Space Engineers

Space Engineers

Water Mod
Stiderspace Sep 18, 2022 @ 5:47am
Water mod is crashing the game
Im running a server with the water mod on in today suddenly all respawn broke and we cant get back into the server because as soon as we load into the world the game crashes with this error in the error log

2022-09-18 14:37:01.365 - Thread: 1 -> Exception occurred: ProtoBuf.ProtoException: No parameterless constructor found for Jakaria.SessionComponents.WaterPacket at ProtoBuf.Meta.TypeModel.ThrowCannotCreateInstance(Type type) at proto_3642(ProtoReader , State& , Object ) at ProtoBuf.Meta.TypeModel.DeserializeAny(ProtoReader reader, State& state, Type type, Object value, Boolean noAutoCreate) at ProtoBuf.Meta.TypeModel.Deserialize(Stream source, Object value, Type type, SerializationContext context) at ProtoBuf.Serializer.Deserialize[T](Stream source) at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.SerializeFromBinary[T](Byte[] data) at Jakaria.SessionComponents.WaterSyncComponent.ComputeConfirmedPacket(Byte[] packet) at Jakaria.SessionComponents.WaterSyncComponent.Client_OnMessageReceived(UInt16 channel, Byte[] packet, UInt64 sender, Boolean isArrivedFromServer) at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.HandleMessage(UInt16 id, Byte[] message) at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.ModMessageBroadcastReliableFromServer<>System_UInt16#System_Byte<#>.Invoke(IMyEventOwner& <static>, UInt16& id, Byte[]& message, DBNull& arg3, DBNull& arg4, DBNull& arg5, DBNull& arg6) at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate) at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate) at VRage.Network.MyReplicationClient.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source) at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationClient.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender) at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessBuffer() at Sandbox.Engine.Multiplayer.MyTransportLayer.set_IsBuffering(Boolean value) at Sandbox.Game.Multiplayer.MyPlayerCollection.OnInitialPlayerCreated(UInt64 clientSteamId, Int32 playerSerialId, Boolean newIdentity, MyObjectBuilder_Player playerBuilder) at Sandbox.Engine.Multiplayer.MyMultiplayerClientBase.ReceivePlayerData(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) 2022-09-18 14:37:01.365 - Thread: 1 -> Packet processing error, disconnecting VRage.Network.Endpoint 2022-09-18 14:37:01.420 - Thread: 1 -> Exception occurred: ProtoBuf.ProtoException: No parameterless constructor found for Jakaria.SessionComponents.WaterPacket at ProtoBuf.Meta.TypeModel.ThrowCannotCreateInstance(Type type) at proto_3642(ProtoReader , State& , Object ) at ProtoBuf.Meta.TypeModel.DeserializeAny(ProtoReader reader, State& state, Type type, Object value, Boolean noAutoCreate) at ProtoBuf.Meta.TypeModel.Deserialize(Stream source, Object value, Type type, SerializationContext context) at ProtoBuf.Serializer.Deserialize[T](Stream source) at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.SerializeFromBinary[T](Byte[] data) at Jakaria.SessionComponents.WaterSyncComponent.ComputeConfirmedPacket(Byte[] packet) at Jakaria.SessionComponents.WaterSyncComponent.Client_OnMessageReceived(UInt16 channel, Byte[] packet, UInt64 sender, Boolean isArrivedFromServer) at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.HandleMessage(UInt16 id, Byte[] message) at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.ModMessageBroadcastReliableFromServer<>System_UInt16#System_Byte<#>.Invoke(IMyEventOwner& <static>, UInt16& id, Byte[]& message, DBNull& arg3, DBNull& arg4, DBNull& arg5, DBNull& arg6) at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate) at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate) at VRage.Network.MyReplicationClient.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source) at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationClient.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender) at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessBuffer() at Sandbox.Engine.Multiplayer.MyTransportLayer.set_IsBuffering(Boolean value) at Sandbox.Game.Multiplayer.MyPlayerCollection.OnInitialPlayerCreated(UInt64 clientSteamId, Int32 playerSerialId, Boolean newIdentity, MyObjectBuilder_Player playerBuilder) at Sandbox.Engine.Multiplayer.MyMultiplayerClientBase.ReceivePlayerData(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) 2022-09-18 14:37:01.420 - Thread: 1 -> Showing message

what is causing this and how can we fix this problem
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Showing 1-5 of 5 comments
picea_scabies Sep 18, 2022 @ 12:23pm 
Getting the same error. I made sure the mod was updated in both the server and the client, restarted both to no avail. Tried it in single player and it works. Can't load server backup either
Last edited by picea_scabies; Sep 18, 2022 @ 12:26pm
Algorythm44 Sep 19, 2022 @ 4:41pm 
This may or may not be related, but if anyone else comes across a similar issue I just fixed my server by copying

steamclient.dll
steamclient64.dll
tier0_s.dll
tier0_s64.dll
vstdlib_s.dll
vstdlib_s.dll

from the \Steam\ base install folder
to \Steam\steamapps\common\SpaceEngineersDedicatedServer\DedicatedServer64

after restarting the server it correctly downloaded the update and it's fine now
also posting the exact error message to possibly help people find this on a google search
I was getting:
Workshop item with id 2200451495 download finished. Result: k_EResultFail
now I get:
Workshop item with id 2200451495 download finished. Result: k_EResultOK
Cornelius Nov 29, 2024 @ 2:46am 
I'm having this exact same issue, unfortunately it seems like I'm going to have to remove this mod. Seems like it may be related to me running the game on Linux somehow?
Originally posted by Cornelius:
I'm having this exact same issue, unfortunately it seems like I'm going to have to remove this mod. Seems like it may be related to me running the game on Linux somehow?
I have a friend who uses linux and this mod crashed him too. We both really loved this mod tbh..
Wasn't an issue for me on Linux until I bought a few of the DLCs. I wonder if it's just incompatible with one of them?
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