March
- last edited
July
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? 1.96.397.1020
What expansions, game packs, and stuff packs do you have installed? All expansion packs, all game packs and all stuff packs (and all kits). - as of 25th of March 2023
Steps: How can we find the bug ourselves? The bug occurs every time when entering build mode from map view (It does not occur when entering build mode through live mode). A last exception error occurs every time when placing either the fabricator or the recycler from Eco Lifestyle and then moving the object (i.e. every time the fabricator/recycler is moved, it generates a last exception report.)
What happens when the bug occurs? A lastException.txt is generated (among other things referring to a problem with bucks_utils and bucks_tracker ).
What do you expect to see? To find the root cause of this issue and to not get a lastException error every time I move the fabricator/recycler from Eco Lifestyle, when using build buy mode from map view.
Have you installed any customization with the game, e.g. Custom Content or Mods? Never used.
Did this issue appear after a specific patch or change you made to your system? Neutral/Not Sure
Hi,
This is almost the same issue as described in "Recycler error when moved", but without any mods/CC involved
(under Answer HQ English > Games > The Sims > The Sims 4 > Game and mod/CC Issues > Recycler error when moved ).
I even made a comment there asking if re-installing resolved the issue.
I've now re-installed the whole game and created an entirely new The Sims 4 folder to test this out.
Here, regarding mods I selected "Never used", because after re-installing and generating a new The Sims 4 folder - with no old data - I've never used mods (before that - I did use some).
Therefore, I opened a new question, because this now occurs on the re-installed version with a new save, where mods have never been used.
I will attach the lastException file for reference (I hope that I did that correctly, as it does not let me post this question when I already attach it here.)
In short - the error persists after completely re-installing the game in a completely fresh save.
I can provide a save-file if needed, but it should not make any difference as for me this occurs on every save (new and old) on a freshly installed game.
Thank you so much in advance and best regards.
Edit By Crinrict: Added Tag to Title, Adjusted Title
March
Good Luck
Crin
I don't work or have any association with EA. I give advice to the best of my knowledge and cannot be held responsible for any damage done to your computer/game.
Please only contact me via PM when asked to do so.
Important Threads
May
I'm having the same issue, and unfortunately it additionally prevents a lot to be bulldozed. When I try to bulldoze a lot with a fabricator it shows a "this object can't be deleted" message and then gets stuck in an infinite loading circle with a white overlay that doesn't let me interact with any UI anymore. It doesn't even let me use ALT F4 to save my game, so I lost my game progress every time I tried it. I'm unable to use all lots I have fabricators on now for something new because of this bug, and have lost some progress whenever I didn't realise that a lot from the gallery had a fabricator in it
I hope it gets fixed please 🙏
August
After looking into this, I think I know what is going on. When you load into build mode without first loading into live mode (so directly from manage worlds), there is no active household loaded. The error is a result of the game trying to return a specific type of bucks tracker for the active household (in this instance, for recycled materials), but it not knowing what to do when there is no active household (see the code in the spoiler below from the bucks_utils.py):
def get_tracker_for_bucks_type(cls, bucks_type, owner_id=None, add_if_none=False): bucks_tracker_type = BucksUtils.BUCK_TYPE_TO_TRACKER_MAP.get(bucks_type) if owner_id is None: active_household = services.active_household() return active_household.bucks_tracker # there is no check here for what to do if active_household is None if bucks_tracker_type == BucksTrackerType.HOUSEHOLD: sim_info = services.sim_info_manager().get(owner_id) if sim_info is None: active_household = services.active_household() return active_household.bucks_tracker # same issue here if sim_info.household is None: return return sim_info.household.bucks_tracker
A way to solve this would be to add an if statement for when the active_household is None (ie for when it's not loaded, like when you load directly into build mode from manage worlds); for example:
if active_household is None: return