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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.
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
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
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
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 ->