Placing a deconstruction beacon on any grid causes a server crash (NRE by the looks of it) and complete server restart.
Stack-Trace from Server Log:
Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at NaniteConstructionSystem.Entities.Effects.NaniteBeaconEffect..ctor(MyCubeBlock owner, Vector3 localOffset, Vector4 color)
at NaniteConstructionSystem.Entities.Beacons.NaniteBeaconDeconstruct..ctor(IMyFunctionalBlock beaconBlock)
at NaniteConstructionSystem.Entities.Beacons.NaniteBeaconDeconstructLogic.UpdateOnceBeforeFrame()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
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.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 VRage.Dedicated.DedicatedServer.RunInternal(String instanceName, Boolean isService)
at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole, Boolean checkAlive)
at VRage.Dedicated.DedicatedServer.ProcessArgs(String[] args)
at VRage.Dedicated.DedicatedServer.Run(String[] args)
at SpaceEngineersDedicated.MyProgram.Main(String[] args)
Placing a deconstruction beacon on any grid causes a server crash (NRE by the looks of it) and complete server restart.
Stack-Trace from Server Log:
Exception occured: System.NullReferenceException: Object reference not set to an instance of an object. at NaniteConstructionSystem.Entities.Effects.NaniteBeaconEffect..ctor(MyCubeBlock owner, Vector3 localOffset, Vector4 color) at NaniteConstructionSystem.Entities.Beacons.NaniteBeaconDeconstruct..ctor(IMyFunctionalBlock beaconBlock) at NaniteConstructionSystem.Entities.Beacons.NaniteBeaconDeconstructLogic.UpdateOnceBeforeFrame() at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate) at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame() at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation() at Sandbox.Game.World.MySector.UpdateBeforeSimulation() 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.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 VRage.Dedicated.DedicatedServer.RunInternal(String instanceName, Boolean isService)
at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole, Boolean checkAlive)
at VRage.Dedicated.DedicatedServer.ProcessArgs(String[] args)
at VRage.Dedicated.DedicatedServer.Run(String[] args)
at SpaceEngineersDedicated.MyProgram.Main(String[] args)