Some new information I’ve gathered on this bughunt (I’m going on a break for a bit, but I want to offer some information first). This will not be useful for players per se, but may help others in search for this bug (and players who want to avoid crashing).
Build: 0.E-b10707, Windows 64 Bit, tiles version.
As per information in this topic, I’ve tried to start in an unmodded world (NPC needs as per usual disabled), with the scenario “Challenge - Lab Patient”, profession “Prototype Cyborg”, no (changes to) stats/traits/skills, randomized description with the starting location set to “Bottom of a science lab”. It crashed on world build.
Conclusion; Labs do cause crashes reliably.
Same world, default settings (Evacuee, Survivor, no stats/traits/skills, randomized description, in a Shelter).
Revealed map, traveled in front of a lab entry - no crash, save.
Opened the door and walked in - it crashed as I’ve reached the half of the overmap tile.
It crashed again after reload when I moved past the half of the overmap tile next to the lab.
I’ve tried to map out which tiles I can step on and which not by carfully walking one overmap tile and saving the game. Sadly, it did not crash again and I was able to walk into the lab just fine.
After my break, I’m going to a new lab and try to document each overmap tile in reach of my reality bubble beforehand to find out which one causes (or has the potential to cause) the game to crash.
Since I still believe that the crash is caused by some monster or monster group, the other solution would be to just spawn in all possible lab monsters and see if it gets the game to crash.
Edit after break:
Some more testing shows that the new style labs (with subway connection, “microlabs”) can also crash. By a lucky accident I’ve discovered that even just the surface lab building (
lab_stairs) on itself can cause a crash*. Spawning one in with the overmap editor and walking up to it crashed the game with the same stacktrace.
*While I belive that’s the case, it’s also possible that some random monster spawn in its vicinity to it caused the game to crash.
With this new information, I’ve went through all monsters from the group
GROUP_LAB and manually spawned them in, which did not crash the game. One special case was the elite bio operator which generates with an additional
starts variable. I’ve forced them to spawn by removing all other spawns from the group and it still did not crash.
My guess now is: It’s one of the randomly generated rooms taken from the palette (or, to be more precise, one of the monsters that come with such a room).
But to verify this I’ll have to code-dive a little bit, as this is, as far as I know, still hardcoded.
Well, I didn’t even need to code dive… It crashes reliably when closing in on a state park, too; on the two overmap tiles right next to the parking lot (
state_park_1_1), the only two of the four tiles that generate animals.
…I should get some sleep, but I want this done badly…