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Was this a one-off crash, or has it happened multiple times? From what you posted, it looks like its a null reference somewhere, but I'm having a tough time seeing where it could be.
Regardless, I added some extra precautionary stuff in there to see if we can tackle the issue, those changes should be live now. Give it another shot and let me know if you run into it again!
However, after some time the event triggered again and here was the only output:
2017-08-23 23:11:27.449 - Thread: 10 -> Planetary Cargo Ships: Atmospheric Cargo Ship Spawning Started. Next Spawning Event Starts in 335 Seconds.
2017-08-23 23:11:27.459 - Thread: 10 -> Planetary Cargo Ships: No Custom Faction Detected for SpawnGroup. Faction assigned to SPRT
2017-08-23 23:11:27.460 - Thread: 10 -> Planetary Cargo Ships: Atmospheric Cargo Ship Prefab ::(NPC-ATM) Transport Courier:: Is Being Spawned.
2017-08-23 23:11:27.461 - Thread: 10 -> Planetary Cargo Ships: Spawning Coordinates: GPS:SpawningCoords:379905.546474622:-152825.111443508:-823420.689538211:
2017-08-23 23:11:27.461 - Thread: 10 -> Planetary Cargo Ships: Despawning Coordinates: GPS:DespawningCoords:388376.92096959:-142559.259896961:-821373.325421804:
2017-08-23 23:11:27.584 - Thread: 10 -> Clusters reordered
2017-08-23 23:11:27.804 - Thread: 10 -> Network readers disposed
2017-08-23 23:11:27.808 - Thread: 10 -> Logging off Steam...
2017-08-23 23:11:27.808 - Thread: 10 -> Shutting down server...
2017-08-23 23:11:27.848 - Thread: 10 -> Done
Edit: Got this further up in the log right after the world finished loading -
2017-08-23 23:04:09.390 - Thread: 10 -> No definition 'MyObjectBuilder_GlobalEventBase/SpawnAtmoCargoShip'. Maybe a mistake in XML?
Funny, since it works fine on hosted multiplayer...just not the DS.
Thanks a lot dude, mod is great especially with the distant atmospheric sounds mod. Really adds to the immersion.
That XML error should be harmless too. The reason it appears is because the mod looks for a custom GlobalEvent to handle separate Spawn Timings of the Atmo Cargo Ships (if you wanted the spawns to occur at different timings than the Space Cargo Ships). For Air Traffic, I decided to just use the same timings as found in Space.
I hadn't heard about the Distance Atmospheric Sounds mod, but from what I've seen in the preview, it looks (or sounds) awesome!
Just had a user repeatedly crash the server with the same error while I was away...
17:23:21.6551 [INFO] MultiplayerManager: Player superanchors joined (76561198001998943)
17:29:45.9538 [FATAL] Torch: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.Cast[TValue](ITerminalProperty property)
at MeridiusIX.PlanetaryCargoShips.PrefabSpawningWatcher()
at MeridiusIX.PlanetaryCargoShips.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()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Torch.Server.TorchServer.Start()
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()
Let me know if this update makes any difference for ya. If you still get a crash, see if you can include any log events from the mod as well - even if they're from a while before. If a timeout is triggered, it should note that on the log as well.
Should be released sometime in the near future.