for some weeks i encounter a reoccuring error that leads to a torch crash, when a PB gets grinded down by hand tools:
22:31:12.9992 [INFO] Chat: Server (to <playerX>): Your PB Small Grid 2995-Programmable block has overheated due to excessive usage!
22:31:13.9989 [INFO] Chat: Server (to <playerX>): Your PB Small Grid 2995-Programmable block has overheated due to excessive usage!
22:31:14.9985 [INFO] Chat: Server (to <playerX>): Your PB Small Grid 2995-Programmable block has overheated due to excessive usage!
22:31:15.9991 [INFO] Chat: Server (to <playerX>): Your PB Small Grid 2995-Programmable block has overheated due to excessive usage!
22:31:15.9991 [INFO] OwnershipLogger: [Unknown] changed owner on block ProgrammableBlock from <playerX> [On][FAC] to Nobody on grid: Small Grid 2995
22:31:15.9991 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)
at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)
at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId)
at HaE_PBLimiter.PBTracker.<>c__DisplayClass23_0.<DamagePB>b__0() in D:\Visual Studio\Plugins\HaE PBLimiter\HaE PBLimiter\PBTracker.cs:line 116
at Sandbox.MySandboxGame.ProcessInvoke()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
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 Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 245
at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 125
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()
System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MySlimBlock.ApplyAccumulatedDamage(Boolean addDirtyParts, Int64 attackerId)
at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamageInternal(Single damage, MyStringHash damageType, Boolean addDirtyParts, Nullable`1 hitInfo, Int64 attackerId)
at Sandbox.Game.Entities.Cube.MySlimBlock.DoDamage(Single damage, MyStringHash damageType, Boolean sync, Nullable`1 hitInfo, Int64 attackerId)
at HaE_PBLimiter.PBTracker.<>c__DisplayClass23_0.<DamagePB>b__0() in D:\Visual Studio\Plugins\HaE PBLimiter\HaE PBLimiter\PBTracker.cs:line 116
at Sandbox.MySandboxGame.ProcessInvoke()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
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 Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 245
at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 125
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()
I can only guess, that there is some syncing issue between what's happening inagme and what the plugin tries to show in the torch UI, but I may be wrong.
Hi Hamster,
for some weeks i encounter a reoccuring error that leads to a torch crash, when a PB gets grinded down by hand tools:
Config:
I can only guess, that there is some syncing issue between what's happening inagme and what the plugin tries to show in the torch UI, but I may be wrong.