Comments (8)
Adding return on the line after growPlant in isn_unifiedgrowingtray.lua causes it to no longer crash. Seems something is causing the game to crash here?
from frackinuniverse.
After some debugging, I must have done something to fix the state, because my current save does not have this issue.
from frackinuniverse.
insufficient detail, need more info. what was in the trays? 'line after growplant' which one? the function declaration on line 253, or when it's called on line 87?
I'm not inclined toward downloading all of your mods to test this, nor am I going to download your 400 megabyte storage folder.
from frackinuniverse.
It was a 10x10 array of trays with seeds and the likes in them. I was referring to the function not the call. I seem to be getting the bug again after extending my storage network.
Here's the log file from the crash.
from frackinuniverse.
sb.logInfo("growPlant:fu_sendOrStoreItems 1: %s",{item=item, name1 = item.name, name2 = storage.currentseed.name, seedavoid = seedavoid, inputslots = inputSlots})
put this preceeding the following in the growplant function
fu_sendOrStoreItems(0, item, item.name == storage.currentseed.name and seedavoid or inputSlots)
do the same at the next sendorstore call with these:
sb.logInfo("growPlant:fu_sendOrStoreItems 2: %s",{currentseed = storage.currentseed, seedavoid = seedavoid})
placed above
fu_sendOrStoreItems(0, storage.currentseed, seedAvoid)
play with these til you get a crash, provide another log
from frackinuniverse.
It seems it crashes before hitting any of the logs. I uncommented the the other loginfo calls to show that it was still logging properly:
isn_unifiedgrowingtray.lua
starbound.log (Proton)
starbound.log (Linux Native)
from frackinuniverse.
This may be an issue with the storage network not with trays. I am not familiar enough with modding to determine if that is the case. It appears that this person is having the same issue I am.
Edit:
It seems putting return; after "function growPlant(growthmod, dt)" causes it to not crash. I was messing with the storage network (not the trays) so I am not sure if this is an issue with trays or just the storage network.
from frackinuniverse.
very unlikely it's item network code. if your touching the trays is causing it to not error, that means it's doing something with items that the engine doesnt like. and i'm honestly surprised you havent tried the 'brute force trace' approach...add a log printout before every damn statement in the growplant function (with different text). so...go try that for me.
from frackinuniverse.
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