# 0.5.4 Release Candidate Testing

**URL:** https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649
**Category:** Meta
**Created:** [June 12, 2021, 8:42am UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649 "2021-06-12T08:42:53Z")
**Posts on this page:** 12
**Page:** 2

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### Author: ![Scyobi\_Empire](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/scyobi_empire/32/15060_2.png) [@Scyobi\_Empire](https://community.revolutionarygamesstudio.com/u/Scyobi_Empire)
#### Post date: [June 13, 2021, 5:24am UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/22 "2021-06-13T05:24:04Z")

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May I chime in with a possible cause of the Mac problem, I previously owned a Mac and files that are not trusted can open but those that are corrupted are apps that the Mac really doesn’t want you to open. I forgot the way around it, but it requires some manual editing on the users part.

The last Mac I owned was 10-11 years ago so this may have changed.

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### Author: ![Elrakrez](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/elrakrez/32/6404_2.png) [@Elrakrez](https://community.revolutionarygamesstudio.com/u/Elrakrez)
#### Post date: [June 13, 2021, 12:00pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/23 "2021-06-13T12:00:09Z")

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> [@hhyyrylainen](#):
>
> That’s the hard part. Godot doesn’t tell you the callstack for those errors, so it’s very hard to debug them.

I tried it in Thrive and here’s the output I got from the debugger, including the stacktrace:

```auto
E 0:08:09.913 remove_child: Parent node is busy setting up children, remove_node() failed. Consider using call_deferred("remove_child", child) instead.
  <C++ Error> Condition "data.blocked > 0" is true.
  <C++ Source> scene/main/node.cpp:1219 @ remove_child()
  <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_1_52(IntPtr , IntPtr , IntPtr )()
                Node.cs:538 @ void Godot.Node.RemoveChild(Godot.Node )()
                NodeHelpers.cs:106 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
                Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
                Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
                MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
                Microbe.cs:1320 @ void Microbe._ExitTree()()

E 0:08:09.914 add_child: Can't add child '@Microbe@6414' to 'DynamicallySpawned', already has a parent 'Microbe'.
  <C++ Error> Condition "p_child->data.parent" is true.
  <C++ Source> scene/main/node.cpp:1162 @ add_child()
  <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_2_426(IntPtr , IntPtr , IntPtr , Boolean )()
                Node.cs:526 @ void Godot.Node.AddChild(Godot.Node , Boolean )()
                NodeHelpers.cs:107 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
                Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
                Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
                MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
                Microbe.cs:1320 @ void Microbe._ExitTree()()

```

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 13, 2021, 12:46pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/24 "2021-06-13T12:46:47Z")

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Oh yes of course, I totally forgot that was a thing (this isn’t even the first time I forgot that). I usually debug with Rider as it can actually debug C# exceptions and C# code in general. So I don’t often run the game from the Godot editor. I’ll add that to the issue on Github.

One thing regarding the issue with the children setup that I thought of: maybe using \_ExitTree to trigger removal from colony is really error prone? I think better would be to have a general entity destroyed callback that would be used for that. That way the tree being destroyed shouldn’t cause issues. Also entering the editor would probably disband any AI colonies due to the microbe stage scene being detached.

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### Author: ![blackjacksike](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/blackjacksike/32/7094_2.png) [@blackjacksike](https://community.revolutionarygamesstudio.com/u/blackjacksike)
#### Post date: [June 13, 2021, 1:18pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/25 "2021-06-13T13:18:27Z")

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I remember not having the ghost drift bug when I first tested the binding agents branch around a month ago. I’ll come back later to test something.

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 13, 2021, 1:19pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/26 "2021-06-13T13:19:59Z")

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Well the initial devbuilds with the binding agents were made with the previous Godot engine version, which is probably what makes the difference. The overall approach from our code’s point of view didn’t change that dramatically.

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### Author: ![Penguin](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/penguin/32/6749_2.png) [@Penguin](https://community.revolutionarygamesstudio.com/u/Penguin)
#### Post date: [June 13, 2021, 2:23pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/27 "2021-06-13T14:23:22Z")

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> [@Elrakrez](#):
>
> ```auto
> E 0:08:09.913 remove_child: Parent node is busy setting up children, remove_node() failed. Consider using call_deferred("remove_child", child) instead.
> <C++ Error> Condition "data.blocked > 0" is true.
> <C++ Source> scene/main/node.cpp:1219 @ remove_child()
> <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_1_52(IntPtr , IntPtr , IntPtr )()
> Node.cs:538 @ void Godot.Node.RemoveChild(Godot.Node )()
> NodeHelpers.cs:106 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
> Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
> Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
> MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
> Microbe.cs:1320 @ void Microbe._ExitTree()()
> 
> E 0:08:09.914 add_child: Can't add child '@Microbe@6414' to 'DynamicallySpawned', already has a parent 'Microbe'.
> <C++ Error> Condition "p_child->data.parent" is true.
> <C++ Source> scene/main/node.cpp:1162 @ add_child()
> <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_2_426(IntPtr , IntPtr , IntPtr , Boolean )()
> Node.cs:526 @ void Godot.Node.AddChild(Godot.Node , Boolean )()
> NodeHelpers.cs:107 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
> Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
> Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
> MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
> Microbe.cs:1320 @ void Microbe._ExitTree()()
> 
> ```

How to get a stacktrace on mac?

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<div class="post-metadata">

### Author: ![Penguin](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/penguin/32/6749_2.png) [@Penguin](https://community.revolutionarygamesstudio.com/u/Penguin)
#### Post date: [June 13, 2021, 2:23pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/28 "2021-06-13T14:23:52Z")

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> [@Scyobi\_Empire](#):
>
> Mac I owned was 10-11 years ago

This mac, i got in 2020 something

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 13, 2021, 2:38pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/29 "2021-06-13T14:38:37Z")

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That’s when you run the game through the Godot editor, the Godot editor has a place where the errors appear.

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<div class="post-metadata">

### Author: ![Elrakrez](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/elrakrez/32/6404_2.png) [@Elrakrez](https://community.revolutionarygamesstudio.com/u/Elrakrez)
#### Post date: [June 13, 2021, 2:42pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/30 "2021-06-13T14:42:15Z")

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The one you quoted was obtained from the Godot builtin debugger. Debugger → Errors and then press on the error to see it, or rightclick it to copy. External editors my have their own debuggers that can generate one.  
When running a game that uses Godot, I think it doesn’t output a stacktrace, only the line where the error happened.

A stacktrace is useless in the last problem you presented, as it’s simply your Mac not wanting to run the executable.

> [@Penguin](#):
>
> ![Screen Shot 2021-06-12 at 10.31.42 AM](https://thrivecommunity-uploads.b-cdn.net/original/2X/f/fe3308ac6fd32e8a93e704e3f3ca7177ec1d41a8.png)
> 
> Screen Shot 2021-06-12 at 10.31.42 AM848×314 48.4 KB

* * *

Also, it is possible to avoid double posting by editing your posts.

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<div class="post-metadata">

### Author: ![Penguin](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/penguin/32/6749_2.png) [@Penguin](https://community.revolutionarygamesstudio.com/u/Penguin)
#### Post date: [June 13, 2021, 2:43pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/31 "2021-06-13T14:43:16Z")

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> [@hhyyrylainen](#):
>
> That’s when you run the game through the Godot editor, the Godot editor has a place where the errors appear.

intresting, i’m gonna use the godot editor to try and see if the glitch is the SAME as

> [@Elrakrez](#):
>
> ```auto
> E 0:08:09.913 remove_child: Parent node is busy setting up children, remove_node() failed. Consider using call_deferred("remove_child", child) instead.
> <C++ Error> Condition "data.blocked > 0" is true.
> <C++ Source> scene/main/node.cpp:1219 @ remove_child()
> <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_1_52(IntPtr , IntPtr , IntPtr )()
> Node.cs:538 @ void Godot.Node.RemoveChild(Godot.Node )()
> NodeHelpers.cs:106 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
> Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
> Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
> MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
> Microbe.cs:1320 @ void Microbe._ExitTree()()
> 
> E 0:08:09.914 add_child: Can't add child '@Microbe@6414' to 'DynamicallySpawned', already has a parent 'Microbe'.
> <C++ Error> Condition "p_child->data.parent" is true.
> <C++ Source> scene/main/node.cpp:1162 @ add_child()
> <Stack Trace> :0 @ void Godot.NativeCalls.godot_icall_2_426(IntPtr , IntPtr , IntPtr , Boolean )()
> Node.cs:526 @ void Godot.Node.AddChild(Godot.Node , Boolean )()
> NodeHelpers.cs:107 @ void NodeHelpers.Reparent(Godot.Node , Godot.Node )()
> Microbe.cs:2254 @ void Microbe.RevertNodeParent()()
> Microbe.cs:1356 @ void Microbe.OnColonyMemberRemoved(Microbe )()
> MicrobeColony.cs:59 @ void MicrobeColony.RemoveFromColony(Microbe )()
> Microbe.cs:1320 @ void Microbe._ExitTree()()
> 
> ```

EDIT : NEVERMIND

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<div class="post-metadata">

### Author: ![MGS](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/mgs/32/9954_2.png) [@MGS](https://community.revolutionarygamesstudio.com/u/MGS)
#### Post date: [June 15, 2021, 11:22pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/32 "2021-06-15T23:22:55Z")

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I kinda want to bug test but i wanna play the final release for more hype…

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 19, 2021, 6:13pm UTC](https://community.revolutionarygamesstudio.com/t/0-5-4-release-candidate-testing/3649/33 "2021-06-19T18:13:25Z")

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