Lost use of one of my servos

So I named two of my Servos the same name "Slasher". It came up with a crash report, so I submitted it. However, I noticed that the game was still running, so I went back to it. "Slasher" was still in the edit box, so instead of changing the name I clicked to a different Servo to edit thinking it would reset the name. Now, I can't click on the Servo with the dupe name at all.

I should mention that there was no pilot in the now unclickable Servo making one of my servos literally unusable in game. I have tried changing the name of the other "Slasher", but the dupe still remains unclickable.

Edit: Normally when there's no pilot selected there's a question mark and a "no symbol". There is no question mark and no "no symbol". Just an empty grey transparent box.

Feel free to ask me for more details if you need me to.

253 views 9 replies
Reply #1 Top

This bug is reproducible by naming two Servos the same. (and it sucks, I just did it to verify) Until it's fixed, definitely keep your Servo names unique.

Thanks for sharing the info raptor, sorry about your Servo.  :(

Reply #3 Top

I'm afraid that is the current solution.  If it makes you feel any better, I'll be right there with you.

 

Reply #5 Top

Quoting raptor980, reply 4

Reinstalling did not work. Any idea where the user data is kept so I can wipe that?

The support topic lists some PlayerData files.  I'd recommend moving them before just deleting them (recycle bin ought to work) just in case it make things worse.

https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/526/174/servo-general-troubleshooting

Reply #7 Top

Why does Servo use LocalLow? I've never seen another application use it.

Reply #8 Top

Quoting SneakyMax, reply 7

Why does Servo use LocalLow? I've never seen another application use it.

The short answer is basically "because that's where Unity3D puts user data".  Why they use LocalLow, I'm not exactly sure, but it may be because they also have a web plugin and LocalLow is compatible with sandboxed environments from what I understand.

Reply #9 Top

Quoting BXP_Skittlebrau, reply 8

The short answer is basically "because that's where Unity3D puts user data".  Why they use LocalLow, I'm not exactly sure, but it may be because they also have a web plugin and LocalLow is compatible with sandboxed environments from what I understand.

Oh that makes sense I suppose. Now that I look around in there, it's mostly Unity games.