Space Engineers

Space Engineers

Energy Weapons (stable/dev)
Ragnaw 15 Apr, 2017 @ 3:40am
crash to desktop when welding turret
The turrets can be placed in Creative mode and work fine, but in Survival, when placed and weld them by hand the game crashed just before the turret changes build state to finished model. I used the Nanite Control Factory mod and they weld up with all resources but the build state model does not finish and no game crash. When welding by hand this can be found in the log after crash:

2017-04-15 12:32:11.988 - Thread: 1 -> Exception occured: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at SpaceEngineers.Game.Weapons.Guns.MyLargeInteriorTurret.OnModelChange()
at Sandbox.Game.Entities.MyCubeBlock.UpdateIsWorking()
at Sandbox.Game.Entities.MyCubeBlock.ComponentStack_IsFunctionalChanged()
at System.Action.Invoke()
at Sandbox.Game.Entities.MyComponentStack.CheckFunctionalState(Boolean oldFunctionalState)
at Sandbox.Game.Entities.MyComponentStack.set_BuildIntegrity(Single value)
at Sandbox.Game.Entities.MyComponentStack.UpdateBuildIntegrityUp()
at Sandbox.Game.Entities.MyComponentStack.IncreaseMountLevelInternal(Single mountAmount, MyConstructionStockpile stockpile)
at Sandbox.Game.Entities.Cube.MySlimBlock.IncreaseMountLevel(Single welderMountAmount, Int64 welderOwnerPlayerId, MyInventoryBase outputInventory, Single maxAllowedBoneMovement, Boolean isHelping, MyOwnershipShareModeEnum sharing)
at Sandbox.Game.Weapons.MyWelder.Weld()
at Sandbox.Game.Weapons.MyWelder.Shoot(MyShootActionEnum action, Vector3 direction, Nullable`1 overrideWeaponPos, String gunAction)
at Sandbox.Game.Entities.Character.MyCharacter.ShootInternal()
at Sandbox.Game.Entities.Character.MyCharacter.UpdateShooting()
at Sandbox.Game.Entities.Character.MyCharacter.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyEntities.<UpdateAfterSimulation>b__d(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
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__DisplayClass1.<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)
2017-04-15 12:32:11.989 - Thread: 1 -> Hiding window
2017-04-15 12:32:11.989 - Thread: 1 -> Hiding window done
2017-04-15 12:32:11.989 - Thread: 1 -> Showing message
Last edited by Ragnaw; 15 Apr, 2017 @ 3:42am
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Showing 1-4 of 4 comments
Aterus 15 Apr, 2017 @ 7:20am 
try nanite factory set off it work for me
Ragnaw 16 Apr, 2017 @ 4:52am 
Originally posted by Mystic:
try nanite factory set off it work for me
That's not the problem. the problem is that welding the turrets up crashes the game when done by hand, even when there is no nanite factory around
Last edited by Ragnaw; 16 Apr, 2017 @ 4:53am
Aterus 16 Apr, 2017 @ 6:29am 
i had same problem but it changed when i shutdown nanite factory and made it by hand after that i can use nanite to build this weapons
Ragnaw 16 Apr, 2017 @ 7:01am 
Originally posted by Mystic:
i had same problem but it changed when i shutdown nanite factory and made it by hand after that i can use nanite to build this weapons
Still don't quite understand i don't even had a nanite factory build in my world and the problem existed. When i remove the nanite factory mod the turret can be welded.
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Showing 1-4 of 4 comments
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