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RimWorld => Bugs => Topic started by: Radda98 on July 18, 2018, 09:18:43 PM

Title: Crash while playing (1.0. 1968)
Post by: Radda98 on July 18, 2018, 09:18:43 PM
So i was playing today, vanilla 1.0 ((I only had proper shotguns :https://steamcommunity.com/sharedfiles/filedetails/?id=1438488634 installed but not activated)) I was playing brutal nudity, i still was alone with about 9 hours of gameplay,,the game crashed and now i cant log into any save or autosave of it, the log its always the same.( my storyteller was Phoebe and my difficulty was rough....i wasant doing anything special, it was daytime and my character was going to get something out of base
Log: https://gist.github.com/Radda98/0e2d97d92e0e863831c8e1f79e57caee ((NOTE: Tentativa de acessar endereço inválido =attempt to access address invalid
Do i will have to restart...oh god no  ((sorry for bad english im not american

EDIT:After resetting steam i can join my 3th newest auto save, and after my second save shows up a buch of errors but still loads....
its safe to keep playing?
edit2:not sure if its going to help but heres one debug log: https://gist.github.com/Radda98/1f5532d81683e88808434c51cea9402e
Title: Re: Crash while playing (1.0. 1968)
Post by: Illusion Distort on July 18, 2018, 11:03:58 PM
TL;DR: Removed pawns causes "memory leak" as the maploader tries to resolve crossreference.
(from debug log line 3057):"Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object"

EDIT2:
Running the savefile(provided under, by OP) the game throws similar errors with seemingly all pawns(atleast the animals) on the map. Seems to be related to the battle history of the pawns.

A savefile would be appricated, to help determine what went wrong.
If you want the savefile recovered try deleting Thing_Warg108972 and Thing_Cougar112799 from your save file, a guide to altering savefiles can be found here on the forums.


Edit: The warg killed the gazelle 3.7 days ago (autosave3.rws from further down this thread). Seems the game is confused about this, perhaps something went wrong in writing to the save? (I looked in the savefile, and both pawns are on the map, but I see nothing wrong with their fields).

Also addressing 64/32 bit Rimworld. Running 32-bit on a 64-bit system should not be causing this. The "ran out of memory" is caused by the game using more memory than the pc has access to(what could be called a "memory leak")


Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:18)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Line 76-79. start of load. from log), the log throwns "out of memory" at lines 139-5567, before crashing.


StatRequest for null def.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

(line 90-101 from log)
Seems like the GUI is causing trubble, (probably the removed pawns)do you have a savefile you can upload?

Could not resolve reference to object with loadID Thing_Warg108972 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Bite_MeleeMiss: null->null curPathRelToParent=
and
Could not resolve reference to object with loadID Thing_Cougar112799 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Scratch_MeleeMiss: turkey->null curPathRelToParent=

Seems pawns has been removed.


Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.FillComponents () [0x00024] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:385
  at Verse.Map.ExposeComponents () [0x00297] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:523
  at Verse.Map.ExposeData () [0x001b1] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:368
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x000f7] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:88)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:467)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(line 3057-3069 of debug log)This causes the map to not be initilized.

(my formatting was all over the place here, feel free to shout at me.)
Title: Re: Crash while playing (1.0. 1968)
Post by: Radda98 on July 19, 2018, 08:25:14 AM
Quote from: Illusion Distort on July 18, 2018, 11:03:58 PM
TL;DR: Removed pawns causes "memory leak" as the maploader tries to resolve crossreference.
(from debug log line 3057):"Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object"

A savefile would be appricated, to help determine what went wrong.
If you want the savefile recovered try deleting Thing_Warg108972 and Thing_Cougar112799 from your save file, a guide to altering savefiles can be found here on the forums.


Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:18)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(Line 76-79. start of load. from log), the log throwns "out of memory" at lines 139-5567, before crashing.


StatRequest for null def.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

(line 90-101 from log)
Seems like the GUI is causing trubble, (probably the removed pawns)do you have a savefile you can upload?

Could not resolve reference to object with loadID Thing_Warg108972 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Bite_MeleeMiss: null->null curPathRelToParent=
and
Could not resolve reference to object with loadID Thing_Cougar112799 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Scratch_MeleeMiss: turkey->null curPathRelToParent=

Seems pawns has been removed.


Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.FillComponents () [0x00024] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:385
  at Verse.Map.ExposeComponents () [0x00297] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:523
  at Verse.Map.ExposeData () [0x001b1] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:368
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x000f7] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:88)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:467)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

(line 3057-3069 of debug log)This causes the map to not be initilized.

(my formatting was all over the place here, feel free to shout at me.)

OK

autosave 4 = error and cant load :https://drive.google.com/open?id=1uLRhSNqG5yG1tTEtamDETHYWVnPqwHch
autosave 3 = error but still can join :https://drive.google.com/open?id=1nEteVOY3u1MnkVyvvG7XjwGJbArl0Oc6
autosave 2 = until yesterday,normal load now different error but still can join:https://drive.google.com/open?id=1iPDPqDqbIgzEyXtQFnKkiuubSiq9jEEK

Also, i noticed, i got an 64 bits windows and i was playing on 32 version, could that be the  problem?
also,there is no ``Thing_Warg108972`` in my computer

loading autosave 3 and going further makes the game a bit laggy while passing by the part witch autosave 4 saved,but after passing errors stop
Title: Re: Crash while playing (1.0. 1968)
Post by: Canute on July 19, 2018, 10:57:50 AM
QuoteAlso, i noticed, i got an 64 bits windows and i was playing on 32 version, could that be the  problem?
Maybe you notice or not, all previous Rimworld version was 32 bit too. So normaly it shouldn't matter.

But you run out of memory, and even on 32 bit that shouldn't happen when you just play an unmodded game.
That's why they was interested at your safegames.