19:16:10.0800 [ERROR] Keen: System.InvalidOperationException: Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at Sandbox.Game.EntityComponents.MyAutopilotComponent.GetClosestFacing(Boolean isGravityAligned) at Sandbox.Game.EntityComponents.MyAutopilotComponent.GetCurrentLookVector() at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveWithWeaponsCombatComponent.SetShootingImplementation(IMyCubeBlock gunBlock2, Boolean canShoot, Double distanceToTargetSq, Nullable`1 target, Direction shootDirection) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveWithWeaponsCombatComponent.SetWeaponsShooting(Boolean canShoot, Double distanceToTargetSq, Nullable`1 target) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveCombatStayAtRange.DoLogic(MyEntity entity) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveCombatStayAtRange.AiBlockSystemOnIsActiveComponentChanged(IMyAiBlockComponent obj) at System.Action`1.Invoke(T obj) at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1) at Sandbox.Game.GameSystems.MyAiBlockSystem.SetActiveComponent(IMyAiBlockComponent component) at Sandbox.Game.GameSystems.MyAiBlockSystem.ActivateComponent(IMyAiBlockComponent component) at Sandbox.Game.EntityComponents.MyAiBlockComponent.IsActivated_ValueChanged(SyncBase obj) at System.Action`1.Invoke(T obj) at VRage.Sync.SyncBase.RaiseValueChanged(Boolean notify) at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection, Boolean received) at VRage.Sync.Sync`2.Serialize(BitStream stream, Boolean validate, Boolean setValueIfValid) at VRage.Library.Collections.BitReaderWriter.ReadData(IBitSerializable readDataInto, Boolean validate, Boolean acceptAndSetValue) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.SyncPropertyChanged_Implementation(Byte propertyIndex, Double propertyTimestampMs, BitReaderWriter reader) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.SyncPropertyChanged_Implementation<>System_Byte#System_Double#VRage_Library_Collections_BitReaderWriter.Invoke(MyPropertySyncStateGroup& this, Byte& propertyIndex, Double& propertyTimestampMs, BitReaderWriter& reader, DBNull& arg4, DBNull& arg5, DBNull& arg6) at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate) at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate) at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source) at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender) at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler) System.InvalidOperationException: Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at Sandbox.Game.EntityComponents.MyAutopilotComponent.GetClosestFacing(Boolean isGravityAligned) at Sandbox.Game.EntityComponents.MyAutopilotComponent.GetCurrentLookVector() at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveWithWeaponsCombatComponent.SetShootingImplementation(IMyCubeBlock gunBlock2, Boolean canShoot, Double distanceToTargetSq, Nullable`1 target, Direction shootDirection) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveWithWeaponsCombatComponent.SetWeaponsShooting(Boolean canShoot, Double distanceToTargetSq, Nullable`1 target) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveCombatStayAtRange.DoLogic(MyEntity entity) at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveCombatStayAtRange.AiBlockSystemOnIsActiveComponentChanged(IMyAiBlockComponent obj) at System.Action`1.Invoke(T obj) at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1) at Sandbox.Game.GameSystems.MyAiBlockSystem.SetActiveComponent(IMyAiBlockComponent component) at Sandbox.Game.GameSystems.MyAiBlockSystem.ActivateComponent(IMyAiBlockComponent component) at Sandbox.Game.EntityComponents.MyAiBlockComponent.IsActivated_ValueChanged(SyncBase obj) at System.Action`1.Invoke(T obj) at VRage.Sync.SyncBase.RaiseValueChanged(Boolean notify) at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection, Boolean received) at VRage.Sync.Sync`2.Serialize(BitStream stream, Boolean validate, Boolean setValueIfValid) at VRage.Library.Collections.BitReaderWriter.ReadData(IBitSerializable readDataInto, Boolean validate, Boolean acceptAndSetValue) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.SyncPropertyChanged_Implementation(Byte propertyIndex, Double propertyTimestampMs, BitReaderWriter reader) at Sandbox.Game.Replication.StateGroups.MyPropertySyncStateGroup.SyncPropertyChanged_Implementation<>System_Byte#System_Double#VRage_Library_Collections_BitReaderWriter.Invoke(MyPropertySyncStateGroup& this, Byte& propertyIndex, Double& propertyTimestampMs, BitReaderWriter& reader, DBNull& arg4, DBNull& arg5, DBNull& arg6) at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate) at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate) at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source) at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position) at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender) at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler)