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I had a feeling it didn't have anything to do with this mod specifically but everything else looked OK. I'll take it up with Keen if needed.
Been running for ages without any issues like this.
A few weeks ago I know of some steam changes that broke DS mod downloading, followed by a DS-only update that fixed them. So force an update on the server and then check in SE DS log for "Server Build Number: 1" at line 7 to confirm you have the hotfix.
If that doesn't help, ask in keen's discord at #help-for-community-servers - they stumble into problems similar to this frequently and would know how to fix it.
2025-08-20 22:15:19.165 - Thread: 12 -> Error during downloading: Fail
2025-08-20 22:15:19.171 - Thread: 5 -> Mod failed: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.176 - Thread: 5 -> Failed to download mod: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.182 - Thread: 5 -> Downloading mods failed
First off — thanks for the amazing BuildInfo mod, it’s incredibly useful!
I’ve run into a serious conflict between BuildInfo and another mod:
Space Anchor by 寂语不言丶 (Workshop ID: 3059041579).
When selecting the Space Anchor block in the toolbar or placing it, the game crashes with a NullReferenceException triggered from the Anchor's ClearGravity() method. BuildInfo likely triggers the block logic prematurely during preview or info generation.
Here’s the relevant log excerpt:
Exception: System.NullReferenceException
at 不言.空间锚.逻辑.空间锚逻辑.清除重力() // "ClearGravity()"
Would it be possible to add a way to exclude specific block SubtypeIds from BuildInfo’s processing via a config or internal filter? Something like:
[IgnoredBlocks]
SpaceAnchor = true
This would let players use both mods without crash issues and would be useful for similar edge-case mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=3019243704
This mod has over 236 THOUSAND subscribers. That's a lot for a mod author to provide support for. I haven't seen anyone else complain about Leak Finder being a requirement / dependency. More than a few people complained it was removed.
The majority wins.
i usually dont outright delete it but move it to a backup location in case i need it later and delete it then when its clear its no longer needed.
config stuff inside the main and world specific storage file is usually autogenerated if its not there, so that is one way to reset configs.
The world runs on a Torch dedicated server. I connect either from a client running on the same computer as the server, or more often, the computer next to it. Well, or both. The black spheres occur for either client and regardless of if both or one are connected.
Many of the black spheres occurred for me when the first thing I did after connecting was pull out the multitool, switch to the collision tool, and "fire" it at a complex small grid vehicle that was parked on a huge, flat large grid platform. In gravity (EarthLike), though I don't expect that matters.
With that mod selection, there will be a ~15 minute window of time before Junk Grid Cleanup deletes any that appear.
And got any hints to help trigger the issue?
I've made a mod that cleans up junk grids that are sitting around, and that includes these black spheres, so my current world doesn't have any just floating around anymore. I probably still have a backup from before I turned the grid cleanup mod loose on the world that I can go dig up. My mod list is relatively small, but a couple are bulky in raw file size (MES Cave Systems is ~405 MB for some reason, Seams Fixed 2.0 is ~378 MB and WaterMod at ~254 MB).
I'll search through my backups later and see.
I'm wondering if this happens with vanilla blocks that use IsStandAlone too? lights, sensors, etc.
I suspect the reason you're only seeing it with this is because players are equipping and clicking empty space with it, but they're very unlikely to do that with the vanilla blocks so it's quite rare.
https://www.reddit.com/r/spaceengineers/comments/1k6whge/black_sphere/
It's rather crazy that the game is placing the "block" when it's IsStandAlone = false.
The config file (mentioned in the '/bi' chat command or in the description here) has more details on these things, the textAPI mod menu doesn't have tooltips to do these things in xD
On top of that, it's a good thing it prevents you from loading that world because that world would have who knows what other hooks still in place from the previous world, giving you NEW bugs that wouldn't happen normally.
So to properly identify the mod causing it, look in your log for "session unload failed" and see which mod errors after that, and report it to that mod.
In the meantime, you can simply force the fix by restarting the game whenever you see that error, it won't happen in the first world you load but if you still have the other problematic mod it will happen on the next load.
Keen needs to fix it so it shows up in the first place and then they can see it appearing wrong for the helm and they can offset the raycast (which is a setting per cockpit)
i have fallen over a little irritating thingy.
i have build myself a small toolship not much bigger than a modular cargo container mit a helm on top and put a grinder on the front.
whenever i select the grinder it take the helm in as target for the blockinfo display where you can see the block integrety, component volume and so forth.
looks kinda unintended to be.
The premise is buildinfo has to store all the action instances it sees, but if a mod adds new instances every single time the event is triggered then it will effectively be a memory leak because buildinfo prevents them from being garbage-collected... and there's no way to know for sure it's not just coincidence that the IDs match, which is why the warning is at 5 and not at 2. Also WeakReference isn't whitelisted.
These are relatively tiny but they add up over time depending how frequent the event triggers.
The fix is relatively straightforward for the mod adding said actions, a field per unique action that is nullchecked and assigned with the instance if null, that ensures only one instance is ever created. If they need more help, I'm reachable on the keen discord :P
If he finally decide to do it I'll update you with the results, but it seems like we won't bother further with his bugs since they are not bothering him enough to troubleshoot, thanks for the response tho! :)
First they should try to replicate it locally, if you can send them the world or if that's too much, send them only the mods list, sandbox_config.sbc, and they can blueprint their stuff to paste.
This is to first confirm it happens in singleplayer, then they can remove all other mods except buildinfo to see if it still does it.
Or if you want, you could temporarily remove only buildinfo from the server and see if the issue persists, as it's a non-critical thing that won't break anything in the world if removed.