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Automaton BETA - Crash caused by null reference AI Offense Block
Solved
I published my world with this reproduceable bug to Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2936115572
The description includes steps to reproduce and also includes a snippet of the exception written to the game log file. The missiles I designed are fairly simple and were built to test the AI Event and Offense module. Each missile has a Basic, Flight, Event, and Offense module. When I fire the first missile from one of my test ships (the one identified as "Leader"), the enemy target is usually destroyed, though often there are enemy blocks still remaining. When I fire the second missile, there is almost always an exception thrown.
In reviewing other bugs that may be related, I suspect https://support.keenswh.com/spaceengineers/pc/topic/27342-beta-frequent-crash-to-desktop-system-nullreferenceexception is the same issue. In that bug report and this one, the function that is throwing the exception is MyOffensiveCombatAbstractComponent.get_HasEnemy()
In reviewing other bugs that may be related, I suspect https://support.keenswh.com/spaceengineers/pc/topic/27342-beta-frequent-crash-to-desktop-system-nullreferenceexception is the same issue. In that bug report and this one, the function that is throwing the exception is MyOffensiveCombatAbstractComponent.get_HasEnemy()
Hello, urthsong,
thank you for letting us know.
We are already aware of this issue and it will be fixed in the next update.
Kind Regards
Keen Software House: QA Department
Hello, urthsong,
thank you for letting us know.
We are already aware of this issue and it will be fixed in the next update.
Kind Regards
Keen Software House: QA Department
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