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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.
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 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.
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.