All worlds failing to save after "Warfare Evolution" update.
Any time I try to save any world, new or old since the last update, I receive this message:
World '-----------' failed to save. This can be caused by running out of memory or problems when writing files. Working on this world any longer may result in a loss of progress. You can check the log file to learn more about what caused this error.
Here is the pertinent section of the log file:
2023-09-01 11:04:59.119 - Thread: 1 -> Saving world - START
2023-09-01 11:04:59.119 - Thread: 1 -> Making world state snapshot.
2023-09-01 11:04:59.119 - Thread: 1 -> Before snapshot.: GC Memory: 1,434 B
2023-09-01 11:04:59.121 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.World.MySession.<>c__DisplayClass647_1.<GatherVicinityInformation>b__0()
at System.DelegateExtensions.InvokeIfNotNull(Action handler)
at Sandbox.Game.World.MySession.GatherVicinityInformation(BoundingSphereD bs, HashSet`1 voxelMaterials, HashSet`1 models, HashSet`1 armorModels, Action completion)
at Sandbox.Game.World.MySession.GatherVicinityInformation(MyObjectBuilder_Checkpoint checkpoint)
at Sandbox.Game.World.MySession.Save(MySessionSnapshot& snapshot, String customSaveName, Action`1 progress)
2023-09-01 11:04:59.122 - Thread: 1 -> OnSnapshotDone: failed to save the world at System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
at System.Environment.get_StackTrace()
at Sandbox.Game.Screens.Helpers.MyAsyncSaving.OnSnapshotDone(Boolean snapshotSuccess, MySessionSnapshot snapshot)
at Sandbox.Game.Screens.Helpers.MyAsyncSaving.Start(Action callbackOnFinished, String customName)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.CallResultCallback(ResultEnum val)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.OnClick(ResultEnum result)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
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)
The full log file is attached if necessary.
Hello, Delta,
thank you for letting us know about this.
I have reported this issue into our internal system.
Kind Regards
Keen Software House: QA Department
Hello, Delta,
thank you for letting us know about this.
I have reported this issue into our internal system.
Kind Regards
Keen Software House: QA Department
Hello Engineer,
We have a hotfix 203.023 ready to go that should address this. Please update your game.
Please let us know if the update resolves the issue.
Thank you.
Kind regards,
Keen Software House: QA Department
Hello Engineer,
We have a hotfix 203.023 ready to go that should address this. Please update your game.
Please let us know if the update resolves the issue.
Thank you.
Kind regards,
Keen Software House: QA Department
Replies have been locked on this page!