Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Extended Tech Tree Mod.
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WarrantyVoid 13 Feb, 2024 @ 12:18pm
(fixed) Burning Giga Thurster CTD
EDIT: I'm considering this fixed until proven otherwise

I'm getting a CTD regarding a "System.InvalidOperationException: Pathfind operation failed!" due to a crew member attempting to path to a fire in a Giga Thruster.

I have this from the log regarding this:
Starting part: {cosmoteer.fire_extinguisher; Location={X=-29 ,Y=13}; Rotation=3; FlipX=False} Starting rect: {X=-29, Y=13, Width=1, Height=1} Ending part: {SirCampalot.dpm_thruster_giga; Location={X=-35 ,Y=12}; Rotation=1; FlipX=False} Ending rect: {X=-33, Y=13, Width=1, Height=1}

https://steamhost.cn/steamcommunity_com/id/WarrantyVoid/screenshot/2323363479572191269/
Last edited by WarrantyVoid; 15 Feb, 2024 @ 8:44am
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Showing 1-8 of 8 comments
SirCampalot  [developer] 14 Feb, 2024 @ 4:44am 
I already responded back to you on discord, but the short version is many thanks for the detailed report. It should be fixed now :)
SirCampalot  [developer] 14 Feb, 2024 @ 8:26am 
A sorta copypaste of the more detailed explanation I typed on discord (because stuff on discord is not always easy to find) regarding this issue:
So what apparently happened is that I had set the blocked travel cells to block off crew from travelling below a certain line of cells. But the cells below the blocked ones were still traversable, but just not accessible.
This never caused any issues...until the thruster was set on fire below this line of blocked travel cells and a crewmember was trying to take a fire extinguiser and find a way to that particular cell.

What I didn't realize was that apparently blocked travel cells are also impossible to set on fire. So once one of the cells below this line was hit, it could still catch fire and when it did a crewmember would attempt to put the flames out.
Since it couldn't get to its calculated destination (because I blocked the cells leading up to the cell that was on fire), it would cause the pathfinding crash.
WarrantyVoid 14 Feb, 2024 @ 10:25am 
(Link to the Discord thread in question https://discord.com/channels/314103695568666625/1207030366699921448 )

The main reason I didn't want to do a process of elimination with enabling just a few mods is the load time. Cosmoteer spends quite a lot of time loading mods if there is any changes to the mod load list or any mod updates.

Thinking back on it I could have tried to make a minimal setup in creative with only this mod enabled, will consider doing so if the fix doesn't work.

Will be doing a test of the fix in a bit. Fingers crossed.
Last edited by WarrantyVoid; 14 Feb, 2024 @ 10:33am
WarrantyVoid 14 Feb, 2024 @ 10:39am 
Curious, still getting the same error. Checked the workshop folder and I do have the update. Time to see if I can make a minimum example of this or if it is some cross-mod shenanigans.

Starting part: {cosmoteer.fire_extinguisher; Location={X=-29 ,Y=13}; Rotation=3; FlipX=False} Starting rect: {X=-29, Y=13, Width=1, Height=1} Ending part: {SirCampalot.dpm_thruster_giga; Location={X=-35 ,Y=12}; Rotation=1; FlipX=False} Ending rect: {X=-33, Y=13, Width=1, Height=1}
WarrantyVoid 14 Feb, 2024 @ 11:10am 
Hmm, one reason the save is still broken could be due to the fire already beeing in the inaccessible area. Tried replicating it but no success so far.
Last edited by WarrantyVoid; 14 Feb, 2024 @ 11:11am
WarrantyVoid 14 Feb, 2024 @ 11:29am 
Lucklicy there is an autosave from before the paradox fire, so I will just be resuming from there.
SirCampalot  [developer] 16 Feb, 2024 @ 2:59am 
Originally posted by WarrantyVoid:
(Link to the Discord thread in question https://discord.com/channels/314103695568666625/1207030366699921448 )

The main reason I didn't want to do a process of elimination with enabling just a few mods is the load time. Cosmoteer spends quite a lot of time loading mods if there is any changes to the mod load list or any mod updates.

Thinking back on it I could have tried to make a minimal setup in creative with only this mod enabled, will consider doing so if the fix doesn't work.

Will be doing a test of the fix in a bit. Fingers crossed.
Yes, the load times increase dramatically with even the most minute changes (which is rather unfortunate for modders like me as this can make testing and tweaking quite time consuming).

Interesting thing you say about your save still being broken due to the fire already preexisting. This indicates that the blocked travel cell doesn't actually prevent it being on fire. It just prevents it from being set on fire.

But I'm glad this is now solved and you pointed me into the right direction, nicely done :)
SirCampalot  [developer] 21 Jun, 2024 @ 4:47am 
Locking this since this issue has since been fixed.
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