I just loaded a save that hasn't been touched since the latest patch without code mods.

I was able to save it as a new file, and auto-saves seemed to work appropriately. I even dialed them up to every few minutes to get a few made without issue.
Thanks for testing that. It looks like your issue ist most likely related to mods then. Unfortunately we cannot assist with save games that have been used with mods, as there are too many variables to account for. Please create another thread if you ever encounter that issue in a save without any mods.