Hit a bug on my station. Both of my workshops were stuck at 0/100 (one 3-D Printing Lab, one MK3 Fabricator), and the log is spammed with:
[EXC 10:52:46.985] InvalidOperationException: Operation is not valid due to the current state of the object
System.Linq.Enumerable.First[WorkshopResource] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback)
System.Linq.Enumerable.First[WorkshopResource] (IEnumerable`1 source, System.Func`2 predicate)
Workshop.OseModuleWorkshop.ExecuteManufacturing ()
Workshop.OseModuleWorkshop.ProcessItem ()
Workshop.OseModuleWorkshop.OnUpdate ()
UnityEngine.Debug:LogException(Exception)
Workshop.OseModuleWorkshop:OnUpdate()
Part:ModulesOnUpdate()
Part:Update()
[ERR 10:52:47.061] [OSE] - OseModuleWorkshop_OnUpdate
ProcessedItem
{
Name = truss-octo-hub-01
}
ProcessedBlueprint
{
Funds = 0
WorkshopResource
{
Name = MaterialKits
Units = 499.999976251275
Processed = 499.999976277351
}
}
ProcessedItem
{
Name = C3.Kontainer.KIS.03
}
ProcessedBlueprint
{
Funds = 0
WorkshopResource
{
Name = MaterialKits
Units = 10399.9991245568
Processed = 10399.999124567
}
}
If I had to guess, my ship didn't have enough space for the "C3.Kontainer.KIS.03", but it had finished, and got stuck in some weird state.
I changed "Processed =" to 498 and 109398, reloaded, and both parts finished. Both workshops then went into the next item in the queue and worked fine.
My guess is this line is the problem:
var resourceToConsume = _processedBlueprint.First(r => r.Processed < r.Units);
Since both my blueprints had Processed>Units somehow, there were no "Processed<Units" blueprints.
Hit a bug on my station. Both of my workshops were stuck at 0/100 (one 3-D Printing Lab, one MK3 Fabricator), and the log is spammed with:
Logs and persistent.sfs (the affected ship is "TC2 Station"): https://www.dropbox.com/sh/7vb7lnuihz2nrbv/AABqwFZcD3b33TcdclP7CNGta?dl=0
Here's the relevant module info:
If I had to guess, my ship didn't have enough space for the "C3.Kontainer.KIS.03", but it had finished, and got stuck in some weird state.
I changed "Processed =" to 498 and 109398, reloaded, and both parts finished. Both workshops then went into the next item in the queue and worked fine.
My guess is this line is the problem:
var resourceToConsume = _processedBlueprint.First(r => r.Processed < r.Units);
Since both my blueprints had Processed>Units somehow, there were no "Processed<Units" blueprints.