View Issue Details

IDProjectCategoryView StatusLast Update
0000126Medieval EngineersBugpublic2022-02-27 18:39
Reportershad Assigned Toequinox  
PriorityhighSeveritycrashReproducibilityalways
Status closedResolutionduplicate 
PlatformWindowsOS10 2004OS Version10.0.19041
Product Version0.7.3.33D4BBProduct BuildC11F1 
Summary0000126: Crash with subgrids in blueprints
Description

When you place and construct blueprints with the blueprint control block that contain catchblocks with attachments (subgrids), another, separate timber beam inside the catchblock spawns, creating a duplicate subgrid in one catchblock. When you delete the attached block(s) and/or delete the catchblock, the game crashes with the below exception.

Yet I thought, I did already report it in here, since this issue has been present since the release of the blueprint control block. I believe this particular crash was one of the supposedly fixed issues that were released with the very last "major update" before development ended, although I confirmed that the issue was indeed not resovled.

=============================== FATAL EXCEPTION ================================
Exception occurred: VRage.MyUpdateSchedulerException: Failed to execute Void RunSingleFrame() on Medieval.MyMedievalGame
 ---> VRage.MyUpdateSchedulerException: Failed to execute Void DoUpdateAfterSimulation() on Sandbox.Game.SessionComponents.MySessionComponentLegacyUpdateScheduler
 ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
   at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at VRage.Scene.MyTieredComponentGroup`2.GetParent(TChildComponent child)
   at VRage.Scene.MyTieredComponentGroup`2.ChildOnParentChange(MyHierarchyComponent target, MyHierarchyComponent oldParent, MyHierarchyComponent newParent)
   at VRage.Game.Components.MyHierarchyComponent.RaiseParentChange(MyHierarchyComponent previous, MyHierarchyComponent current)
   at VRage.Game.Components.MyHierarchyComponent.OnBeforeRemovedFromContainer()
   at VRage.Game.Components.MyEntityComponent.SetContainer(MyEntityComponentContainer container)
   at VRage.Game.Components.MyEntityComponentContainer.Clear()
   at VRage.Game.Entity.MyEntity.Delete()
   at VRage.Scene.MyScene.DestroyInternal(MyEntity entity)
   at VRage.Scene.MyScene.CloseQueued()
   at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
   at Sandbox.Game.World.MySector.UpdateAfterSimulation()
   at Sandbox.Game.SessionComponents.MySessionComponentLegacyUpdateScheduler.DoUpdateAfterSimulation()
   at VRage.Components.MyUpdateScheduler.RunFixedUpdates()
   --- End of inner exception stack trace ---
   at VRage.Components.MyUpdateScheduler.ReportError(Delegate action, Exception error)
   at VRage.Components.MyUpdateScheduler.RunFixedUpdates()
   at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime)
   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 VRage.Components.MyUpdateScheduler.RunFixedUpdates()
   --- End of inner exception stack trace ---
   at VRage.Components.MyUpdateScheduler.ReportError(Delegate action, Exception error)
   at VRage.Components.MyUpdateScheduler.RunFixedUpdates()
   at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime)
   at Sandbox.Engine.Platform.MySandboxUpdate.<RunLoop>b__18_0()
   at VRage.Utils.FixedLoop.Run(Action tickCallback)
   at Sandbox.Engine.Platform.MySandboxUpdate.RunLoop()
   at Medieval.MyProgram.Main(String[] args)
Steps To Reproduce

See this video: https://www.youtube.com/watch?v=YchuWWCZ2T0

  • Get this blueprint or create a new one: https://steamcommunity.com/sharedfiles/filedetails/?id=2274676096
  • In game (survival or creative), place a blueprint control block
  • Choose above blueprint from the control block and place it.
  • Investigate the catchblock's subgrid(s) and see how the dupliate subgrids are colliding with each other
  • Delete the catchblock to trigger the exception
TagsBlock, Blueprint, Mechanical

Relationships

duplicate of 0000089 resolvedequinox Crash with BP Control Block and Subgrids  

Activities

shad

2022-01-31 09:33

reporter   #~0000052

Btw, this is the main reason I disabled the blueprint control block on my DS, since players using it caused dozens of crashes a day.

shad

2022-02-27 13:00

reporter   #~0000058

Duplicate report, see 0000089
https://communityedition.medievalengineers.com/mantis/view.php?id=89

Issue History

Date Modified Username Field Change
2022-01-31 09:13 shad New Issue
2022-01-31 09:13 shad Tag Attached: Block
2022-01-31 09:13 shad Tag Attached: Blueprint
2022-01-31 09:13 shad Tag Attached: Mechanical
2022-01-31 09:33 shad Note Added: 0000052
2022-02-27 13:00 shad Note Added: 0000058
2022-02-27 18:37 equinox Description Updated
2022-02-27 18:39 equinox Relationship added duplicate of 0000089
2022-02-27 18:39 equinox Assigned To => equinox
2022-02-27 18:39 equinox Status new => closed
2022-02-27 18:39 equinox Resolution open => duplicate