[1.205] grids failing to paste from blueprint, error during grid init/broken missing block handling
2024-10-16 03:55:16.626 - Thread: 12 -> Initialized large grid H.A.C. - Charybdis-R (Battleship) 31995 PCU 2024-10-16 03:55:17.854 - Thread: 1 -> No definition 'MyObjectBuilder_CubeBlock/LargeBlockConveyorPipeCorner'. Maybe a mistake in XML? 2024-10-16 03:55:17.854 - Thread: 1 -> No definition 'MyObjectBuilder_CubeBlock/LargeBlockConveyorPipeCorner'. Maybe a mistake in XML? 2024-10-16 03:55:17.855 - Thread: 1 -> No definition 'MyObjectBuilder_CubeBlock/LargeBlockConveyorPipeCorner'. Maybe a mistake in XML? 2024-10-16 03:55:17.856 - Thread: 1 -> Error during grid init:System.InvalidOperationException: Instances of abstract classes cannot be created. at System.Runtime.CompilerServices.RuntimeHelpers._CompileMethod(IRuntimeMethodInfo method) at System.Reflection.Emit.DynamicMethod.CreateDelegate(Type delegateType, Object target) at System.Linq.Expressions.Compiler.LambdaCompiler.Compile(LambdaExpression lambda, DebugInfoGenerator debugInfoGenerator) at System.Linq.Expressions.Expression`1.Compile() at VRage.ObjectBuilders.MyObjectFactory`2.CreateInstance[TBase](MyObjectBuilderType objectBuilderType) at VRage.ObjectBuilders.MyObjectFactory`2.CreateObjectBuilder[TObjectBuilder](Type instanceType) at VRage.Game.MyDefinitionBase.GetObjectBuilder() at Sandbox.Game.Entities.Cube.MyGridClipboard.PasteGridInternal(Boolean deactivate, List`1 pastedBuilders, List`1 touchingGrids, UpdateAfterPasteCallback updateAfterPasteCallback, Boolean multiBlock, Boolean showWarning) at Sandbox.Game.Entities.Cube.MyGridClipboard.PasteGrid(Boolean deactivate, Boolean showWarning)
2024-10-16 04:28:58.784 - Thread: 11 -> Initialized large grid Erysikhton 158389 PCU 2024-10-16 04:28:58.941 - Thread: 11 -> Initialized large grid Proserpina II 10062 PCU 2024-10-16 04:29:04.371 - Thread: 1 -> No definition 'MyObjectBuilder_SmallMissileLauncherReload/LargeRailgun'. Maybe a mistake in XML? 2024-10-16 04:29:04.372 - Thread: 1 -> No definition 'MyObjectBuilder_SmallMissileLauncherReload/LargeRailgun'. Maybe a mistake in XML? 2024-10-16 04:29:04.374 - Thread: 1 -> No definition 'MyObjectBuilder_SmallMissileLauncherReload/LargeRailgun'. Maybe a mistake in XML? 2024-10-16 04:29:04.374 - Thread: 1 -> No definition 'MyObjectBuilder_SmallMissileLauncherReload/LargeRailgun'. Maybe a mistake in XML? 2024-10-16 04:29:04.381 - Thread: 1 -> No definition 'MyObjectBuilder_SmallMissileLauncherReload/LargeRailgun'. Maybe a mistake in XML? 2024-10-16 04:29:04.382 - Thread: 1 -> Error during grid init:System.InvalidOperationException: Instances of abstract classes cannot be created. at System.Runtime.CompilerServices.RuntimeHelpers._CompileMethod(IRuntimeMethodInfo method) at System.Reflection.Emit.DynamicMethod.CreateDelegate(Type delegateType, Object target) at System.Linq.Expressions.Compiler.LambdaCompiler.Compile(LambdaExpression lambda, DebugInfoGenerator debugInfoGenerator) at System.Linq.Expressions.Expression`1.Compile() at VRage.ObjectBuilders.MyObjectFactory`2.CreateInstance[TBase](MyObjectBuilderType objectBuilderType) at VRage.ObjectBuilders.MyObjectFactory`2.CreateObjectBuilder[TObjectBuilder](Type instanceType) at VRage.Game.MyDefinitionBase.GetObjectBuilder() at Sandbox.Game.Entities.Cube.MyGridClipboard.PasteGridInternal(Boolean deactivate, List`1 pastedBuilders, List`1 touchingGrids, UpdateAfterPasteCallback updateAfterPasteCallback, Boolean multiBlock, Boolean showWarning) at Sandbox.Game.Entities.Cube.MyGridClipboard.PasteGrid(Boolean deactivate, Boolean showWarning)
The above message gets printed to the log whenever attempting to paste in the affected grids. This does not happen in 204. In 205, grids with modded blocks saved to their .xml will load into the clipboard but fail to paste in, showing a "paste operation failed selected area is occupied" error - nothing's actually doing area checks, this error also shows up when the blueprint fails to load in another way.
This issue might be confused with certain mods being the trigger, but it seems to be a coincidence. For example, the "Erysikhton" grid will paste in in a fresh empty vanilla world, but if you add the mod "WeaponCore - 2.5" to it, it will no longer be able to. This is because WeaponCore changes the TypeId of a vanilla railgun from SmallMissileLauncher to a ConveyorSorter, which triggers this issue.
Reproduction steps:
- Download the FSDtest or Charybdis grid and put it in your blueprint folder
- start a fresh vanilla save
- attempt to paste them in
- observe game log
Update: it's related to the new newsletter check. Navigating to %appdata%\spaceengineers\SpaceEngineers.cfg, and removing the SubscriptionReward entry (therefore emulating a player who hasn't clicked the button on the main menu yet) will cause the bug. So, someone who launches the game for the first time after the update and misses the button might not be able to paste in their ship!
Update: it's related to the new newsletter check. Navigating to %appdata%\spaceengineers\SpaceEngineers.cfg, and removing the SubscriptionReward entry (therefore emulating a player who hasn't clicked the button on the main menu yet) will cause the bug. So, someone who launches the game for the first time after the update and misses the button might not be able to paste in their ship!
Hello Engineer,
thank you for reaching our forum with this problem.
Thank you for providing all the information.
Issue has been successfully reproduced on our side and put into our internal system.
Kind Regards
Keen Software House: QA Department
Hello Engineer,
thank you for reaching our forum with this problem.
Thank you for providing all the information.
Issue has been successfully reproduced on our side and put into our internal system.
Kind Regards
Keen Software House: QA Department
Hey we're getting this issue really bad right now. This bug breaks the game completely for a bunch of my players please help!
Hey we're getting this issue really bad right now. This bug breaks the game completely for a bunch of my players please help!
Not sure if this is the same bug but I am also getting "Paste Operation Failed, selected area is occupied" when trying to paste anything with missing modded blocks or pasting a vanilla custom turret with mods present.
So for example if I have say, a ship with Weaponcore weapons I want to paste in a vanilla server, instead of removing the modded when pasted it just wont paste at all.
Again, not sure if this is the same bug as here but it seems pretty similar so I thought they might be linked.
Not sure if this is the same bug but I am also getting "Paste Operation Failed, selected area is occupied" when trying to paste anything with missing modded blocks or pasting a vanilla custom turret with mods present.
So for example if I have say, a ship with Weaponcore weapons I want to paste in a vanilla server, instead of removing the modded when pasted it just wont paste at all.
Again, not sure if this is the same bug as here but it seems pretty similar so I thought they might be linked.
Hello Engineer,
happy to announce that problem is fixed in the upcoming hotfix v205.024.
Will close this thread.
Please feel free to let us know about any other issue that you will experience in the game.
Kind Regards
Keen Software House: QA Department
Hello Engineer,
happy to announce that problem is fixed in the upcoming hotfix v205.024.
Will close this thread.
Please feel free to let us know about any other issue that you will experience in the game.
Kind Regards
Keen Software House: QA Department
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