Space Engineers

Space Engineers

Water Mod
Continuous Crashing
Me and a few of my friends have been experiencing a phenomenon where servers with this mod will continuously crash upon startup and/or during use. While originally I thought this was the result of a large ship in the water it is rather apparent to me now that it has to do with something else after my friend experience constant crashing on a water survival server and a ship I built that was the quarter of the size of the large ship in question still crashed the game.
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Showing 1-12 of 12 comments
Hunter Thompson Jun 27, 2022 @ 9:05am 
Same herre, noticed only today. Have constant crashes when controlling water ship, even entering seat of connected to base ship causes, crash.
Last edited by Hunter Thompson; Jun 27, 2022 @ 9:24am
Hunter Thompson Jun 27, 2022 @ 10:59am 
Same save working while loaded on client and crashing when on server.
Last edited by Hunter Thompson; Jun 27, 2022 @ 10:59am
Hunter Thompson Jun 28, 2022 @ 12:58am 
2022-06-27 20:56:41.213 - Thread: 1 -> Exception occurred: VRage.Library.Collections.BitStreamException: Error when reading using BitReader ---> System.OverflowException: Error when deserializing variant uint32 --- End of inner exception stack trace --- at VRage.Library.Collections.BitStream.ReadUInt32Variant() at VRage.Library.Collections.BitStream.ReadPrefixLengthString(Encoding encoding) at VRage.Serialization.MySerializerString.Read(BitStream stream, String& value, MySerializeInfo info) at VRage.Serialization.MySerializationHelpers.CreateAndRead[TMember](BitStream stream, TMember& result, MySerializer`1 serializer, MySerializeInfo info) at VRage.Serialization.MyMemberSerializer`2.Read(BitStream stream, TOwner& obj, MySerializeInfo info) at VRage.Serialization.MySerializerObject`1.Read(BitStream stream, T& value, MySerializeInfo info) at VRage.Serialization.MySerializationHelpers.CreateAndRead[TMember](BitStream stream, TMember& result, MySerializer`1 serializer, MySerializeInfo info) at VRage.Sync.Sync`2.Serialize(BitStream stream, Boolean validate, Boolean setValueIfValid) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Serialize(BitStream stream, MyClientInfo forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet`1 cachedData) at VRage.Network.MyReplicationClient.OnServerStateSync(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler) 2022-06-27 20:56:41.213 - Thread: 1 -> InnerException: 2022-06-27 20:56:41.213 - Thread: 1 -> Exception occurred: System.OverflowException: Error when deserializing variant uint32 2022-06-27 20:56:41.213 - Thread: 1 -> Packet processing error, disconnecting VRage.Network.Endpoint 2022-06-27 20:56:41.224 - Thread: 1 -> Exception occurred: VRage.Library.Collections.BitStreamException: Error when reading using BitReader ---> System.OverflowException: Error when deserializing variant uint32 --- End of inner exception stack trace --- at VRage.Library.Collections.BitStream.ReadUInt32Variant() at VRage.Library.Collections.BitStream.ReadPrefixLengthString(Encoding encoding) at VRage.Serialization.MySerializerString.Read(BitStream stream, String& value, MySerializeInfo info) at VRage.Serialization.MySerializationHelpers.CreateAndRead[TMember](BitStream stream, TMember& result, MySerializer`1 serializer, MySerializeInfo info) at VRage.Serialization.MyMemberSerializer`2.Read(BitStream stream, TOwner& obj, MySerializeInfo info) at VRage.Serialization.MySerializerObject`1.Read(BitStream stream, T& value, MySerializeInfo info) at VRage.Serialization.MySerializationHelpers.CreateAndRead[TMember](BitStream stream, TMember& result, MySerializer`1 serializer, MySerializeInfo info) at VRage.Sync.Sync`2.Serialize(BitStream stream, Boolean validate, Boolean setValueIfValid) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.Serialize(BitStream stream, MyClientInfo forClient, MyTimeSpan serverTimestamp, MyTimeSpan lastClientTimestamp, Byte packetId, Int32 maxBitPosition, HashSet`1 cachedData) at VRage.Network.MyReplicationClient.OnServerStateSync(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler) at Sandbox.Engine.Networking.MyNetworkReader.Process() at Sandbox.MySandboxGame.Update() at Sandbox.Engine.Platform.Game.UpdateInternal() at Sandbox.Engine.Platform.Game.RunSingleFrame() at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<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) 2022-06-27 20:56:41.224 - Thread: 1 -> InnerException: 2022-06-27 20:56:41.224 - Thread: 1 -> Exception occurred: System.OverflowException: Error when deserializing variant uint32 2022-06-27 20:56:41.224 - Thread: 1 -> Showing message 2022-06-27 20:56:43.354 - Thread: 1 -> ================================== CRASH INFO ================================== AppVersion: 01_201_013 GameName: Space Engineers IsOutOfMemory: False IsGPU: False IsNative: False IsTask: False IsExperimental: True ProcessRunTime: 254 PCUCount: 2426 IsHang: False GCMemory: 1609 GCMemoryAllocated: 1609 HWAvailableMemory: 2757 ProcessPrivateMemory: 14498 AnalyticId: SE ================================== OFNI HSARC ==================================
Lordspaceship Jul 1, 2022 @ 3:55pm 
So far I have lost 3 worlds to this bug as the water mod crashes all of them now.
CaptainCaveman Jul 11, 2022 @ 3:09pm 
Just crashed a world for me also. Any updates coming? This is definitely one of the best additions to the game. I hope they make it part of vanilla someday.
Same problem with the crashes. Impossible to play with friends. As soon as anyone is ingame other than myself it takes around 5-10 mins until it just crashes with basically the same error as Hunter Thompson showed above.

This mod was updated 2 months ago and people already experienced these continuous crashes after 1 month... really? I know this mod changes a lot about the game but srsly?

Wanted to build ships on water for the first time, now I don't want to anymore.
Last edited by ∴ 𝐓𝝠𝐔 ∴; Aug 23, 2022 @ 10:16am
UPDATE:

I think I figured out what the cause of those crashes is.

I looked over a post that was from last year and it seems to be that wolves when enabled and entering water, crash the game.

So, my suggestion: Disable wolves, fly away into space (so any remaining ones despawn), then come back/respawn
Lordspaceship Dec 15, 2022 @ 12:59am 
The crashing seems to have stopped, may of been a mod conflict.
Novum33 Jan 12, 2023 @ 2:11pm 
Crashing for me
darksaint0523 Feb 19, 2023 @ 1:13pm 
Don't know if this is a a re-occurrence of the above crashing problems but I've been getting crashes since yesterday whenever I try to load a saved game (or start a new one) telling me that "your graphics card may be overheating or malfunctioning".
After a bit of trial and error, I think I've traced it to any planet that uses the water mod being in the list of active mods as the issue.
The water mod itself doesn't cause any crashes, but it does seem to be the common factor
darksaint0523 Feb 19, 2023 @ 1:22pm 
Exception: ParallelTasks.TaskException: An exception(s) was thrown while executing a task.
at ParallelTasks.WorkItem.ThrowExceptionsInternal(Int32 runId)
at ParallelTasks.Task.WaitOrExecute(Boolean blocking)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
Task exception, inner exception 0:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at VRage.Render11.GeometryStage.Materials.MyVoxelMaterialsConstantBuffer.UpdateEntry(Int32 voxelMaterialId, MyVoxelMaterialEntry& entry)
at VRageRender.MyVoxelMaterials.UpdateMaterial(Int32 matId)
at VRageRender.MyVoxelMaterials.OnResourcesGather()
at VRageRender.MyRender11.UpdateGameScene()
at VRageRender.MyRender11.ProcessStateChanges()
at ParallelTasks.DelegateWork.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)

2023-02-19 16:19:16.974 - Thread: 44 -> Additional information --
Aftermath: Main(|FAIL_NotInitialized|Unknown|NotStarted) Deferred()
Statistics: Scene:
Entities
Actors: 0
InstanceBuffers: 0
GPUEmitters: 0
Atmospheres: 0
Clouds: 0
DebugDrawMesh: 0
Videos: 0
Decals: 0
Billboards: 0
darksaint0523 Feb 19, 2023 @ 1:22pm 
2023-02-19 16:19:17.657 - Thread: 1 -> WaterMod: Finished loading water configs
2023-02-19 16:19:17.943 - Thread: 1 ->
***
[CoreSystems] Ignore log messages from keen stating 'Mod CoreSystems is accessing physics from parallel threads'
CS is using a thread safe parallel.for, not a parallel task
***
2023-02-19 16:19:18.325 - Thread: 44 -> Exception occurred: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at VRage.Render11.GeometryStage.Materials.MyVoxelMaterialsConstantBuffer.UpdateEntry(Int32 voxelMaterialId, MyVoxelMaterialEntry& entry)
at VRageRender.MyVoxelMaterials.UpdateMaterial(Int32 matId)
at VRageRender.MyVoxelMaterials.OnResourcesGather()
at VRageRender.MyRender11.UpdateGameScene()
at VRageRender.MyRender11.ProcessStateChanges()
at ParallelTasks.DelegateWork.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
2023-02-19 16:19:18.325 - Thread: 44 -> Exception Data:
Exception Info: Holder ID: 10630; m_runCount: 10630; m_executing: 1; MaximumThreads: 1
Work Options: MaximumThreads: 1, QueueFIFO: False, DebugName: , TaskType: None
2023-02-19 16:19:18.326 - Thread: 44 -> Task Exception Stack:
at ParallelTasks.WorkItem.ThrowExceptionsInternal(Int32 runId)
at ParallelTasks.Task.WaitOrExecute(Boolean blocking)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
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)
2023-02-19 16:19:18.326 - Thread: 44 -> Showing message
2023-02-19 16:19:19.059 - Thread: 44 ->
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