Space Engineers

Space Engineers

Ion Cannon
Anubis 26 May, 2017 @ 4:48am
Got a CTD durring an epic moment
was shooting a small grid with the ion cannon until gravity flung it into the ground. less than a second into it's spontanious detonation it CTD giving me this

2017-05-26 04:44:10.483 - 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()
at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection)
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)
2017-05-26 04:44:10.485 - Thread: 1 -> Hiding window
2017-05-26 04:44:10.485 - Thread: 1 -> Hiding window done
2017-05-26 04:44:10.485 - Thread: 1 -> Showing message
Last edited by Anubis; 26 May, 2017 @ 4:50am
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Showing 1-6 of 6 comments
Anubis 4 Jul, 2017 @ 10:05pm 
same issue, CTD looks like it might be different this time but here it is
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)
Anubis 20 Jul, 2017 @ 2:35pm 
heres another one
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)
jonn19  [developer] 22 Jan, 2018 @ 9:30pm 
HI Anubis. First, sorry for the ridiculous delay in reading this. I was a bit disillusioned with the game and shelved it for like six months; finally I thought I'd have another look at it.

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.
Anubis 22 Jan, 2018 @ 10:00pm 
I had a suspicion it was something like that. as for the delay don't worry about it it's entirely understandable concidering keens history of mod breaking patches.
jonn19  [developer] 23 Jan, 2018 @ 4:22am 
Ah I really should've been a bit more considerate of someone going to the trouble of detailed logs. Does sound like an epic moment, wasn't PvP was it? I hadn't even thought of the implications of disabling a grid in gravity, that is so cool.
Anubis 23 Jan, 2018 @ 5:22am 
no offence taken. it wasn't pvp, don't really play SE with others but yeah really great when you have those mods that add bigger ships into the fray especially the ones that can shred a shielded base with next to no effort.
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