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Game crash when creating world with seasons turned off in pre.4


Monahven

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Basically, what the title says. I tried multiple times to create a new world in pre.4 with both survival and exploration default settings except seasons turned off and the game crashes every time at "Return again", both upon creating and when trying to load the existing world.

 

Crash report (seems to be always the same): 

Running on 64 bit Windows with 16 GB RAM 
Version: v1.13.0-pre.4 (Unstable)17.07.2020 13:31:18: Critical error occurred
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei Vintagestory.GameContent.SurvivalCoreSystem.applyConfig()
   bei Vintagestory.API.Common.Action.Invoke()
   bei Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted)
   bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
   bei _d2RMN1zHuzAALiQYO19tDVgiZjq._VCOGuBOoinMDd8rbVd4vpuBxkWJ(Single )
   bei _03OONFeH5aXVhprzH5OpsBRMrke._MpymMa5Vnuw8J9hvemNGL9BffVE(Single )
   bei _03OONFeH5aXVhprzH5OpsBRMrke._JxcYnRkrLHE0WOCqXmDBoeJdF8B(Single )
   bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   bei OpenTK.GameWindow.DispatchRenderFrame()
   bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   bei _shE3NjJvEFBDXqCOyQF5KI45qlE._d0XeBlh0OjRuDYieEa5HUswTIMs(_V0yRbOIBK3nkR7UHJtrGnOSkLsM , String[] )
   bei _ppWd19UG3HpRpxiC81tNf231uNN._d0XeBlh0OjRuDYieEa5HUswTIMs(ThreadStart )
-------------------------------

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Hey, sorry I didn't see your reply until now. 

I just tried with pre.9 and it still happens exactly as described above. 


Crash log: 

Running on 64 bit Windows with 16 GB RAM 
Version: v1.13.0-pre.9 (Unstable)26.07.2020 19:13:57: Critical error occurred
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei Vintagestory.GameContent.SurvivalCoreSystem.applyConfig()
   bei Vintagestory.API.Common.Action.Invoke()
   bei Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted)
   bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
   bei _0LFJiOumHnDltD2WR7qK4ZWEEEh._7ARYl5K3BkOIm7Ml9iOqSud72wn(Single )
   bei _yU5W9QlckxB6zMKdIXbKRDoQ5MH._Wlzbfz9iXs0QWmFebslj8KhH2uBA(Single )
   bei _yU5W9QlckxB6zMKdIXbKRDoQ5MH._3dvBPx43DHS2FvwS8NhGuskedrQ(Single )
   bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   bei OpenTK.GameWindow.DispatchRenderFrame()
   bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   bei _qe1DPeHAX9TodAqc5SsirUVi7KW._0MXqTs2LxwZGMlXC7ra01r53hfh(_H2vPkPEaaIlwJ0eVujHDQOaR1Yj , String[] )
   bei _8ABYKYPsEBz3Z8W0P2HDrRbh0Yb._0MXqTs2LxwZGMlXC7ra01r53hfh(ThreadStart )
-------------------------------

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