Space Engineers

Space Engineers

[OBSOLETE] Planetary Cargo Ships
New DS Crash on 1.187
Just normal operation and config, traveling around earth-like

20:39:34.8726 [FATAL] Initializer: System.InvalidOperationException: Invalid property
at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.Cast[TValue](ITerminalProperty property)
at MeridiusIX.PlanetaryCargoShips.PrefabSpawningWatcher()
at Sandbox.Game.World.MyPrefabManager.CreateGridsData.OnGridsCreated(WorkData workData)
at ParallelTasks.Parallel.RunCallbacks()
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__DisplayClass1.<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()
at Torch.VRageGame.Run()
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.InvalidOperationException: Invalid property
at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.Cast[TValue](ITerminalProperty property)
at MeridiusIX.PlanetaryCargoShips.PrefabSpawningWatcher()
at Sandbox.Game.World.MyPrefabManager.CreateGridsData.OnGridsCreated(WorkData workData)
at ParallelTasks.Parallel.RunCallbacks()
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__DisplayClass1.<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()
at Torch.VRageGame.Run()
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()
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Showing 1-4 of 4 comments
Meridius_IX / Lucas  [developer] 26 Jul, 2018 @ 3:04am 
Is torch concealment enabled? And if so, is it set to ignore pirate grids?
PhoenixTheSage 26 Jul, 2018 @ 12:26pm 
It is and it's indeed set to ignore pirate grids. It's also ignoring production.
Last edited by PhoenixTheSage; 26 Jul, 2018 @ 12:27pm
Meridius_IX / Lucas  [developer] 26 Jul, 2018 @ 12:45pm 
Odd that it seems like its choking on getting a value from the block somehow. The only thing I can think of that would be suspect here is in the PrefabSpawningWatcher method, I set the speed limit of the remoteControl using .SetValue("SpeedLimit", someValue). IIRC, it was sometime after this mod released that they created a proper property for it (.SpeedLimit = someValue).

I've changed it to the updated property and uploaded the changes, let me know how that works out (gonna face palm pretty hard if that was it...)
PhoenixTheSage 26 Jul, 2018 @ 12:47pm 
Originally posted by Meridius_IX:
Odd that it seems like its choking on getting a value from the block somehow. The only thing I can think of that would be suspect here is in the PrefabSpawningWatcher method, I set the speed limit of the remoteControl using .SetValue("SpeedLimit", someValue). IIRC, it was sometime after this mod released that they created a proper property for it (.SpeedLimit = someValue).

I've changed it to the updated property and uploaded the changes, let me know how that works out (gonna face palm pretty hard if that was it...)

Alright I'll let you know if I run into it again. I had trouble reproducing it even after it happened, because about a dozen spawned fine afterwards.
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Showing 1-4 of 4 comments
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