Patrol Routes Causing Crash? (Solved)
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I’ve been gradually implementing patrol routes into the star system i’m building to get used to modding, but i’ve run into an error, specifically a recurring crash, that I can’t see a specific cause for on either FLSpew or FLScanII.
This is my system:
Whenever I get close to the planet in the middle left of the system, the game flickers to a black screen then closes, which i’ve seen before when the game’s run into certain errors (usually when it couldn’t find something).
I’m pretty sure it’s being caused by the vertical route passing behind the planet, as the diagonal route above it (where the player icon currently is on the screenshot) had patrols along it fine before the vertical was added in, as were the other patrol routes and everything else in the system as I far as I could tell.
I can’t find anything in the zone block for the vertical that makes it that different from the others (and i’ll share all of them if people ask to take a look), or any patrol encounter references that would seem to be alluding to archetypes that aren’t there, so i’m kind of stumped.
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Is this running on a server or singleplayer?
Patrol routes do need the following conditions met:- Each end point must be a dockable location NPCs can spawn or disappear to.
- If the endpoint is a base, the mbase factions must contain the patrolling NPC faction.
Make sure if jumpholes or gates are the endpoints that the NPC faction is allowed to dock at them.
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Skotty. wrote:
Is this running on a server or singleplayer?
Patrol routes do need the following conditions met:- Each end point must be a dockable location NPCs can spawn or disappear to.
- If the endpoint is a base, the mbase factions must contain the patrolling NPC faction.
Make sure if jumpholes or gates are the endpoints that the NPC faction is allowed to dock at them.
This might be the problem, then. The end of the route currently ends on open space.
If I implemented the rest of my patrol route objects, which as far as i’m aware has all ends either intersecting with a base, hole or another route object, would that likely stop the crash?
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Yes. The game has a set range of I think 1 or 2 k at the end of the routes that a dockable object must be within range. Otherwise it will crash.
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Still having a crash problem, though now that i’m examining it again I think it might also be being caused by my labeling patrol paths incorrectly (hadn’t realized it wasn’t arbitrary and they’re actually grouped for a reason, which was stupid of me).
Thank you, though. This was definitely one half of the problem.
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Might also be the encounters themselves. If they’re not set up properly that can cause what you describe. Create the patrol path but leave out the encounters, then add in each encounter until the crashes resume. If the crashes resume after adding the first encounter it’s either the patrol path itself (see advice in above posts) or the encounter. If the crashes don’t resume until a later encounter is added it may be that last added encounter.
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robocop wrote:
Might also be the encounters themselves. If they’re not set up properly that can cause what you describe. Create the patrol path but leave out the encounters, then add in each encounter until the crashes resume. If the crashes resume after adding the first encounter it’s either the patrol path itself (see advice in above posts) or the encounter. If the crashes don’t resume until a later encounter is added it may be that last added encounter.I have also been getting crashes related to encounters, as it happens, but it’s generally been because i’ve forgotten to insert a reference to the encounter archetype required at the start of the system ini.
Right now, though, everything seems to be working fine.