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Dev 1.165 CTD grinding blocks.

Discussion in 'Bug Reports' started by Kezat, Dec 9, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Kezat Trainee Engineer

    Messages:
    19
    Fresh new (easy start earthlike) world no mods, have had 3 crashes now grinding down blocks. So far with only enemy blocks.

    Edit: Also had a crash grinding down the reactor of the mining ship you start with on easy earth. So not just with enemy blocks.

    Twice as I ground down the reactor on ships spawned by the NPC antenna, both times right as the block vanished.
    Once as i partly ground down the button console (to open hanger doors) of the small NPC base.

    Reactor crash:

    2016-12-08 16:13:46.959 - Thread: 1 -> GC Memory: 3,713,714,160 B
    2016-12-08 16:13:50.805 - Thread: 1 -> MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-12-08 16:13:58.142 - Thread: 23 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    at VRageRender.MyHighlight.DrawInstanceComponent(MyInstanceComponent instanceComponent, List`1 highlightDescs)
    at VRageRender.MyHighlight.Run(IRtvBindable target, ICustomTexture fxaaTarget, IDepthStencil depthStencilCopy)
    at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
    at VRageRender.MyRender11.DrawScene()
    at VRageRender.MyRender11.Draw(Boolean draw)
    at VRageRender.ExternalApp.MyRenderThread.Draw()
    at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
    at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
    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(Object obj)
    2016-12-08 16:13:58.144 - Thread: 23 -> Hiding window
    2016-12-08 16:13:58.145 - Thread: 24 -> External debugger: interrupted.
    2016-12-08 16:13:58.149 - Thread: 23 -> Network readers disposed
    2016-12-08 16:13:58.161 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Notify(SyncBase sync)
    at System.Action`1.Invoke(T obj)
    at VRage.Sync.SyncBase.RaiseValueChanged()
    at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
    at Sandbox.Game.Entities.MyBatteryBlock.ConsumePower(Single timeDeltaMs, Single output)
    at Sandbox.Game.Entities.MyBatteryBlock.UpdateAfterSimulation100()
    at Sandbox.Game.Entities.MyEntities.<UpdateAfterSimulation>b__f(MyEntity x)
    at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
    at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
    at Sandbox.Game.World.MySector.UpdateAfterSimulation()
    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)
    2016-12-08 16:13:58.376 - Thread: 23 -> Hiding window done
    2016-12-08 16:13:58.376 - Thread: 23 -> Showing message
    2016-12-08 16:13:58.381 - Thread: 23 -> ERROR: branch name cannot be resolved, services=
    2016-12-08 16:13:58.381 - Thread: 23 -> ERROR: branch name cannot be resolved, services=
    2016-12-08 16:13:58.381 - Thread: 23 -> ERROR: branch name cannot be resolved, services=


    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    Control panel crash:

    2016-12-08 16:31:54.472 - Thread: 1 -> MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-12-08 16:32:04.514 - Thread: 1 -> MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-12-08 16:32:09.209 - Thread: 23 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    at VRageRender.MyHighlight.DrawInstanceComponent(MyInstanceComponent instanceComponent, List`1 highlightDescs)
    at VRageRender.MyHighlight.Run(IRtvBindable target, ICustomTexture fxaaTarget, IDepthStencil depthStencilCopy)
    at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
    at VRageRender.MyRender11.DrawScene()
    at VRageRender.MyRender11.Draw(Boolean draw)
    at VRageRender.ExternalApp.MyRenderThread.Draw()
    at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
    at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
    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(Object obj)
    2016-12-08 16:32:09.211 - Thread: 23 -> Hiding window
    2016-12-08 16:32:09.212 - Thread: 24 -> External debugger: interrupted.
    2016-12-08 16:32:09.216 - Thread: 23 -> Network readers disposed
    2016-12-08 16:32:09.308 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Notify(SyncBase sync)
    at System.Action`1.Invoke(T obj)
    at VRage.Sync.SyncBase.RaiseValueChanged()
    at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
    at Sandbox.Game.MyInventory.RefreshVolumeAndMass()
    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.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.MyInventory.RemoveItemsOfType(MyFixedPoint amount, MyDefinitionId contentId, MyItemFlags flags, Boolean spawn)
    at Sandbox.Game.Entities.MyReactor.ConsumeFuel(Int32 timeDelta)
    at Sandbox.Game.Entities.MyReactor.UpdateAfterSimulation100()
    at Sandbox.Game.Entities.MyEntities.<UpdateAfterSimulation>b__f(MyEntity x)
    at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
    at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
    at Sandbox.Game.World.MySector.UpdateAfterSimulation()
    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)
    2016-12-08 16:32:09.477 - Thread: 23 -> Hiding window done
    2016-12-08 16:32:09.477 - Thread: 23 -> Showing message
    2016-12-08 16:32:09.482 - Thread: 23 -> ERROR: branch name cannot be resolved, services=
    2016-12-08 16:32:09.482 - Thread: 23 -> ERROR: branch name cannot be resolved, services=
    2016-12-08 16:32:09.482 - Thread: 23 -> ERROR: branch name cannot be resolved, services=
    --- Automerge ---
    Another CTD grinding reactor on a small drone ship. First reactor I ground down had no issue then 2nd caused a CTD after getting below disabled state.

    Code:
    2016-12-08 16:50:40.672 - Thread:   1 ->  MyGuiScreenBase.UnloadContent - END
    2016-12-08 16:50:40.970 - Thread:  11 ->  Session snapshot save - END
    2016-12-08 16:50:43.362 - Thread:   1 ->  MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-12-08 16:50:53.405 - Thread:   1 ->  MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-12-08 16:50:58.525 - Thread:  23 ->  Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
       at VRageRender.MyHighlight.DrawInstanceComponent(MyInstanceComponent instanceComponent, List`1 highlightDescs)
       at VRageRender.MyHighlight.Run(IRtvBindable target, ICustomTexture fxaaTarget, IDepthStencil depthStencilCopy)
       at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
       at VRageRender.MyRender11.DrawScene()
       at VRageRender.MyRender11.Draw(Boolean draw)
       at VRageRender.ExternalApp.MyRenderThread.Draw()
       at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
       at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
       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(Object obj)
    2016-12-08 16:50:58.527 - Thread:  23 ->  Hiding window
    2016-12-08 16:50:58.528 - Thread:  24 ->  External debugger: interrupted.
    2016-12-08 16:50:58.532 - Thread:  23 ->  Network readers disposed
    2016-12-08 16:50:58.585 - Thread:   1 ->  Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
       at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Notify(SyncBase sync)
       at System.Action`1.Invoke(T obj)
       at VRage.Sync.SyncBase.RaiseValueChanged()
       at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
       at Sandbox.Game.Entities.MyBatteryBlock.ConsumePower(Single timeDeltaMs, Single output)
       at Sandbox.Game.Entities.MyBatteryBlock.UpdateAfterSimulation100()
       at Sandbox.Game.Entities.MyEntities.<UpdateAfterSimulation>b__f(MyEntity x)
       at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
       at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
       at Sandbox.Game.World.MySector.UpdateAfterSimulation()
       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)
    2016-12-08 16:50:58.761 - Thread:  23 ->  Hiding window done
    2016-12-08 16:50:58.761 - Thread:  23 ->  Showing message
    2016-12-08 16:50:58.766 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-12-08 16:50:58.766 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-12-08 16:50:58.766 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    
     
    Last edited: Dec 9, 2016
  2. cheetah2003 Trainee Engineer

    Messages:
    12
    I'm getting what appears to be random CTD when grinding blocks too. I've been letting the game send you logs (Keen) every time it occurs.

    For what it's worth, here's a log from the last CTD:

    Code:
    2016-12-08 21:39:32.167 - Thread:   1 ->  GC Memory: 2,258,478,560 B
    2016-12-08 21:40:02.175 - Thread:   1 ->  GC Memory: 2,262,606,448 B
    2016-12-08 21:40:07.522 - Thread:  23 ->  Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
       at VRageRender.MyHighlight.DrawInstanceComponent(MyInstanceComponent instanceComponent, List`1 highlightDescs)
       at VRageRender.MyHighlight.Run(IRtvBindable target, ICustomTexture fxaaTarget, IDepthStencil depthStencilCopy)
       at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
       at VRageRender.MyRender11.DrawScene()
       at VRageRender.MyRender11.Draw(Boolean draw)
       at VRageRender.ExternalApp.MyRenderThread.Draw()
       at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
       at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
       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(Object obj)
    2016-12-08 21:40:07.523 - Thread:  23 ->  Hiding window
    2016-12-08 21:40:07.524 - Thread:  24 ->  External debugger: interrupted.
    2016-12-08 21:40:07.524 - Thread:  23 ->  Network readers disposed
    2016-12-08 21:40:07.562 - Thread:   1 ->  Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
       at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Notify(SyncBase sync)
       at System.Action`1.Invoke(T obj)
       at VRage.Sync.SyncBase.RaiseValueChanged()
       at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
       at SpaceEngineers.Game.Entities.Blocks.MyTimerBlock.Start()
       at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
       at VRage.Network.MyReplicationSingle.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Single unreliablePriority, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
       at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2](T1 arg1, T2 arg2, Func`2 action, EndpointId endpointId, Single unreliablePriority)
       at SpaceEngineers.Game.Entities.Blocks.MyTimerBlock.StartBtn()
       at Sandbox.Game.Gui.MyTerminalAction`1.<set_Action>b__a(TBlock block, ListReader`1 parameters)
       at Sandbox.Game.Gui.MyTerminalAction`1.Apply(MyTerminalBlock block, ListReader`1 parameters)
       at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.Activate()
       at Sandbox.Game.Screens.Helpers.MyToolbar.ActivateItemAtIndex(Int32 index, Boolean checkIfWantsToBeActivated)
       at SpaceEngineers.Game.Entities.Blocks.MyTimerBlock.UpdateOnceBeforeFrame()
       at Sandbox.Game.Entities.MyEntities.UpdateOnceBeforeFrame()
       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)
    2016-12-08 21:40:08.058 - Thread:  23 ->  Hiding window done
    2016-12-08 21:40:08.058 - Thread:  23 ->  Showing message
    2016-12-08 21:40:08.090 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-12-08 21:40:08.090 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-12-08 21:40:08.090 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
     
  3. Cerus Trainee Engineer

    Messages:
    18
    95% Repro on my machine:

    1. Equip Grinder
    2. Highlight an interactable part of any block (conveyor hatch/console pad)
    3. Grind block until it changes model
    4. Crash

    There seems to be a timing element on step 3, if it takes a while to grind, it sometimes does not crash. On blocks that can be deconstructed quickly it seems to occur more reliably, guessing it might have something to do with the interactive highlight pulse effect?
     
  4. CrAzzYmrBC Trainee Engineer

    Messages:
    82
    I'm not as detailed as the other 2 but I have had CTD while grinding twice now and as mentions above, it seems to be on interactable parts.
    I crashed on grinding both an assembler and a small cargo container. Sent both reports.
     
  5. mze9412 Junior Engineer

    Messages:
    791
    I always have a CTD when grinding the cockpit of one of my ships down. Every single time. Same exception as the others. :\
     
  6. Glockshna Trainee Engineer

    Messages:
    31
    Confirmed. Frequently crashing while grinding blocks.
     
  7. F15RegalEagle Trainee Engineer

    Messages:
    17
    Oh my god, these block grinding crashes again?! These have been going on since October!
     
  8. Mordicant Trainee Engineer

    Messages:
    1
    Can confirm having this issue as well
     
  9. Diegor34 Apprentice Engineer

    Messages:
    109
    Same problem here (SP/MP/DS).
     
  10. beringtom Trainee Engineer

    Messages:
    91
    Dear keen, this needs a hotfix, yesterday!!
    Crash when changing the render on blocks with highlights.
     
  11. tankmayvin Senior Engineer

    Messages:
    2,863
    Can confirm also. Cargo containers and cockpits seem especially dangerous.
     
Thread Status:
This last post in this thread was made more than 31 days old.