Space Engineers

Space Engineers

Eli Dang's Holo Hud [Open Source]
Game crashing BUG - With respawn ship
Game breaking bug... when starting in a new spawn ship with the HUD enabled in the cockpit instant crash..
2025-09-30 22:27:56.039 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at EliDangHUD.CircleRenderer.UpdateUIPositions()
at EliDangHUD.CircleRenderer.Draw()
at Sandbox.Game.World.MySession.DrawSync()
at Sandbox.Game.Gui.MyGuiScreenGamePlay.Draw()
at Sandbox.Graphics.GUI.MyScreenManager.DrawScreens(MyGuiScreenBase screenFade)
at Sandbox.Graphics.GUI.MyScreenManager.Draw()
at Sandbox.Graphics.GUI.MyDX9Gui.Draw()
at Sandbox.Graphics.GUI.MyGuiSandbox.Draw()
at Sandbox.MySandboxGame.PrepareForDraw()
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)
2025-09-30 22:27:56.041 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at EliDangHUD.CircleRenderer.UpdateUIPositions()
at EliDangHUD.CircleRenderer.Draw()
at Sandbox.Game.World.MySession.DrawSync()
at Sandbox.Game.Gui.MyGuiScreenGamePlay.Draw()
at Sandbox.Graphics.GUI.MyScreenManager.DrawScreens(MyGuiScreenBase screenFade)
at Sandbox.Graphics.GUI.MyScreenManager.Draw()
at Sandbox.Graphics.GUI.MyDX9Gui.Draw()
at Sandbox.Graphics.GUI.MyGuiSandbox.Draw()
at Sandbox.MySandboxGame.PrepareForDraw()
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)
2025-09-30 22:27:56.042 - Thread: 1 -> Showing message
2025-09-30 22:27:56.044 - Thread: 1 -> MyInitializer.OnCrash
2025-09-30 22:27:56.044 - Thread: 1 -> var exception = System.NullReferenceException: Object reference not set to an instance of an object.
at EliDangHUD.CircleRenderer.UpdateUIPositions()
at EliDangHUD.CircleRenderer.Draw()
at Sandbox.Game.World.MySession.DrawSync()
at Sandbox.Game.Gui.MyGuiScreenGamePlay.Draw()
at Sandbox.Graphics.GUI.MyScreenManager.DrawScreens(MyGuiScreenBase screenFade)
at Sandbox.Graphics.GUI.MyScreenManager.Draw()
at Sandbox.Graphics.GUI.MyDX9Gui.Draw()
at Sandbox.Graphics.GUI.MyGuiSandbox.Draw()
at Sandbox.MySandboxGame.PrepareForDraw()
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)
2025-09-30 22:27:57.293 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_207_022
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 76
PCUCount: 4447
IsHang: False
GCMemory: 1835
GCMemoryAllocated: 1835
HWAvailableMemory: 44072
ProcessPrivateMemory: 4501
AnalyticId: SE
================================== OFNI HSARC ==================================

2025-09-30 22:27:57.293 - Thread: 1 -> Log Closed
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Showing 1-6 of 6 comments
MrFox 30 Sep @ 7:39pm 
Note this is a respawn ship on server, with thehud pre loaded to the cockpit (so far Industral, and that windowed DLC one
0-Fenix-0  [developer] 30 Sep @ 10:34pm 
I've hopefully corrected this, I suspect it was a call to character before the player actually existed which occurred in UpdateUIPositions(). I also wrapped the entire Draw and Update calls (which is what calls UpdateUIPositions) in a null character check

If it still occurs please post an updated log so I can debug further, but I think this is the issue. I don't have any custom respawn ships with it already enabled so it is hard to test.

Thanks for posting your logs it was really helpful!
MrFox 1 Oct @ 10:07am 
Originally posted by 0-Fenix-0:
I've hopefully corrected this, I suspect it was a call to character before the player actually existed which occurred in UpdateUIPositions(). I also wrapped the entire Draw and Update calls (which is what calls UpdateUIPositions) in a null character check

If it still occurs please post an updated log so I can debug further, but I think this is the issue. I don't have any custom respawn ships with it already enabled so it is hard to test.

Thanks for posting your logs it was really helpful!

IM like 100% sure this is fixed!!! Thank you so much!!

Here is one of our respawn ships if you want to test further.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577996927
Note: you will need this for the batterys at least
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3568234707
Last edited by MrFox; 1 Oct @ 10:18am
MrFox 3 Oct @ 3:19pm 
Originally posted by 0-Fenix-0:
I've hopefully corrected this, I suspect it was a call to character before the player actually existed which occurred in UpdateUIPositions(). I also wrapped the entire Draw and Update calls (which is what calls UpdateUIPositions) in a null character check

If it still occurs please post an updated log so I can debug further, but I think this is the issue. I don't have any custom respawn ships with it already enabled so it is hard to test.

Thanks for posting your logs it was really helpful!
New bug?

Exception: System.FormatException: Input string was not in a correct format.
at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
at Data.Scripts.GridStatusDisplay.GridStatusDispalay.GetFontSizeOutData()
at Data.Scripts.GridStatusDisplay.API.InventoryAPI.RenderSprites(String FilterType)
at Data.Scripts.GridStatusDisplay.Apps.GSDOres.Run()
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.UpdateSpritesTexture()
at Sandbox.Game.EntityComponents.MyMultiTextPanelComponent.UpdateScreen(Boolean isWorking)
at Sandbox.Game.EntityComponents.MyMultiTextPanelComponent.UpdateAfterSimulation(Boolean isWorking)
at Sandbox.Game.Entities.MyCockpit.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation10()
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)

Crashing client not server
0-Fenix-0  [developer] 3 Oct @ 4:38pm 
Honestly not sure that has anything to do with this mod as it mentions Apps.GSDOres and multitextpanel which this doesnt use at all. It is an error parsing a single (float) from string so it could be from a non-numeric value in some setting somewhere, but whether for this mod or not I cant be certain. Was there anything prior to this in the log?
MrFox 3 Oct @ 4:42pm 
Just normal SE stuff. nothgin outside the normal. OH WAIT, thatGSD Grid status Display im sorry x.x
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Showing 1-6 of 6 comments
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