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Damn it I have no idea why but my game crashes every time I end the day. I tried deleting pregnant characters, switching all jobs to library, making sure no new slaves we're going to become pregnant, and i even went and loaded an old save from a few weeks ago and hit end day but it crashed. I wish I had a more clear explanation of what is happening so I could help. All I can determine is it's not based around pregnancies I'm pretty sure cause the old save still crashed, and I don't think its the public nudity because I made everyone stay in the library. Is there any trouble shooting tips or something? Something that could help me determine the cause?

I found the logs in the application data file, but they are cryptic to me. Still here they are.

DEBUG_TRACE

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

set ovulation start

setbabytype

set random ovulation day

set ovulation finish

racelottery

setgenealogy

set ovulation start

set random ovulation day

set ovulation finish

newslave

GODOT

Godot Engine v3.2.4.beta4.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2

OpenGL ES Batching: ON

**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

Godot_2022 something something

Godot Engine v3.2.4.beta4.official - https://godotengine.org

OpenGL ES 2.0 Renderer: NVIDIA GeForce RTX 3090/PCIe/SSE2

OpenGL ES Batching: ON

**WARNING**: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

   At: scene/gui/base_button.cpp:329:set_enabled_focus_mode() - This method has been deprecated and will be removed in the future.

Aric's Expansion v1.5

**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).

**ERROR**: Resources still in use at exit (run with --verbose for details).

   At: core/resource.cpp:475:clear() - Resources still in use at exit (run with --verbose for details).


Sorry I have no clue what any of this means but I think there is an answer in there somewhere.

The logs you posted are completely useless. If you want useful information, then see this post: https://itch.io/post/5136034

Well I can't explain it but downloading the debug mod made the game stop crashing. I wasn't aware I had the debug mod at all sorry. Thanks for the quick help.

The debug changes how the game reacts to errors, it does not remove them. In debug mode it allows for corrupt behavior and data instead of crashing on error. If you save after the point where you get an error, then your data will most likely be corrupt and require file editing to fix.

The debug mod will provide a terminal that lists errors so that you can find out exactly what is going wrong, but I suspect that your errors were caused by playing the previous version of Aric's mod, which was the cause of crashing for the person who received that post originally.

Ok a fresh install of everything and the only error I get is:

SCRIPT ERROR: dailyTownEvents: Invalid get index '[97, 25]' (on base: 'Array').

          At: user://mods/AricsExpansion/customScripts/expansion.gd:2622

It seems pretty unimportant though. Just thought I'd post it in case I'm wrong.

(2 edits)

I found the issue. I put the fix in the wrong file, so it was never included in the release. It'll be fixed in the next version.