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It's most likely a previous load attempt that failed which didn't inform the mod about it unloading so the log writer hook remained, causing all future loads to throw that error until game is restarted...
Can you send the full log?
logfile link[www.dropbox.com]
Because I've tested just now using this buildinfo bleeding edge from plugin loader loading into a world that has regular buildinfo and I don't get any errors.
I did however find something else that is unrelated to this but I need to fix to avoid being misleading, CheckVSLPEvents would see hooks from the other mod because it has to be so early that it's before one gets killed, but anyway, that'll be fixed xD
I was reminded because I hadn't been playing server for a bit, and got the error again today when I logged in, having re-enabled BI bleeding edge in the meantime.
2024-03-14 12:02:38.630 - Thread: 1 -> ### Mod Build Info (Steam:514062285) NOTICE: No script components loaded, mod intentionally killed. Reason:
Another BuildInfo version (2392775805.sbm) sent a kill signal (brought in by plugin loader for example).
2024-03-14 12:02:38.684 - Thread: 1 -> DEAPI: Importing file ConfigDeathFX_Astronaut.xml [Mexpex] Death FX - Engineers (Steam:2861684799)
2024-03-14 12:02:38.712 - Thread: 1 -> Importing MyObjectBuilder_EnvironmentDefinition/Default
2024-03-14 12:02:38.718 - Thread: 1 -> Importing MyObjectBuilder_EnvironmentDefinition/Default
2024-03-14 12:02:38.727 - Thread: 1 -> [MakePGreatAgain] Successfully deserialized the file: disable_default_parking_config.xml
2024-03-14 12:02:38.729 - Thread: 1 -> [MakePGreatAgain] Successfully serialized the file: disable_default_parking_config.xml
2024-03-14 12:02:38.757 - Thread: 1 -> ERROR: Loading screen failed
2024-03-14 12:02:38.757 - Thread: 1 -> Exception occurred: System.IO.IOException: The process cannot access the file 'C:\Users\Chris\AppData\Roaming\SpaceEngineers\Storage\2392775805.sbm_BuildInfo\info.log' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at VRage.FileSystem.MyFileSystem.OpenWrite(String path, FileMode mode)
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.WriteFileInLocalStorage(String file, Type callingType)
at Digi.Log.Handler.Init(Log sessionComp)
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.LoadMultiplayer(MyObjectBuilder_World world, MyMultiplayerBase multiplayerSession)
at System.DelegateExtensions.InvokeIfNotNull(Action handler)
at Sandbox.Game.Gui.MyGuiScreenLoading.RunLoad()
- Another SE instance is still running.
Don't rely on steam to tell you, check in task manager's details tab for the SpaceEngineers.exe (it can be hidden in processes while being still running, hence me stressing the details tab where all running processes actually show up)
- The same exact workshopId is twice on the mods list.
Can you post the full log? Feel free to add me on steam if you don't want that public, or discord @m_digi