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ellacharmed

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Feb 10, 2015
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Got hit with the Stuck running bug while play-testing mods.
Is there a way for me to find out what Building ID "7e5788c9fe1443978a915c1a21acd6d2" is? Whether it is my mod or base-game or a DLC-building?
I've just rebuild the mod, with no changes since the last publish, with the modified Plugin (+other files), of course.

Code:
Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object
  at Aftermath.Sim.ResourceTransformComponent.CreateOutput () [0x0004d] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.ResourceTransformComponent.Process (System.Single deltaTime) [0x0006f] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.ResourceTransformComponent.DoWork (System.Single deltaTime) [0x0008c] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.Jobs.ProcessJob`1[T].DoWork (System.Single deltaTime) [0x0006a] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.Jobs.ProcessJob`1[T].UpdateJob (System.Single deltaTime) [0x000f4] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.Jobs.JobBase.Update (System.Single deltaTime) [0x00000] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.PersonTasks.ResourceTransformTask.DoWork (Aftermath.Sim.PersonBase person, System.Single deltaTime) [0x0001a] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.PersonBase.DoWork (System.Single deltaTime) [0x00013] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.PersonBase.Simulate (System.Single deltaTime) [0x0001e] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.CityManager.SimulateColonists (System.Single deltaTime) [0x0001a] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at Aftermath.Sim.CityManager.IceEngine.ISimulationListener.SimUpdate () [0x0004a] in <7e5788c9fe1443978a915c1a21acd6d2>:0
  at IceEngine.UpdateManager.SimUpdate (System.Single delta) [0x0008b] in <489596d5aeeb40e7af1f0c86498b6b37>:0
  at IceEngine.UpdateManager._FixedUpdate (System.Single delta) [0x00068] in <489596d5aeeb40e7af1f0c86498b6b37>:0
  at IceEngine.ScreenManager.FixedUpdate () [0x0000a] in <f63fca3947c04346b1a1f8b94387d8fe>:0



And I think I may find out the ring leader of this Stuck Running movement! :eek:

Traversing invalid path. Person: Ella. Path type: Grid. TargetReached is null, forcing idle state!

I've submitted via Write Feedback as well. But not sure if that would grab the Player.log at the same time.
If you guys need my mod files to load the Save, let me know where to send them.
Initially was able to Save & Quit and reload game. But after the reload, Exit game fails and had to force quit via Task Manager.

ps: sorry forgot to quit game and the log grows.

eta: removed save file and log file as issue is now resolve. Sorry for the false alarm.
 
Last edited:
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As I have not come across any widespread complaints of this bug this time round, I suspected issue is with one of my mods.

I've resolved the above issue by going through the properties for weird things. As I only have 4 mods to go through, it wasn't so bad.
Issue was some properties in the CharmedFishFactory had the Output entries wiped. After correcting, rebuild, was able to load-in-place and game (+save file) launched just fine and the colonists all unstuck themselves. And I was able to progress in my playthrough.


And to keep the history of issues encountered, thought I'd just publish any exiting mishaps while play-testing mods.

Exhibit A. o_O
Aftermath64.0330-1070.png


If you guys have any to add, welcome to join the party! :cool:
 
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