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blueprints dowloaded by the game are broken

MasonM1228 shared this bug 5 years ago
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after deletion of all blueprints they are broken after being redownloaded in-game. The incoplete downloads cause infinate loading in the f10 menu and incorect display of block counts.

/D2C7D43E1E67213B581D4D20B69894F454DD2A16

btw it does this with vanilla bluepints too

Replies (11)

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i posted a bug similiar to this earlier but it missed a few details about the issue

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this behavior is observable on older versions as well

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i tried using thes blueprints with a projector and got this

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Hello Engineers,

Can you provide more info on the issue? I tried to reproduce it, I wasn't able though. Can you post a list of subscribed blueprints or upload the folder with blueprints? Is any blueprint working for you or does it happen to every blueprint?Any additional info would be appreciated.

Thank you.

Kind Regards

Keen Software House: QA Department

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from what i tested any of the blueprints without a preview picture ie the broken ones could not be used and had bad info

the method of reproduction is to "subscribe to a blueprint, load world, open f10 menu, exit game, delete that blueprint form AppData\Roaming\SpaceEngineers\Blueprints\workshop\temp, open game, load world, open f10 menu, it will then dowload incorectly"

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this issue is huge for me due the fact that i can only fix it by resubscribing to every blueprint with the issue while not ingame. (i am subscribed to more than 500 items)

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i attached the blueprints folder

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i deleted the workshop blueprints from the temp folder and opened the f10 menu and it did the behavior above

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it has done this behavior ever sense the mp overhaul test. I just thought it would be fixed but it seems it wasn't reported

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Thanks for quick reply.

I can confirm, it happens to me as well. For me it gets fixed after restart of the game though. Also, unexpected behavior caused by edited files is not really a valid bug.

Can you confirm or disprove , if it gets fixed by restart of the game for you as well?

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i restarted the game completely and the blueprints are still broken :(

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i just noticed that the same thing happens with workshop worlds

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i attached a video of the issue

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here is a picure to make things clearer of what i did

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It is not happening to me. If I restart the game, all blueprints are available again. It is also strange that it affected also worlds, which are not in the blueprint folder. Didn't you remove some other folders or files?

Could you try to backup your whole Roaming/SpaceEngineers and remove it? The game will create it again.

Did you tried to verify game files through Steam?

Maybe even restart of Steam could help.

These are just general troubleshooting tips, it could help though.

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verification of game file does not help. think that it does not detect or even search for workshop items

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i only incounrered this bug when trying to clean up the folder of old files. i have an ssd that is almost full

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it only happens when the game cant find the the required folder when opening the menus. it does dowload the workshop item but in the process they are corrupted

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i hope it is not steams fault here :(

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steam won’t override existing files related to the workshop unless the workshop item was updated

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do i need to post a log of the issue occurring?

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There also might be values in old BPs that are incompatible with the new block changes. That could occur on workshop world grids as easily as BPs.

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I had a similar issue , but I got warnings that the ships I were spawing in had used modded blocks, even though they were vanilla.

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i tried to start a broken workshop world from the new world screen and got this in the log


Exception occured: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Steam\steamapps\workshop\content\244850\1405063329\932689376944857711_legacy.bin'.

at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync)

at MS.Internal.IO.Zip.ZipArchive.OpenOnFile(String path, FileMode mode, FileAccess access, FileShare share, Boolean streaming)

at VRage.Compression.MyZipArchive.OpenOnFile(String path, FileMode mode, FileAccess access, FileShare share, Boolean streaming)

at VRage.Compression.MyZipArchive.ExtractToDirectory(String sourceArchiveFileName, String destinationDirectoryName)

at Sandbox.Engine.Networking.MyWorkshop.TryCreateWorldInstanceBlocking(MyWorkshopItem world, MyWorkshopPathInfo pathInfo, String& sessionPath, Boolean overwrite)

at Sandbox.Engine.Networking.MyWorkshop.CreateWorldResult.<>c__DisplayClass47.<.ctor>b__45()

at ParallelTasks.DelegateWork.DoWork(WorkData workData)

at ParallelTasks.WorkItem.DoWork(Int32 expectedID)

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that folder really does not exist :/

LihpH0q

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