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Is it an actual error that tells you to send me the log? if so can you send your friend's SE log [spaceengineers.wiki.gg], either here or on discord ( @m_digi )
Otherwise if it's just an informational message can you tell me the exact wording, or screenshot it.
I'd like to find out, did you find any specifics on how it triggers? Also do they only vanish visually, if you equip the track builder can you place them right away or do you have to remove the invisible ones first?
Also is this in singleplayer or are you a MP client?
Also if you can reliably cause the crash, attach dnspy: https://spaceengineers.wiki.gg/wiki/Scripting/Debugging_with_dnSpy
And enable stackoverflow in the exceptions window to see if there's an infinite loop going on somewhere.
Other server admins might have better ways of identifying log-less crashes like these.
The logs have no information, it was ghost crashing. Everything was running in the logs like normal then the logs show the server starting. So now i have to do the ole trial and error method.
What my findings so far are pointing towards is something in the modlist is not playing nice, and when i saw the mod profiler error, i figured it was worth looking into. Thank you for responding though.
The game can't tell the difference between just doing physics stuff in a thread versus doing physics stuff in a thread while main thread waits for those to finish. The major difference is main thread being paused during that results in world not progressing, therefore physics engine not writing to the things that we're reading from.
In short, it's fine, it's very unlikely to be the cause of your crashes. You should instead look at the log where it says the crash happened and go from there. If you need help there post it in the #help-for-community-servers channel in KSH discord.
As for desync, the game itself has some of those built in, it really depends on what desyncs and how and all that, same channel for those questions because you'll find experienced server owners.
https://youtu.be/t8jFB74UKW4
I believe I found a fatal crash to desktop error with the ReplaceWheelModel mechanic. I successfully set up my ini, so it replaces the wheels on the suspension with a custom model.
Steps to reproduce:
1. Apply a track that swaps the wheel model.
2. Remove the track with the track tool. Observe that the new model stays and does not revert to the vanilla wheel.
3. Apply a new track that also has a wheel replacer. Observe instant crash to desktop, and no stacktrace in the game log.
If I were to guess, it is trying to replace a wheel or model that has already been replaced and is no longer there. When I change step 3 to apply a track that doesn't replace the model it has no problems.
https://support.keenswh.com/spaceengineers2/pc
And can you send the latest log, I'm not sure what's going on with it, seems it might be wrongfully calling stuff in a thread and needs deeper investigation xD
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()
but no longer the spam once server is running
just done a restart of the server just incase but still shows
Still throws the initial errors but doesn't spam anymore
It should load fine now that the builder was fixed, and now I know what other checks to add xD
The first error is a weird one, I did a quick test on a DS with the morue mod and I don't get any errors
Can you try a restart to see if the fix for the other mod got rid of errors in this (but it shouldn't affect it like that X_X)
If it's still happening, what else changed besides my update on the builder mod?
since update getting a bit of a error spam on the server
21:59:37.7591 [DEBUG] Keen: ### TankTracksFramework v1.1.3 initializing...
21:59:37.8151 [INFO] Keen: TankTracksFramework v1.1.3 error/exception: Tank Track Pack: Morue (Steam:3225398014): 'TigerOne_Small_1x1': Error processing spawned 'C:\Dygamic\NexusV3\Servers\S5Naval\31004 Node 4 Europe\Instance\content\244850\3225398014\Models\Tiger1TrackLink.mwm': System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()
for every model
Followed by endless spam:
22:05:13.6689 [INFO] Keen: ERROR Digi.TankTracksPlacement.TankTracksPlacementMod: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracksPlacement.TankTracksPlacementMod.UpdateAfterSimulation()
The "Tank track over vanilla wheels" is indeed the requirement (or any other mod that adds tracks), is it added to the world? Subscribing does not install it, it merely pre-downloads it.
If you did, can you send me your SE log and maybe a video of how you're trying it, might a bug I missed. Feel free to add me on steam or DM me on discord @m_digi if you don't want the log public.
Was that after the 1st september update? I thought I fixed those :(
@Mr. Glooop
The grid that hosts the suspensions needs to have at least one owned block, are you sure there is? If so can you send a blueprint or world where that happens.
@Darkaiser
The morue one I think has support for a bunch of modded wheels.
If not, you can also do it yourself without even copying models from a mod, you only need the .ini file and inherit from one of the mod's tracks and boom you have their model (unless you set SegmentModel and such :P). How to make a local mod and all that is available on the SE wiki: https://spaceengineers.wiki.gg/wiki/Modding
Thanks for a great mod!
What I'm seeing by opening the .mwm with notepad is that it's supposed to have LODs, so this is the game showing the inexistent LODs xD and for some reason on world reload it just realizes they don't exist and stops trying to use LODs.
I'll inform the author to repack the models or include the LODs.
But while testing for this I also found some duplicate entityId errors which I did attempt to fix previously, so I just gave up and moved entity init to main thread xD Seems to've fixed both so far, but because they're so random I'm not certain.
TL;DR fixed the below isues hopefully :}
Can you first check with just a tracks mod (it will bring this API mod automatically) to see if it requires some other mods to be present, and if it still repros can you send that world and some steps to repro it.