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Blueprint crashing server/ whatever world it's loaded into

sheepeses shared this bug 14 months ago
Won't Fix

It seems whenever i save a blueprint in creative and try to print it or load it into a creative world it crashes the world heres and example .

Replies (4)

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1

Here's the log it seems literally any blueprint can crash whatever server i project it into and then start building it. seems it's happening here


2023-11-04 12:20:03.856 - Thread: 1 -> Exception occurred: ProtoBuf.ProtoException: Invalid wire-type (Variant); this usually means you have over-written a file without truncating or setting the length; see <a href="https://stackoverflow.com/q/2152978/23354">https://stackoverflow.com/q/2152978/23354</a>; at ProtoBuf.ProtoReader.ReadSingle (ProtoBuf.ProtoReader+State& state) [0x0004b] in <b493c6e32b164449884294aeca5bdf78>:0 at (wrapper dynamic-method) avaness.GridSpawner.Networking.SyncableProjectorSettings.proto_4770(ProtoBuf.ProtoReader,ProtoBuf.ProtoReader/State&,object) at ProtoBuf.Serializers.CompiledSerializer`1[T].Read (ProtoBuf.ProtoReader source, ProtoBuf.ProtoReader+State& state, System.Object value) [0x00000] in <baa5c53c0d97476e8a5bac5108e2fc89>:0 at ProtoBuf.Meta.RuntimeTypeModel.DeserializeCore (ProtoBuf.ProtoReader source, ProtoBuf.ProtoReader+State& state, System.Int32 key, System.Object value) [0x00048] in <baa5c53c0d97476e8a5bac5108e2fc89>:0 at ProtoBuf.Meta.TypeModel.DeserializeAny (ProtoBuf.ProtoReader reader, ProtoBuf.ProtoReader+State& state, System.Type type, System.Object value, System.Boolean noAutoCreate) [0x00015] in <b493c6e32b164449884294aeca5bdf78>:0 at ProtoBuf.Meta.TypeModel.Deserialize (System.IO.Stream source, System.Object value, System.Type type, ProtoBuf.SerializationContext context) [0x00024] in <b493c6e32b164449884294aeca5bdf78>:0 at ProtoBuf.Meta.TypeModel.Deserialize (System.IO.Stream source, System.Object value, System.Type type) [0x00000] in <b493c6e32b164449884294aeca5bdf78>:0 at ProtoBuf.Serializer.Deserialize[T] (System.IO.Stream source) [0x00005] in <b493c6e32b164449884294aeca5bdf78>:0 at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.SerializeFromBinary[T] (System.Byte[] data) [0x00007] in <e2180f3666b24280a78f023298df657b>:0 at avaness.GridSpawner.InstantProjector.LoadStorage () [0x00022] in <43d50bb9c34d46ccb4ebffa6dfe97e25>:0 at avaness.GridSpawner.InstantProjector.UpdateOnceBeforeFrame () [0x0003f] in <43d50bb9c34d46ccb4ebffa6dfe97e25>:0 at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame (System.Boolean entityUpdate) [0x00009] in <31a9040013b64200baf42765f40ce3ff>:0 at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame () [0x0003e] in <31a9040013b64200baf42765f40ce3ff>:0 at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation () [0x00000] in <31a9040013b64200baf42765f40ce3ff>:0 at Sandbox.Game.World.MySector.UpdateBeforeSimulation () [0x00005] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.Game.World.MySession.UpdateComponents () [0x00032] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.Game.World.MySession.Update (VRage.Library.Utils.MyTimeSpan updateTime) [0x00096] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.MySandboxGame.Update () [0x00758] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.Engine.Platform.Game.UpdateInternal () [0x00083] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.Engine.Platform.Game.RunSingleFrame () [0x0000d] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0.<Run>b__0 () [0x0003c] in <16be29f54c1742bd8b0d97920285afd9>:0 at Sandbox.Engine.Platform.GenericLoop.Run (Sandbox.Engine.Platform.GenericLoop+VoidAction tickCallback) [0x00009] in <16be29f54c1742bd8b0d97920285afd9>:0 at Sandbox.Engine.Platform.FixedLoop.Run (Sandbox.Engine.Platform.GenericLoop+VoidAction tickCallback) [0x00014] in <16be29f54c1742bd8b0d97920285afd9>:0 at Sandbox.Engine.Platform.Game.RunLoop () [0x00053] in <e2180f3666b24280a78f023298df657b>:0 at Sandbox.MySandboxGame.Run (System.Boolean customRenderLoop, System.Action disposeSplashScreen) [0x000dd] in <e2180f3666b24280a78f023298df657b>:0 at SpaceEngineers.MyProgram.Main (System.String[] args) [0x00383] in <dea25e824fe54ba09780dd58ba1abc73>:0 2023-11-04 12:20:03.857 - Thread: 1 -> Exception Data:protoSource: tag=1; wire-type=Variant; offset=11; depth=02023-11-04 12:20:03.857 - Thread: 1 -> Showing message2023-11-04 12:20:03.859 - Thread: 1 -> Exception while reporting crash.2023-11-04 12:20:03.859 - Thread: 1 -> System.NotImplementedException: The method or operation is not implemented. at VRage.Platform.Windows.MyCrashReporting.WriteMiniDump (System.String path, VRage.MyMiniDump+Options options, System.IntPtr exceptionPointers) [0x0001f] in <a9d7ba7ff1074d47b87eadbb272d196c>:0 at VRage.MyMiniDump.CollectCrashDump (System.IntPtr exceptionPointers) [0x00020] in <51d7560edc864435bda92ffffc45a435>:0 at Sandbox.MyInitializer.OnCrash (System.String logPath, System.String gameName, System.String minimumRequirementsPage, System.Boolean requiresDX11, System.Exception exception, System.IntPtr exceptionPointers, System.Boolean oom) [0x0008c] in <e2180f3666b24280a78f023298df657b>:0 2023-11-04 12:20:03.867 - Thread: 1 -> Log Closed

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i fixed it ! i just had to disable CoW in the space engineers app data directory as i'm using BTRFS. here's the script i used.


#!/bin/bash

# Check for target directory argument
if [ -z "$1" ]; then
echo "Usage: $0 <target-directory>"
exit 1
fi

# Target directory to apply 'nodatacow' to (first argument)
TARGET_DIR="$1"

# Home directory of the current user
HOME_DIR="$HOME"

# Temporary directory for holding data, within the home directory
TEMP_DIR="$HOME_DIR/tmp/nodatacow_temp"

# Create the temporary directory
mkdir -p "$TEMP_DIR"

# Function to apply +C attribute and copy back files
apply_nodatacow() {
local dir="$1"
local temp_dir="$2"

echo "Applying +C attribute to directory: $dir"
chattr +C "$dir"

echo "Copying contents of $dir to $temp_dir"
cp -a "$dir/." "$temp_dir/"

echo "Removing original files in $dir"
find "$dir" -mindepth 1 -delete

echo "Moving new files to $dir"
cp -a "$temp_dir/." "$dir/"

echo "Removing temporary files in $temp_dir"
rm -rf "$temp_dir"
}

# Function to recursively apply nodatacow
recursive_apply_nodatacow() {
local parent_dir="$1"
local temp_parent_dir="$2"

# Create temporary directory
mkdir -p "$temp_parent_dir"

# Apply nodatacow to the parent directory itself
apply_nodatacow "$parent_dir" "$temp_parent_dir"

# Recursively apply nodatacow to subdirectories
find "$parent_dir" -type d | while read -r subdir; do
local temp_subdir="$temp_parent_dir/$(basename "$subdir")"
mkdir -p "$temp_subdir"
apply_nodatacow "$subdir" "$temp_subdir"
done
}

# Check if target directory exists
if [ ! -d "$TARGET_DIR" ]; then
echo "Target directory does not exist: $TARGET_DIR"
exit 1
fi

# Start the recursive application of nodatacow
recursive_apply_nodatacow "$TARGET_DIR" "$TEMP_DIR"

# Clean up the temporary directory in the home directory
echo "Cleaning up the temporary directory."
rm -rf "$HOME_DIR/tmp"

echo "Finished applying +C attribute recursively to $TARGET_DIR"

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Hello sheepeses,


I am sorry to hear you are experiencing this issue. Unfortunately, I was not able to reproduce it and the game did not crash. However I received a notification saying that some blocks could not be loaded in. Are you using any mods on this ship? Have you also over-written the file? If so, it could be the reason for the crashing.


If you are not using any mods, scrips or plugins can you please share your world save where you experience the crashing with me?


  • You can access your save files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Saves. There should be a folder with your SteamID and your saves.
  • Please zip the file and attach it here. If you are having difficulty attaching files you can optionally use Google Drive. When sharing a google drive link please make sure it is set to be downloadable by anyone with the link.

Thank you for letting me know.


Kind regards,

Keen Software House: QA Department

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1

Hello Engineer,

as there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.

Kind regards,

Keen Software House: QA Department

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