Space Engineers

Space Engineers

[OBSOLETE] Planetary Cargo Ships
Starwolf 21 Oct, 2017 @ 9:48pm
Crashing after Oct 8 Update
We LOVE your mod on our server, I've been using custom drones that attack us. Since the Oct 8 update however I've been unable to get anything I've built to spawn, whether or not I'm using Programming blocks/scripts.

I keep getting a client crash with this error:

Planetary Cargo Ships: Atmospheric Cargo Ship Spawning Started. Next Spawning Event Starts in 47 Seconds.
2017-10-22 00:36:46.720 - Thread: 1 -> Exception occured: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at MeridiusIX.PlanetaryCargoShips.Main()
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 SpaceEngineers.MyProgram.Main(String[] args)

I'm assuming something where it's attempting to refill the oxygen generators fails. My other error I keep getting is it simply refuses to spawn an atmo cargo ship.

Planetary Cargo Ships: Atmospheric Cargo Ship Spawning Started. Next Spawning Event Starts in 3 Seconds.
2017-10-18 19:48:08.503 - Thread: 1 -> Planetary Cargo Ships: Could Not Generate Cargo Ship Path After 25 Attempts.

It looks like it's not recognising my drone in that instance. I can load up your Air traffic mod no problem and that works with the same config settings.

I'm exporting using ctrl c and F11 menu.

I've got an old copy of your script before you rewrote the spawning mechanics and it works fine however.

Thanks for your help, Love what you're doing.
Last edited by Starwolf; 21 Oct, 2017 @ 10:03pm
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Showing 1-5 of 5 comments
Meridius_IX / Lucas  [developer] 22 Oct, 2017 @ 5:29am 
Wow, that's quite the pile of issues! Let's see what we can do about it.

To start off, I'd like to get some details about your world and settings so we can tackle the crash first:

- Are you using a custom planet?
- The spawn timer seemed pretty short. Are you using a custom global event? If so, what are the timings?
- Have you modified the configuration file? If so, what settings are being used?
- Is this on a server, or local?
- Is it crashing with a single player? Multiple? Both?
- Are you using your custom drone mod along side of Air Traffic?

Those details will hopefully help narrow down where the break is.
Starwolf 22 Oct, 2017 @ 7:04am 
For testing purposes to try and identify what I've been doing wrong, I set up a GlobalEvents.sbc with very fast timings to immediately see any effects. This was done on a fresh world, star system start. I used a fresh install of Planetary Cargo Ships, with both an extracted local copy of Air traffic and my mod.

This was done on a local copy as I can't really push the update to the server unless I know it's going to work. I've been using a pre-Oct8 update copy of your script to keep things running, Though having separate spawn rates for atmo and space is something I'd LOVE to have.

I'm thinking it's again down to how I'm exporting them perhaps? I grabbed the Instinct-Atmospheric Frigate and can't seem to export that and getting it to work either.

As for crashing, it's less often than the log just repeatedly spamming "couldn't spawn after 25 attempts". Looking at it more closely it seems the script isn't recognising any prefabs I add, though ones from either your PVE mod or Air Traffic are recognised and spawn just fine.

I eliminated it being my scripts on programming blocks by first attempting to have them spawn with a countdown on a timer until firing off the scripts, then by eliminating them entirely. Neither worked.

I know my spawngroups are set correctly, as it works fine with a pre-oct8 update script running. Perhaps it's how I'm exporting them?

I'll provide an example shortly with a world and a ship I cannot export from. Thanks for your time.
Last edited by Starwolf; 22 Oct, 2017 @ 8:12am
Meridius_IX / Lucas  [developer] 22 Oct, 2017 @ 7:28am 
Which planet are you testing this on? Also, where on the planet (Desert, mountains, pole, etc).

The way the crash read in the log you provided, it seems like it's probably something with the spawning system at fault, just not sure what yet.
Starwolf 22 Oct, 2017 @ 9:16am 
Well, I've removed file by file, peice by peice and for some reason everything's all kosher. I'll try that before I bother you next time. To this moment I've no Idea why it was crashing. I've simply copied the prefabs from one folder to another.

Sorry for bothering you. We're all enjoying the hell out of your mod. Thanks for giving us the ability to add PVE content that Space engineers was sorely lacking. Please delete this discussion as the issue was entirely on my end, and I'd rather it not reflect poorly on your scripts.

Please keep up your scripting! it's fantastic!.
Meridius_IX / Lucas  [developer] 22 Oct, 2017 @ 10:21am 
Nah, I won't remove this. Something still caused a crash somewhere. Its one thing if the mod doesn't do what it's supposed to, but another if it's causing a complete crash. In those cases, I want to find the cause to prevent it from happening at all, regardless of what sort of content folks are adding.

Hiccups aside, I'm glad you're enjoying it! If you happen to post your project on the workshop when it's done, let me know - I'd love to see it!
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