Schedule I

Schedule I

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Game wont stop crashing
Restarted PC - nothing
Updated drivers - Nothing
Changed loading to dx11, dx12 etc - nothing
launched in compatibility - nothing
verified install - nothing
Launched as an Admin - nothing
Launched in Compatibility mode - Nothing...

What do I do now, wait for a patch? It just keeps crashing and honestly I like this game a lot, but I am bummed out I cant play.
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Showing 61-75 of 84 comments
Vyper Apr 10 @ 3:35pm 
I'm using the program process lasso as suggested from another thread to "uncrash" my pc. Which is why I don't believe my PC is at fault. My hardware is pretty recent, I test things thoroughly. Been a builder/tech for 20+ years, I just don't see this as coming from my end. Yes we are a minority but we still count and paid for this game, it should be investigated further.
Last edited by Vyper; Apr 10 @ 4:42pm
Vyper Apr 10 @ 4:40pm 
Some possible errors from my player log.

fficer Lee failed to find closest reachable point for destination: (-148.97, -4.00, 88.14)
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogWarning(Object, Object)
ScheduleOne.NPCs.NPCMovement:SetDestination(Vector3, Action`1, Boolean, Single, Single)
ScheduleOne.NPCs.NPCMovement:SetDestination(Vector3)
ScheduleOne.NPCs.Behaviour.SentryBehaviour:ActiveMinPass()
ScheduleOne.NPCs.Behaviour.NPCBehaviour:MinPass()
System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
System.Delegate:DynamicInvokeImpl(Object[])
ScheduleOne.GameTime.<StaggeredMinPass>d__103:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Lots of these regarding officers, next:

Writing subfile called 'Inventory' that is not in the list of extra saveables. Be sure to include it in the returned files list.
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogWarning(Object, Object)
ScheduleOne.Persistence.ISaveable:WriteSubfile(String, String, String)
ScheduleOne.NPCs.NPC:WriteData(String)
ScheduleOne.Persistence.ISaveable:CompleteSave(String, Boolean)
ScheduleOne.Persistence.ISaveable:WriteBaseData(String, String)
ScheduleOne.Persistence.<<Save>g__SaveRoutine|0>d:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

This happens over and over and over again at the bottom of this file, I guess this is right before my game froze up on saving. Next:

Path Failed : Computation Time 0.00 ms Searched Nodes 12
Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost).
Path Number 75 (unique id)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
AstarPath:<InitializePathProcessor>b__122_1(Path)
Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)

This also happened multiple times with many different path numbers, next:

Coroutine continue failure
Game loaded
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:Log(Object, Object)
ScheduleOne.Persistence.<<StartGame>g__LoadRoutine|0>d:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Next:

Received a spawn objectId of 13181 which was already found in spawned, and was not predicted. This sometimes may occur on clientHost when the server destroys an object unexpectedly before the clientHost gets the spawn message.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
FishNet.Managing.Logging.LevelLoggingConfiguration:LogWarning(String)
FishNet.Managing.Client.ClientObjects:CacheSpawn(PooledReader)
FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean)
FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs)
FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs)
FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs)
FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean)
FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean)
FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean)
FishNet.Managing.Timing.TimeManager:IncreaseTick()
FishNet.Managing.Timing.TimeManager:TickUpdate()

Next:

Cannot complete action because client is not active. This may also occur if the object is not yet initialized, has deinitialized, or if it does not contain a NetworkObject component.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
FishNet.Managing.Logging.LevelLoggingConfiguration:LogWarning(String)
ScheduleOne.Storage.StorageEntity:SetStoredInstance(NetworkConnection, Int32, ItemInstance)
ScheduleOne.ItemFramework.ItemSlot:SetStoredItem(ItemInstance, Boolean)
ScheduleOne.Persistence.Loaders.StorageRackLoader:Load(String)
ScheduleOne.Persistence.LoadRequest:Complete()
ScheduleOne.Persistence.<<StartGame>g__Load|3>d:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Most of these all happen multiple times, but as I said the end of the file, I'm guessing where I freeze up on saving is the "Writing to subile called "Inventory" etc etc.

Sorry for the long post, hope this helps Tyler if hes reading these threads or maybe someone who is good with programming could help decipher what might be going on.
Stig Apr 11 @ 10:15pm 
Was having the exact same problems! I turned off Cloud Save on Steam and have not had an issue in hours. Was every couple minutes.
Originally posted by Crimson Dawn:
Originally posted by Vyper:
I still feel like this is something that is the devs responsibility to fix, this is the only game ever to cause this issue, changing stuff on my PC for a single game don't feel right.
Not really. If it crashes it is very likely something on your end only. This game has sold millions of copies and only few people have issues. Might be bad drivers, corruption, viruses or bad hardware(in my case intel's manufacturing fault). It's never just one game, more will have crash issues, you just haven't come across another one yet.
Thats why the dev even said it crashes a LOT for people with an i7 or an i9
Originally posted by Stig:
Was having the exact same problems! I turned off Cloud Save on Steam and have not had an issue in hours. Was every couple minutes.
Still have the problem
Originally posted by Vyper:
I'm using the program process lasso as suggested from another thread to "uncrash" my pc. Which is why I don't believe my PC is at fault. My hardware is pretty recent, I test things thoroughly. Been a builder/tech for 20+ years, I just don't see this as coming from my end. Yes we are a minority but we still count and paid for this game, it should be investigated further.
Tyler (the dev) brought up how it crashes a LOT on i7 to i9
i9-14900k, 32 GB DDR5 RAM, SUPER 2060 GPU.

The first day I downloaded and played this game, I played 14 hours and had zero issues. As I continued playing, crashes started a couple times and then it got more and more frequent. Unfortunately, there were times the game would crash three or four times in a row and I had to walk away.

Because this computer is a new build (mid-March), I have been monitoring how different games affect my CPU and RAM and based on AI Suite 3, my CPU temps never get above 60 or 65 degrees Celsius. For comparison, I have ran MSFS 2020 with over 100+ fps for several hours and never have issues.

I tried everything that everyone else has done, updated drivers, verified file integrity, flashed BIOS, etc. Still didn't have a good experience and crashes continued, irregularly.

The last thing I attempted where I didn't have any crashes was to increase my page file, instead of letting Microsoft/Windows manage it. My Steam install and games sit on my D drive and there was no pagefile at all, or at least it was configured for 0 MB, so based on my RAM * 1 1/2, I set it accordingly for my D drive.

I played for about an hour or two after making that adjustment and did not experience any crashes; unfortunately I haven't been able to put a lot of time into it to test further but I am hoping this will fix the issue; otherwise, I'm fairly certain the devs will have a bit of work to do, considering everyone else's posted with comments about their hardware specs.

I have ZERO issues with any other game and was reluctant to modify my brand new PC for one game, but I did it anyway.

Final note, when Schedule 1 crashes, it has never crashed my PC, so I feel like that is pointing to the game more so than anything else.

Fingers-crossed I can get some more time in sooner rather than later and get a good 4 - 6 hour session in and see if I have any crashes...force saving literally every minute or two is getting really old...

Cheers.
I just wanted to circle back on this now that I have been able to put some more time in.

I have experienced ZERO crashes since manually setting my page files on both my C and D drives. For those still experiencing issues, please give this a try. Your page file should be the amount of physical RAM you have installed in your computer times 1 1/2 (1.5). For example, if you have 32 GB of physical RAM installed on your computer, your page file should be set to 48 GB (give or take a few).

I hope this helps someone. I absolutely love this game and was about to give up on it but I can happily say, I'm very much back into it. I still save every few minutes out of habit now, but I have experienced ZERO crashes for about 20-30 hours.

Cheers.
yep still after this update its still crashing, also if i do the buss stop jump glitch too high it bluescreens my pc...
Rce™ Apr 22 @ 2:03pm 
Turn off v synch, worth a try
its happening to me too
This just started happening to me today. I tried alternate, and beta to see. I got about an hour into beta before I had to alt tab and it crashed out. Sometimes it goes full black screen, but other times it just crashes itself, steam, my streaming software, discord and my browser if its open. Steam will attempt to restart over and over until S1 closes. I had almost 40hrs with no significant issues and suddenly today I am completely unable to play. Old save file or new.

I have tried each and every fix listed, I even preemptively upgraded my GPU drivers this morning. Not sure if this info helps at all, but I figured I would add to the list of people.
elvs1 Apr 25 @ 10:17am 
Originally posted by Ol' Bananas Johnson:
This just started happening to me today. I tried alternate, and beta to see. I got about an hour into beta before I had to alt tab and it crashed out. Sometimes it goes full black screen, but other times it just crashes itself, steam, my streaming software, discord and my browser if its open. Steam will attempt to restart over and over until S1 closes. I had almost 40hrs with no significant issues and suddenly today I am completely unable to play. Old save file or new.

I have tried each and every fix listed, I even preemptively upgraded my GPU drivers this morning. Not sure if this info helps at all, but I figured I would add to the list of people.


Same here 40 hours in and now its crashing even on loading screen.
K920 Apr 26 @ 12:21pm 
I just right clicked the game in steam, properties, betas, alternate and now its running
Noki_Nol May 3 @ 10:52am 
I regret buying the full game tbh :(
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