Space Engineers

Space Engineers

Cargo Container with Fill Level Bars
Crash on DS
Not sure if Torch has anything to do with it, but here it is anyway

15:41:25.5178 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.MyVisualScriptLogicProvider.HasPower(String gridName)
at Eikester.ContainerStatus.Container.InventoryContentsChanged(MyInventoryBase inv)
at System.Action`1.Invoke(T obj)
at VRage.Game.Entity.MyInventoryBase.RaiseContentsChanged()
at Sandbox.Game.MyInventory.OnContentsChanged()
at Sandbox.Game.MyInventory.RemoveItemsInternal(UInt32 itemId, MyFixedPoint amount, Boolean sendEvent)
at Sandbox.Game.MyInventory.RemoveItems(UInt32 itemId, Nullable`1 amount, Boolean sendEvent, Boolean spawn, Nullable`1 spawnPos)
at Sandbox.Game.MyInventory.TransferItemsInternal(MyInventory src, MyInventory dst, UInt32 srcItemId, Boolean spawn, Int32 destItemIndex, MyFixedPoint amount)
at Sandbox.Game.MyInventory.Transfer(MyInventory src, MyInventory dst, UInt32 srcItemId, Int32 dstIdx, Nullable`1 amount, Boolean spawn)
at Sandbox.Game.MyInventory.TransferOrRemove(MyInventory src, Nullable`1 amount, MyDefinitionId contentId, MyItemFlags flags, MyInventory dst, Boolean spawn, Boolean onlyWhole)
at Sandbox.Game.GameSystems.MyGridConveyorSystem.PullAllRequest(IMyConveyorEndpointBlock start, MyInventory destinationInventory, Int64 playerId, MyInventoryConstraint requestedTypeIds, Nullable`1 maxAmount)
at Sandbox.Game.Entities.MyConveyorSorter.UpdateBeforeSimulation100()
at Sandbox.Game.Entities.MyEntities.<UpdateBeforeSimulation>b__9(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__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 VRage.Dedicated.DedicatedServer.RunInternal()
at Torch.Server.TorchServer.Start() in C:\Program Files (x86)\Jenkins\workspace\Torch_Torch_staging-ZNS7FN4RGURQGN7YDLUHQ3UMYIBPHQSIJWKCAY6N7MCURWHGXRKA\Torch.Server\TorchServer.cs:line 152
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()