Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2017-07-04 22:03:10.350 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyBeacon.UpdatePowerInput()
at Sandbox.Game.EntityComponents.MyResourceSinkComponent.Update()
at Sandbox.Game.Entities.Cube.MyBeacon.OnEnabledChanged()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<.ctor>b__0(SyncBase x)
at System.Action`1.Invoke(T obj)
at VRage.Sync.SyncBase.RaiseValueChanged(Boolean notify)
at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection, Boolean received)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Sandbox.ModAPI.Ingame.IMyFunctionalBlock.RequestEnable(Boolean enable)
at IndustrialAstromech_IonCannon.IonCannon.IonAction()
at IndustrialAstromech_IonCannon.IonCannon.UpdateBeforeSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation(Boolean entityUpdate)
at Sandbox.Game.Entities.MyCubeBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<UpdateBeforeSimulation>b__7(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 SpaceEngineers.MyProgram.Main(String[] args)
2017-07-20 14:32:10.343 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyRadioAntenna.UpdatePowerInput()
at Sandbox.Game.EntityComponents.MyResourceSinkComponent.Update()
at Sandbox.Game.Entities.Cube.MyRadioAntenna.OnEnabledChanged()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<.ctor>b__0(SyncBase x)
at System.Action`1.Invoke(T obj)
at VRage.Sync.SyncBase.RaiseValueChanged(Boolean notify)
at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection, Boolean received)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Sandbox.ModAPI.Ingame.IMyFunctionalBlock.RequestEnable(Boolean enable)
at IndustrialAstromech_IonCannon.IonCannon.IonAction()
at IndustrialAstromech_IonCannon.IonCannon.UpdateBeforeSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation(Boolean entityUpdate)
at Sandbox.Game.Entities.MyCubeBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<UpdateBeforeSimulation>b__7(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)
Anyway, on the the issue: it was caused by the code trying to turn functional blocks on again, after the "disabled" period had passed... but the blocks had been destroyed in the meantime. I had a check in there to see if the blocks were null but that wasn't enough. I've now added another check in there and my tests show it's fine (I disabled a poor little a-wing, immediately melted it with an energy weapon, and waited... no crash.)
I'm sure you've long since ditched the mod but I do appreciate the detailed error report and once again sorry for not fixing it heaps sooner.