Space Engineers

Space Engineers

Faction Tracers
Crash after recent Fieldwork update
I recently had a crash 2 days after the aforementioned update. I've played this same save every day since this updated dropped with no crashes related to this mod. Nothing related to guns was even being used when it happened. Here is the full log---Edit: Log was so long that Steam won't make discussion, so here is the crash section that I tried to post in the comments:
2025-04-30 12:55:24.299 - Thread: 1 -> Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TF76.FactionTracers.FactionTracers.CheckProjectile(MyProjectileInfo& projectile, Int32 index)
at Sandbox.ModAPI.OnProjectileAddedRemoved.Invoke(MyProjectileInfo& projectile, Int32 index)
at Sandbox.Game.Weapons.MyProjectiles.AddInternal(MyWeaponDefinition weaponDefinition, MyProjectileAmmoDefinition ammoDefinition, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, MyEntity ownerEntity, MyEntity ownerEntityAbsolute, MyEntity weapon, MyEntity[] ignoredEntities, Boolean supressHitIndicator, UInt64 owningPlayer)
at Sandbox.Game.Weapons.MyProjectiles.Add(MyWeaponPropertiesWrapper props, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, IMyGunBaseUser user, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.AddProjectile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, MyLargeBarrelBase barrel)
at Sandbox.Game.Weapons.Guns.Barrels.MyLargeBarrelBase.Shoot(Vector3 muzzlePosition)
at SpaceEngineers.Game.Weapons.Guns.Barrels.MyLargeGatlingBarrel.StartShooting()
at Sandbox.Game.Weapons.MyLargeTurretBase.ShootFromTerminal(Vector3 direction)
at Sandbox.Game.Weapons.MyUserControllableGun.Shoot()
at Sandbox.Game.Weapons.MyLargeTurretBase.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
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)
2025-04-30 12:55:24.310 - Thread: 1 -> Exception occurred: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TF76.FactionTracers.FactionTracers.CheckProjectile(MyProjectileInfo& projectile, Int32 index)
at Sandbox.ModAPI.OnProjectileAddedRemoved.Invoke(MyProjectileInfo& projectile, Int32 index)
at Sandbox.Game.Weapons.MyProjectiles.AddInternal(MyWeaponDefinition weaponDefinition, MyProjectileAmmoDefinition ammoDefinition, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, MyEntity ownerEntity, MyEntity ownerEntityAbsolute, MyEntity weapon, MyEntity[] ignoredEntities, Boolean supressHitIndicator, UInt64 owningPlayer)
at Sandbox.Game.Weapons.MyProjectiles.Add(MyWeaponPropertiesWrapper props, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, IMyGunBaseUser user, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.AddProjectile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, MyLargeBarrelBase barrel)
at Sandbox.Game.Weapons.Guns.Barrels.MyLargeBarrelBase.Shoot(Vector3 muzzlePosition)
at SpaceEngineers.Game.Weapons.Guns.Barrels.MyLargeGatlingBarrel.StartShooting()
at Sandbox.Game.Weapons.MyLargeTurretBase.ShootFromTerminal(Vector3 direction)
at Sandbox.Game.Weapons.MyUserControllableGun.Shoot()
at Sandbox.Game.Weapons.MyLargeTurretBase.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
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)
at avaness.SpaceEngineersLauncher.Program.StartSpaceEngineers(String[] args)
at avaness.SpaceEngineersLauncher.Program.Main(String[] args)
2025-04-30 12:55:24.311 - Thread: 1 -> Showing message
2025-04-30 12:55:24.312 - Thread: 1 -> MyInitializer.OnCrash
2025-04-30 12:55:24.312 - Thread: 1 -> var exception = System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TF76.FactionTracers.FactionTracers.CheckProjectile(MyProjectileInfo& projectile, Int32 index)
at Sandbox.ModAPI.OnProjectileAddedRemoved.Invoke(MyProjectileInfo& projectile, Int32 index)
at Sandbox.Game.Weapons.MyProjectiles.AddInternal(MyWeaponDefinition weaponDefinition, MyProjectileAmmoDefinition ammoDefinition, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, MyEntity ownerEntity, MyEntity ownerEntityAbsolute, MyEntity weapon, MyEntity[] ignoredEntities, Boolean supressHitIndicator, UInt64 owningPlayer)
at Sandbox.Game.Weapons.MyProjectiles.Add(MyWeaponPropertiesWrapper props, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, IMyGunBaseUser user, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.AddProjectile(MyWeaponPropertiesWrapper weaponProperties, Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner, Nullable`1 renderId, Boolean userNormalizedPositionForEffects)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, Nullable`1 renderId)
at Sandbox.Game.Weapons.MyGunBase.Shoot(Vector3 initialVelocity, MyEntity owner, MyLargeBarrelBase barrel)
at Sandbox.Game.Weapons.Guns.Barrels.MyLargeBarrelBase.Shoot(Vector3 muzzlePosition)
at SpaceEngineers.Game.Weapons.Guns.Barrels.MyLargeGatlingBarrel.StartShooting()
at Sandbox.Game.Weapons.MyLargeTurretBase.ShootFromTerminal(Vector3 direction)
at Sandbox.Game.Weapons.MyUserControllableGun.Shoot()
at Sandbox.Game.Weapons.MyLargeTurretBase.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
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)
at avaness.SpaceEngineersLauncher.Program.StartSpaceEngineers(String[] args)
at avaness.SpaceEngineersLauncher.Program.Main(String[] args)
2025-04-30 12:55:27.323 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_206_028
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 1708
PCUCount: 264475
IsHang: False
GCMemory: 3528
GCMemoryAllocated: 3528
HWAvailableMemory: 7887
ProcessPrivateMemory: 30122
AnalyticId: SE
================================== OFNI HSARC ==================================

2025-04-30 12:55:27.323 - Thread: 1 -> Log Closed