Space Engineers

Space Engineers

Directed Energy Weapons - Semi-obsolete
DeimosVlade 28 Jul, 2019 @ 5:20pm
Bug: Crashing Upon welding Gatling guns on projections with Directed Energy Weapons using either Nanite Control Facility V2 or Nanobot Build and Repair
If i have Directed Energy Weapons and Nanite Control Facility V2 and/or Nanobot Build and Repair System, and i set a blueprint on a projection that contains a gatling gun, as soon as Nanite or Nanobot starts to weld it the game crashes.

These are the two crash logs i get at the end
For Nanite
2019-07-28 19:03:43.559 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at DEW_CustomEnergyWeapons.Config.DEW_WeaponLogic.UpdateBeforeSimulation100()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation100(Boolean entityUpdate)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateBeforeSimulation100()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_2(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)

For Nanobot
2019-07-28 185904.451 - Thread 1 - Exception occured System.NullReferenceException Object reference not set to an instance of an object.
at DEW_CustomEnergyWeapons.Config.DEW_WeaponLogic.UpdateBeforeSimulation100()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation100(Boolean entityUpdate)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateBeforeSimulation100()
at Sandbox.Game.Entities.MyEntities.c.UpdateBeforeSimulationb__109_2(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.c__DisplayClass11_0.Runb__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)