Space Engineers

Space Engineers

[QoL] Easy Inventory Management
[Bug Reports]
Just tried to add EIM to my run and found this error after SE hard-crashed:

2023-06-20 20:11:52.444 - Thread: 1 -> Exception occurred: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at InventoryQOL.GridMonitorComponent.Audit(Int32& worklimit) at InventoryQOL.GridMonitorComponent.Update(Int32& worklimit) at InventoryQOL.InventoryCore.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) 2023-06-20 20:11:52.445 - Thread: 1 -> Showing message 2023-06-20 20:11:56.631 - Thread: 1 -> ================================== CRASH INFO ================================== AppVersion: 01_202_120 GameName: Space Engineers IsOutOfMemory: False IsGPU: False IsNative: False IsTask: False IsExperimental: True ProcessRunTime: 370 PCUCount: 40567 IsHang: False GCMemory: 4497 GCMemoryAllocated: 4497 HWAvailableMemory: 3662 ProcessPrivateMemory: 9861 AnalyticId: SE ================================== OFNI HSARC ==================================
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Showing 1-7 of 7 comments
I posted this message on Discord and another dev had this to say:

Originally posted by Ogrim Doohamer:
Probably he is looping through the inventory items directly accessing the item list, and so if any other mod, block, player, etc. changing this list by moving an item or something will cause a crash.
The right thing is to always make a copy list before doing the loop and check if the item exists every time before trying to do something.

Cheers!
I have 2 bugs to report.

1) The Mod will sometimes override conveyer sorters, particularly when items spawn into the system rapidly. such as when mining. This has caused some (not much) of my ore to be shot out the back of my ship via the ejectors when the sorters are set to only allow stone into the ejector. At first, I thought I hooked it up wrong but after double-checking the connections I discovered everything was perfect and the problem only went away when I deactivated the mod.

2) Reactor Inventory is bugged. I don't know if this is a deliberate feature, but any reactor in the game (vanilla or modded) will only take a TINY amount of uranium rods at a time, ie, maybe 0.25kg ish meaning one has to stockpile the uranium elsewhere. It is kind of annoying since carrying your fuel rods in separate containers eats into available cargo for other things like ammo. and ore by default. Setting a quota does seem to solve the issue but I'd rather not. have to do that to all of my reactors.
e1k3 18 Jan, 2024 @ 3:29pm 
im not 100% sure if this is an issue with your mod or torch, and i have posted the crash on their discord too, but i figured you might want to look at this anyway:

[FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at InventoryQOL.GridMonitorComponent.Audit(Int32& worklimit)
at InventoryQOL.GridMonitorComponent.Update(Int32& worklimit)
at InventoryQOL.InventoryCore.UpdateBeforeSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
System.NullReferenceException: Object reference not set to an instance of an object.
at InventoryQOL.GridMonitorComponent.Audit(Int32& worklimit)
at InventoryQOL.GridMonitorComponent.Update(Int32& worklimit)
at InventoryQOL.InventoryCore.UpdateBeforeSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
e1k3 18 Jan, 2024 @ 4:46pm 
update: according to the torch discord it is an issue with this mod.
ParGellen 1 Feb, 2024 @ 4:57pm 
Shift-MMB no longer works to insert items into production. I never used this mod before the last SE patch so I dunno if the patch broke it or something else is wrong.
ParGellen 1 Feb, 2024 @ 5:05pm 
Originally posted by ParGellen:
Shift-MMB no longer works to insert items into production. I never used this mod before the last SE patch so I dunno if the patch broke it or something else is wrong.
Actually sorry it's not this mod causing the problem but rather [QoL] Production Quota. I removed that mod and now it's working again.
This mod doesn't work well with the Self Maintenance Unit mod, because it keeps moving the stuff back into the cargo containers so I had to remove it
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