Space Engineers

Space Engineers

Real Solar Systems
Bugs
Problems and Crashes.
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Showing 1-15 of 75 comments
EthicalObligation 20 Oct, 2024 @ 12:19am 
var exception = System.NullReferenceException: Object reference not set to an instance of an object.
at RealSolarSystems.ZoneManager.ConvertProxyVelToReal(CelestialBody body, Boolean isSurface, Vector3D pos, Vector3D vel)

CTD: Mod conflict? Not much more info than that. Will do A/B testing with mod selection.
Last edited by EthicalObligation; 20 Oct, 2024 @ 12:19am
EthicalObligation 20 Oct, 2024 @ 12:26am 
Originally posted by EthicalObligation:
var exception = System.NullReferenceException: Object reference not set to an instance of an object.
at RealSolarSystems.ZoneManager.ConvertProxyVelToReal(CelestialBody body, Boolean isSurface, Vector3D pos, Vector3D vel)

CTD: Mod conflict? Not much more info than that. Will do A/B testing with mod selection.
Seems like AIEnabled or Modular Encounter Systems related. EDIT: Not exactly but there is a correlation.
Last edited by EthicalObligation; 20 Oct, 2024 @ 12:28am
zznty 20 Oct, 2024 @ 5:16am 
System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.GpsManager.Update() at RealSolarSystems.RealSolarSystemsCore.UpdateBeforeSimulation() at Sandbox.Game.World.MySession.UpdateComponents() at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime) at Sandbox.MySandboxGame.Update()

happens when world begins to unload, we've figured out that Session,Player gets nulled before updates are stopped
TaitKaito 20 Oct, 2024 @ 12:18pm 
Keep getting this error thrown:

2024-10-20 20:15:30.949 - Thread: 1 -> Error: Error during loading session:System.InvalidCastException: Unable to cast object of type 'System.Func`9[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single,Sandbox.Game.Entities.MyPlanet]' to type 'System.Action`8[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single]'.
at RealSun.RealStarsApi.ApiLoad(IReadOnlyDictionary`2 delegates)
at RealSun.RealStarsApi.HandleMessage(Object o)
at Sandbox.ModAPI.MyAPIUtilities.SendModMessage(Int64 id, Object payload)
at RealSun.RealSunCore.LoadData()
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.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
2024-10-20 20:15:30.951 - Thread: 1 -> ERROR: Loading screen failed
2024-10-20 20:15:30.963 - Thread: 1 -> Exception occurred: System.InvalidCastException: Unable to cast object of type 'System.Func`9[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single,Sandbox.Game.Entities.MyPlanet]' to type 'System.Action`8[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single]'.
at RealSun.RealStarsApi.ApiLoad(IReadOnlyDictionary`2 delegates)
at RealSun.RealStarsApi.HandleMessage(Object o)
at Sandbox.ModAPI.MyAPIUtilities.SendModMessage(Int64 id, Object payload)
at RealSun.RealSunCore.LoadData()
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.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
at Sandbox.Game.World.MySessionLoader.<>c__DisplayClass18_0.<LoadSingleplayerSessionInternal>b__7()
at System.DelegateExtensions.InvokeIfNotNull(Action handler)
at Sandbox.Game.Gui.MyGuiScreenLoading.RunLoad()

Using the world that was linked
Echthros  [developer] 20 Oct, 2024 @ 12:53pm 
@TaitKaito That error most likely mean your Real Stars mod is out of date.

@EthicalObligation I've seen that one before without any other mods, so it's not a conflict, but it is inconsistent and I haven't found reliable repro steps. If you find a way to reliably make it happen, let me know.

@zznty Fix for that will go into next update.


Also, please post any errors/logs/etc on my Discord. It's easier to keep track of there and you can post the full logs so I can download them.
Dont draft = Lose 20 Oct, 2024 @ 3:18pm 
Destroying a parked starship on a planets surface while it moves at high speed seems to crash the game reliably.
Echthros  [developer] 20 Oct, 2024 @ 3:20pm 
Post any crash logs or errors on my Discord.
GigaCars 20 Oct, 2024 @ 4:47pm 
i don't have discord so this'll do
the important parts of the log
2024-10-20 18:42:48.473 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.PlanetProxyInstance.Update(Boolean isCurrentZone) at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.SolarSystemManager.Update() at RealSolarSystems.RealSolarSystemsCore.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) 2024-10-20 18:42:48.537 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.PlanetProxyInstance.Update(Boolean isCurrentZone) at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.SolarSystemManager.Update() at RealSolarSystems.RealSolarSystemsCore.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) 2024-10-20 18:42:48.544 - Thread: 1 -> Showing message 2024-10-20 18:42:48.546 - Thread: 1 -> MyInitializer.OnCrash 2024-10-20 18:42:48.546 - Thread: 1 -> var exception = System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.PlanetProxyInstance.Update(Boolean isCurrentZone) at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.CelestialBody.UpdateProxy() at RealSolarSystems.SolarSystemManager.Update() at RealSolarSystems.RealSolarSystemsCore.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)

TLDR: i made binary with 1 star to another with both having planets, after i detached it i removed the planet orbiting the second one, then i crashed
Last edited by GigaCars; 20 Oct, 2024 @ 4:48pm
EthicalObligation 21 Oct, 2024 @ 1:17am 
Originally posted by Echthros:
@TaitKaito That error most likely mean your Real Stars mod is out of date.

@EthicalObligation I've seen that one before without any other mods, so it's not a conflict, but it is inconsistent and I haven't found reliable repro steps. If you find a way to reliably make it happen, let me know.

@zznty Fix for that will go into next update.


Also, please post any errors/logs/etc on my Discord. It's easier to keep track of there and you can post the full logs so I can download them.

I can definitely confirm that! It might be a good idea to catch the error if possible. Not even sure how far the mod API can go though. Might be better to create a plugin loader plugin to catch it if it doesn't go that low level.
GigaCars 21 Oct, 2024 @ 4:25pm 
null refer crash again
2024-10-21 18:22:13.935 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.ZoneTransitionInfo.MoveEntities() at RealSolarSystems.CelestialBodyZone.ProcessTransfers() at RealSolarSystems.ZoneManager.Update() at RealSolarSystems.RealSolarSystemsCore.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) 2024-10-21 18:22:14.004 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object. at RealSolarSystems.ZoneTransitionInfo.MoveEntities() at RealSolarSystems.CelestialBodyZone.ProcessTransfers() at RealSolarSystems.ZoneManager.Update() at RealSolarSystems.RealSolarSystemsCore.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)
ABlueHairedFox 21 Oct, 2024 @ 7:34pm 
Modded planets appear as black balls from a distance. On the surface they're fine, but they look odd from other planets
Erris 22 Oct, 2024 @ 11:24am 
It appears that moving too fast away from a planet gives you a huge amount of velocity in a random direction. Not sure which areas are affected, what the minimum speed or whatever. Only that twice, flying away from a moon at roughly 3000ms got me flinged to an absurde speed
GigaCars 22 Oct, 2024 @ 1:19pm 
Originally posted by Mr. Thiccums:
Modded planets appear as black balls from a distance. On the surface they're fine, but they look odd from other planets

Upcoming Features
Support for modded planets:
-Will require a special tool to create the textures for their proxy definitions. The tool is mostly finished, but needs a few final tweaks.

Originally posted by AnFer:
It appears that moving too fast away from a planet gives you a huge amount of velocity in a random direction. Not sure which areas are affected, what the minimum speed or whatever. Only that twice, flying away from a moon at roughly 3000ms got me flinged to an absurde speed
recommended speed when traveling with this mod is 1000m/s and below, so
Erris 22 Oct, 2024 @ 5:09pm 
Originally posted by GigaCars:
recommended speed when traveling with this mod is 1000m/s and below, so
Oh is it? My bad didn't see that one the various guides and stuff. Will keep it in mind thank you ^^
Echthros  [developer] 22 Oct, 2024 @ 5:15pm 
You can go at higher speeds (especially if you are in a cockpit), but you'll want to keep an eye on how fast your planets are moving (you can see that info under the "Edit Orbit Info"). When you enter or exit a planet's zone, any grids will have their velocity adjusted based on the new frame of reference. If you find that you gain more speed than you want entering or exiting a planet zone, you should probably make it orbit slower.
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