I hit a snag when testing my mod - the dialog box changed to the one for cars maintenance and the game crashed. This is after I had saved and reload the game to test if the 2 mods (using same mesh models) can co-exist at next Save load. So when I encountered this issue, I traced back to pinpoint which mod (fish or resource factory) is the faulty one.
I stripped down the Resource Factory back to bare basics - just the input-output, no recipes, no storage. And was able to reproduce the bug.
So I tested with Fish factory. Save was fine, no crash.
Test methodology:
- with only one mod in, build that building. Save "mod.save" (dialog OK). Quit.
- reload Save (dialog still OK). Build one shelter. Save as "mod-shelter" (dialog OK). Quit.
- reload Save (dialog still OK). Build gate. Save as "mod-shelter-gate" (dialog OK). Quit.
- reload Save. Top bar gets zeroed out. Output log shows crash. Dialog shows as in image.
An excerpt from output_log.txt
Which brings me to take a look at the Building IDs in Unity. Watch video.
Is this the cause of the crash? Or is there something else? Anything I need to correct in my mod or is it a modtool "feature" that needs to be corrected?
@ Devs, if you guys want my Saves, output logs and mods from the above testings, to facilitate your troubleshooting and fixing, let me know...
I stripped down the Resource Factory back to bare basics - just the input-output, no recipes, no storage. And was able to reproduce the bug.
So I tested with Fish factory. Save was fine, no crash.
Test methodology:
- with only one mod in, build that building. Save "mod.save" (dialog OK). Quit.
- reload Save (dialog still OK). Build one shelter. Save as "mod-shelter" (dialog OK). Quit.
- reload Save (dialog still OK). Build gate. Save as "mod-shelter-gate" (dialog OK). Quit.
- reload Save. Top bar gets zeroed out. Output log shows crash. Dialog shows as in image.
An excerpt from output_log.txt
Code:
Uploading Crash Report
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Which brings me to take a look at the Building IDs in Unity. Watch video.
Is this the cause of the crash? Or is there something else? Anything I need to correct in my mod or is it a modtool "feature" that needs to be corrected?
@ Devs, if you guys want my Saves, output logs and mods from the above testings, to facilitate your troubleshooting and fixing, let me know...
Attachments
Last edited: