[FIXED] [ECO] Dew Collector causes LE and does not provide water
[ Edited ]
December
- last edited
April
by
crinrict
Product: The Sims 4
Platform:PC
Which language are you playing the game in? English
How often does the bug occur? Every time (100%)
What is your current game version number? 1.103.250.1020
What expansions, game packs, and stuff packs do you have installed? All
Steps: How can we find the bug ourselves? Place a dew collector on a lot and wait. A game restart may be necessary.
What happens when the bug occurs? A lastException.txt file is created in my The Sims 4 folder, and water level does not go up. It does go down with use. The LE contains Exception when applying action <StatisticSetMinOp: commodity_Object_Brokenness minimum> for loot <class 'sims4.tuning.instances.loot_Statistic_Breakage_DewCollector'> (AttributeError: 'NoneType' object has no attribute 'has_buff') (I will attach the file after I post the report.)
What do you expect to see? No lastException, and for water level to correctly increase when there are dew collectors on the lot.
Have you installed any customization with the game, e.g. Custom Content or Mods? Not now. I've removed them.
Did this issue appear after a specific patch or change you made to your system? Yes
Please describe the patch or change you made. One of the two patches on Dec 5th 2023, or installing For Rent.
Whenever a dew collector is on a lot (either preexisting or newly placed) after a short time, a LE is generated (and continues to be added to), and the water level does not increase, even with many dew collectors. This does not seem to affect solar panels. If you are off the grid and are generating a water surplus, you can still use water but your rate of change does not change to reflect that you're using more water and you get spammed with notifications that the lot is generating a water surplus.
This happens when the dew collector is on a residential lot, a retail lot, or a residential rental lot.
It's happening to many people (I do mod support on discord).
This is happening in a brand new save, which has never been touched by mods, and after a game repair.
Edit By Crinrict: Added Tag to Title.
Re: [ECO] Dew Collector causes LE and does not provide water
Re: [ECO] Dew Collector causes LE and does not provide water
[ Edited ]December - last edited March
Same here! I also get a LE every time (I'll add it later when I get another one) ^^
UPDATE:
I do not receive LE due to a mod.
You can download the Mod here
Re: [ECO] Dew Collector causes LE and does not provide water
December
Re: [ECO] Dew Collector causes LE and does not provide water
December
I also experienced this, and I think I have worked out what is going on.
The loot_Statistic_Breakage_DewCollector mentioned in the error has a buff test which checks for a couple of buffs using the Actor sim as the subject (Actor is the default value for the subject in this case which is why it is not shown in the tuning itself):
<L n="tests">
<L>
<V t="buff">
<U n="buff">
<V n="whitelist" t="enabled">
<L n="enabled">
<T>345177<!--buff_muEvent_Cursed_AfterDestroy--></T>
<T>345176<!--buff_Role_muEvent_Cursed--></T>
</L>
</V>
</U>
</V>
</L>
</L>This is a problem, because this action is fired periodically by the object directly in this bit of tuning (present in both the object_Utilities_Water_Production_DewCollector and object_Utilities_Water_Production_DewCollector_HighQuality XMLs):
<U>
<T n="key">15385<!--Upgrade_Generic_LockBrokenness_NotStarted--></T>
<U n="value">
<V n="periodic_loot" t="apply_new_value">
<U n="apply_new_value">
<L n="periodic_loots">
<U>
<T n="frequency_interval">15</T>
<T n="initial_delay">15</T>
<L n="loots_to_apply">
<T>235984<!--loot_Statistic_Breakage_DewCollector--></T>
</L>
</U>
</L>
</U>
</V>
</U>
</U>
<U>
<T n="key">15386<!--Upgrade_Generic_LockBrokenness_Partial--></T>
<U n="value">
<V n="periodic_loot" t="apply_new_value">
<U n="apply_new_value">
<L n="periodic_loots">
<U>
<T n="frequency_interval">15</T>
<T n="initial_delay">15</T>
<L n="loots_to_apply">
<T>235984<!--loot_Statistic_Breakage_DewCollector--></T>
</L>
</U>
</L>
</U>
</V>
</U>
</U>Because of this, no Sims are directly associated with this loot when it is fired, so the game has no way of knowing which Sim Actor is supposed to refer to (unlike if the loot were to be fired by a sim doing an interaction), so it treats it as NoneType and errors out as a result (giving the 'NoneType' object has no attribute 'has_buff') error. A simple way around this is to instead check any instanced Sims on the lot for the buff, like this:
<L n="tests">
<L>
<V t="buff">
<U n="buff">
<T n="apply_whitelist_on_individual_basis">False</T> # this is needed such that only 1 instanced sim needs to have the buff instead of all instanced sims for the test to pass
<E n="subject">AllInstancedSims</E>
<V n="whitelist" t="enabled">
<L n="enabled">
<T>345177<!--buff_muEvent_Cursed_AfterDestroy--></T>
<T>345176<!--buff_Role_muEvent_Cursed--></T>
</L>
</V>
</U>
</V>
</L>
</L>
Re: [ECO] Dew Collector causes LE and does not provide water
December
My game is throwing last exception files at me. Something is broken with this object.
Exception when applying action <StatisticSetMinOp: commodity_Object_Brokenness minimum> for loot <class 'sims4.tuning.instances.loot_Statistic_Breakage_DewCollector'> (AttributeError: 'NoneType' object has no attribute 'has_buff')
Re: [OPEN] [ECO] Dew Collector causes LE and does not provide water
December
I am getting the same errors
Re: [OPEN] [ECO] Dew Collector causes LE and does not provide water
January
Same here. It showed up even when my mods were removed, in a new save and after a game repair.
Re: [OPEN] [ECO] Dew Collector causes LE and does not provide water
January
Re: [OPEN] [ECO] Dew Collector causes LE and does not provide water
January
I just built a lot that has the dew collectors, playtested and got this error. I use MCCC and UI Cheats.