[RC] Major faults in generation of Golgotha, Grit Gate
Issue #798
resolved
Golgotha generation produces this exception
exceeded event pool size 4000
at XRL.World.Event.New(System.String ID, Int32 ObjParams, Int32 StrParams, Int32 IntParams)
at XRL.World.Event.New(System.String ID, System.String Name1, System.Object Value1)
at XRL.World.Cell.IsPassable(XRL.World.GameObject obj, Boolean includeCombatObjects)
at XRL.World.Cell+<getClosestPassableCellFor>c__AnonStorey8.<>m__0(XRL.World.Cell c)
at XRL.World.Zone.GetCells(System.Predicate`1 pFilter)
at XRL.World.Cell.getClosestPassableCellFor(XRL.World.GameObject who)
at XRL.World.Parts.Physics.HandleEvent(XRL.World.ZoneBuiltEvent E)
at XRL.World.ZoneBuiltEvent.handlePartDispatch(XRL.World.IPart part)
at XRL.World.GameObject.HandleEvent(XRL.World.ZoneBuiltEvent E)
at XRL.World.Cell.HandleEvent(XRL.World.ZoneBuiltEvent E)
at XRL.World.Zone.HandleEvent(XRL.World.ZoneBuiltEvent E)
at XRL.World.ZoneManager+<GenerateZone>c__AnonStorey3.<>m__0()
at XRL.UI.Loading.LoadTask(System.String description, System.Action work, Boolean showToUser)
at XRL.World.ZoneManager.GenerateZone(System.String ZoneID)
at XRL.World.ZoneManager.GetZone(System.String ZoneID)
at XRL.World.ZoneManager.GetZone(System.String World, Int32 wX, Int32 wY, Int32 X, Int32 Y, Int32 Z)
at XRL.World.Cell.GetCellFromDirectionGlobal(System.String Direction, Boolean bLocalOnly, Boolean bLiveZonesOnly)
at XRL.World.Cell.GetCellFromDirection(System.String Direction, Boolean BuiltOnly)
at XRL.World.Parts.StairsDown.GetPullDownCell(XRL.World.Cell CC, Int32 ByRef Distance, Int32 MaxDistance)
at XRL.World.Parts.StairsDown.GetPullDownCell(Int32 ByRef Distance, Int32 MaxDistance)
at XRL.World.Parts.StairsDown.IsLongFall()
at XRL.World.Parts.StairsDown.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
at XRL.World.ObjectEnteringCellEvent.handlePartDispatch(XRL.World.IPart part)
at XRL.World.GameObject.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
at XRL.World.Cell.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
at XRL.World.GameObject.ProcessObjectEnteringCell(XRL.World.Cell DestinationCell, Boolean Forced, Boolean System, System.String Direction, System.String Type, XRL.World.GameObject Dragging)
at XRL.World.GameObject.Move(System.String Direction, Boolean Forced, Boolean System, XRL.World.GameObject Dragging, Boolean NearestAvailable, Int32 EnergyCost)
at XRL.Core.XRLCore.PlayerTurn()
at XRL.Core.ActionManager.RunSegment(Boolean bUnityDebug)
at XRL.Core.XRLCore.RunGame()
at XRL.Core.XRLCore.NewGame()
at XRL.Core.XRLCore._Start()
at XRL.Core.XRLCore._ThreadStart()
and generates levels with conveyor belts but filled with walls.
Grit Gate generates a faulty becoming nook:
Comments (4)
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reporter -
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assigned issue to
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assigned issue to
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- changed status to open
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- changed status to resolved
Better now.
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Bethesda Susa generates a similar exception to Golgotha (I think this was generated with
godown:1
after getting trying to go down the stairs failed)