2026-10-31 12:42:17.430 - Main Thread -> Timezone (local - UTC): 1h 2026-10-31 12:42:17.432 - Main Thread -> App Version: 4.0.0.3165 2026-10-31 12:42:17.440 - Main Thread -> [Crash Handler]: Setting up initial crash handling. Process Start time set to 31.10.2026 12:42:17 2026-10-31 12:42:17.495 - Main Thread -> Running application with arguments: 2026-10-31 12:42:17.495 - Main Thread -> Runtime Framework: .NET 9.0.21 2026-10-31 12:42:17.495 - Main Thread -> Build Configuration: Release 2026-10-31 12:42:17.666 - Main Thread -> Environment.ProcessorCount: 16 2026-10-31 12:42:17.666 - Main Thread -> RuntimeInformation.OSDescription: Microsoft Windows 10.0.26200 2026-10-31 12:42:17.667 - Main Thread -> Environment.CommandLine: "C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\Game2\SpaceEngineers2.dll" 2026-10-31 12:42:17.667 - Main Thread -> Environment.CurrentDirectory: C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2 2026-10-31 12:42:17.702 - Main Thread -> CPU: AMD Ryzen 7 7800X3D 8-Core Processor, 16/8 Logical/Physical Cores, 4201MHz Nominal Maximum Frequency 2026-10-31 12:42:17.702 - Main Thread -> HardwareAcceleratedGpuScheduling: Unknown 2026-10-31 12:42:17.702 - Main Thread -> IntPtr.Size: 8 2026-10-31 12:42:17.702 - Main Thread -> Default Culture: de-DE 2026-10-31 12:42:17.702 - Main Thread -> Default UI Culture: de-DE 2026-10-31 12:42:17.703 - Main Thread -> LogEnvironmentInformation - START 2026-10-31 12:42:17.707 - Main Thread -> Win32_ComputerSystem.Manufacturer: Micro-Star International Co., Ltd. 2026-10-31 12:42:17.707 - Main Thread -> Win32_ComputerSystem.Model: MS-7D75 2026-10-31 12:42:17.712 - Main Thread -> Virtualized: False 2026-10-31 12:42:17.714 - Main Thread -> Environment.ProcessorName: AMD Ryzen 7 7800X3D 8-Core Processor 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.TotalPhysicalMemory: 33,397,133,312 bytes 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.TotalVirtualMemory: 140,737,488,224,256 bytes 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.CommitLimit: 40,913,326,080 bytes 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.AvailablePhysicalMemory: 20,739,354,624 bytes 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.AvailableVirtualMemory: 138,255,966,937,088 bytes 2026-10-31 12:42:17.715 - Main Thread -> ComputerInfo.AvailableCommit: 24,422,985,728 bytes 2026-10-31 12:42:17.719 - Main Thread -> Drive C: | Capacity: 989,548,507,136 bytes | Free space: 176,801,210,368 bytes 2026-10-31 12:42:17.754 - Main Thread -> LogEnvironmentInformation - END 2026-10-31 12:42:17.839 - Main Thread -> Pushing Core Configs {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Client.RuntimeSystems.CoreScenes.GameRenderComponentCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","DrawAlphaBanner": true,"DrawGameVersion": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Client.UI.InGame.GameUICoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","UseCachedScreens": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Game.DefaultDefinitions.InProcessServerConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","ParallelServerThread": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.GameSystems.Encounters.ContractCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableContracts": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.GameSystems.Physicss.PhysicsCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableGridShapeLodding": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.GameSystems.ProceduralGeneration.GameProceduralGenerationCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","CleanGeneration": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.GameSystems.Progression.ProgressionCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","ProgressionEnabled": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.RuntimeSystems.CoreConfigurations.GameCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","TypeOfEntityToSpawnOnStart": "Character","StartDefaultWorld": false,"SkipMainMenu": false,"DumpJobs": false,"ProgressionEnabled": true,"SpawnPillars": true,"UseNextFrameHotfix": true,"SkipDebugMenuWarnings": false,"SkipNewerSaveWarnings": false,"MaxPlayers": 4}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.RuntimeSystems.Saves.AssetJournalComponentCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","IsAssetJournalEnabled": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.RuntimeSystems.Saves.SaveCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","AutoSaveEnabled": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.RuntimeSystems.Serialization.GameSerializationCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","LogContainerSerializerMetrics": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.WorldObjects.CubeBlocks.Production.SolarGeneratorCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","PreloadBasedProbe": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.WorldObjects.CubeGrids.CubeGridCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","AllowCorruptedGrids": true,"HighlightCorruptedGrids": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.Simulation.WorldObjects.CubeGrids.Weapons.TargetingCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","MaxTargetChecksPerFrame": 12,"MaxNonPriorityTargetsToCheck": 100}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "Game2:Keen.Game2.CoreConfigurations.ReconnectCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","MaxAttempts": 5,"RetryDelaySeconds": 50000000,"AttemptTimeoutSeconds": 150000000}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Analytics.AnalyticsCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","IsDevAnalyticsEnabled": false,"IsDevAnalyticsFilesEnabled": false,"UseLegacyAnalyticsMappingApi": false,"UseProductionOpickaEndpoint": false,"SimulateProduction": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Audio.Definitions.AudioCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableFmod": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Client.EngineComponents.StatsPageConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","DefaultStatsPage": 0}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.AllowMultipleConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","AllowMultiple": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.AutoTestConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","Automated": false,"SkipRender": false,"SimpleRender": false,"MinimalisticVisual": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.BlockDataGeneratorsConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","AssertOnEmptyOccupancy": true,"ValidateSharedOccupancy": false,"LoggingEnabled": false,"MountPointsEnabled": true,"MountPointsDebugDataEnabled": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.DeterministicRuntimeConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","DeterministicRuntime": false,"StableSeed": null}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.EngineOptionsConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","SaveOptionsToDisk": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.ExtRenderLeaksConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","Enabled": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.ProfileOptimizationConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","SkipProfileOptimization": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.RuntimeConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","UnsafeFastRuntime": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.StatsRecorderConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","PerformanceTestRecordRate": 600000000}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.CoreConfigurations.ThreadingConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","WorkerCount": null,"HighPriorityBias": 0}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.EngineComponents.LibraryEngineComponentCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableDiagnosticReporter": false,"EnableCacheMissCounter": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.Platform.CrashReporting.CrashHandlerCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableCrashReportingOverride": null,"EnableWatchdogOverride": null,"AnalyticsDevEnvOverride": null,"CrashAtStartup": false,"UseCrashStagingEndpoint": null}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.Systems.Water.WaterCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","DisableRendering": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.Game.GameSystems.SpatialTrigger.SpatialTriggerSystemCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","ProfileTriggers": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.DCS.DCSCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","JobOrderSeed": 0,"LogJobs": false,"JobOrderFile": null,"JobOrderDumpFile": null}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Library.Serialization.Network.GlobalTypeModelCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","LogModelSize": false,"DumpModel": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Library.Suggestions.SuggestersConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","RelaxedSuggesters": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Multiplayer.CoreConfigurations.DedicatedServerCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","IsLocalDedicatedServer": false,"IsLocalClient": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Multiplayer.Replications.SceneSubset.SceneSubsetCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnforceSceneSubset": false,"ApparentSizeCutoff": 0.005,"ShellApparentSizes": [{"Key": "53ab750c-dc1b-4472-8d89-52144c52822c","Value": 0.05},{"Key": "4c1575ae-8858-4e83-8472-76a839e1be35","Value": 0.015},{"Key": "70dd9149-a891-4456-8509-670dab40b1a1","Value": 0.005}],"MinVisibilityRadius": 250,"MaxVisibilityRadius": 20000,"BoundsMarginFraction": 0.15,"RadiusChangeFraction": 0.1,"ObserverTriggerRadius": 1,"ObserverMoveEpsilon": 25,"MembershipExitMargin": 150,"ShellRefreshIntervalTicks": 30,"ScaleDataSendFrequencyByShell": true,"ShellSendIntervalMultipliers": [{"Key": "2280143c-5f39-45eb-af73-99972a47d265","Value": 1},{"Key": "7fac5a6e-9af0-429f-be6b-dba6b455e821","Value": 2},{"Key": "65e8dd1e-06ef-49c3-a3d9-7494b1a65ce8","Value": 4}]}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Physics.BreakHandler.DestructionCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnabledFlags": [],"TargetEntities": []}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Physics.Ragdolls.RagdollCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","DisableRagdollPhysics": false,"EnablePostProjection": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Render.CoreConfigurations.RenderConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","AnyResourceErrorFatal": false,"AnyShaderErrorFatal": false,"AssertOnShaderMissingInContent": false,"AssertOnCompilation": false,"DefaultFullScreen": true,"DefaultVSyncMode": "VSync","EnableShaderRuntimeAsserts": false,"EnableAGS": false,"EnableRenderGPUDebugLayer": false,"EnableRenderDebugLayer": false,"EnableSceneRendering": true,"ForceAllAdaptersSupported": false,"EnableStablePowerState": false,"EnableRenderThreadHighPriority": true,"GenerateRawShaders": false,"DetailedRenderLogging": false,"TextureRenderLogging": false,"DetailedRenderProfiling": false,"DiscardGPUBlocks": false,"UseUserShaderCacheOnly": false,"DumpJobs": false,"AllDetailsStandardTextures": false,"UseDirectStorage": true,"UseVideoPlayer": true,"DetailedAllocationReport": false,"EnableLoadingMonitors": false,"EnableVolumeRendering": true,"EnableDeferredTexturing": true,"SkipSwapChainPresent": false,"AnyRenderDebugLayerErrorFatal": false,"EnableFrameHistory": false,"DetailedGpuDumpFile": false,"EnableIntelWorkarounds": true,"EnableAftermath": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Render.CoreConfigurations.RenderDisplayDefaultsConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000"}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Render.FrameData.FrameDataConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","LogCommandBuffers": false,"OrderCommandBufferLog": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Render.Options.ForcedDisplayOptionsConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","Resolution": null,"FullScreen": null,"VSync": null,"EnableStretching": null,"TopMost": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Voxels.CoreConfigurations.FloraCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","GenerateFlora": true,"MaxNearbySectors": 200,"GenerationOversampling": 2}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Voxels.CoreConfigurations.VoxelCoreConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","UseStreamedOctree": true,"UseOctreeRegionStreaming": true,"ConvertOctreeToStreaming": false,"AssertNonStreamedOctree": false,"UsePlanetTextureStreaming": true,"PreloadPlanetTextures": false,"AssertUnrequestedTiles": false,"UsePlanetEnvironmentEntities": true,"UsePlanetWatchdogAssert": true}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Voxels.Client.CoreConfigurations.VoxelRenderSettingsConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","EnableTesselation": true,"ClipmapQualitySettings": null,"UseClipmapProfilingDetails": false}} {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Water.Components.WaterLoddingAlgorithmConfigurationObjectBuilder","$Value": {"Guid": "00000000-0000-0000-0000-000000000000","UseLegacy": false}} 2026-10-31 12:42:17.840 - Main Thread -> Info: Started loading definition set CoreConfigurations 2026-10-31 12:42:17.927 - Main Thread -> LOADING_TIME|PushCoreConfigurationsDefinitionSet|6,859 2026-10-31 12:42:17.927 - Main Thread -> Info: Finished loading definition set CoreConfigurations 2026-10-31 12:42:17.935 - Main Thread -> Sorting jobs for scene of 43 jobs with seed '0' 2026-10-31 12:42:17.948 - Main Thread -> Initializing Engine... 2026-10-31 12:42:17.984 - Main Thread -> Initializing LibraryEngineComponent 2026-10-31 12:42:17.984 - Main Thread -> Configuring worker pool as: (workerCount: 15, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:42:17.984 - Main Thread -> Workers configured. 2026-10-31 12:42:17.984 - Main Thread -> [Crash Handler]: Logging runtime paths data 2026-10-31 12:42:17.984 - Main Thread -> Command line argument 0: C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\Game2\SpaceEngineers2.dll 2026-10-31 12:42:17.984 - Main Thread -> Working directory: C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2 2026-10-31 12:42:17.984 - Main Thread -> App Data Path: C:\Users\Administrator\AppData\Roaming\SpaceEngineers2 2026-10-31 12:42:17.984 - Main Thread -> [Crash Handler]: Checking startup tags. Found: 2026-10-31 12:42:17.986 - Main Thread -> [Crash Handler]: Checking main process disk drive type. Found: WD Green SN3000 1TB : Type: SSD : Format: NTFS 2026-10-31 12:42:17.986 - Main Thread -> [Crash Handler]: For AppData found drive type: WD Green SN3000 1TB : Type: SSD : Format: NTFS 2026-10-31 12:42:17.987 - Main Thread -> [Crash Handler]: Crash reporting setup: EnabledForUsers -- Debugger attached: False -- Development process: False -- IsLocalBuild: False 2026-10-31 12:42:17.987 - Main Thread -> [Crash Handler]: Native crash tracking path set to C:\Users\Administrator\AppData\Roaming\SpaceEngineers2\Temp\MiniDumps\ProcessFailureDump.dmp 2026-10-31 12:42:18.003 - Main Thread -> [Crash Handler]: Report And Exit set to False 2026-10-31 12:42:18.014 - Main Thread -> [Content Validation]: Validation of Content file integrity is enabled. 2026-10-31 12:42:18.014 - Main Thread -> [Content Validation]: Maximum workers adjusted to 3 2026-10-31 12:42:18.014 - Main Thread -> Initializing WatchdogComponent 2026-10-31 12:42:18.015 - Main Thread -> Initializing EngineOptionsStorageEngineComponent 2026-10-31 12:42:18.037 - Main Thread -> Loaded Options part: AudioOptionsPart : DeviceName: null MasterBusVolume: 1 BusVolumes: {"bus:/Music": 1,"bus:/UI": 1,"bus:/SFX": 1,"bus:/SFX/Tools": 1} 2026-10-31 12:42:18.043 - Main Thread -> Loaded Options part: CameraOptions : OffcenterCameraPosition: "Right" 2026-10-31 12:42:18.055 - Main Thread -> Loaded Options part: GameOptions : LastPlayedWorlds: [{"$Key": {"Name": "$Content:CRF"},"$Value": "2026-07-26T18:48:33.0220570Z"},{"$Key": {"Name": "Welcome To Verdure 1"},"$Value": "2026-10-26T20:59:26.3723911Z"}] LatestGame: {"Name": "Welcome To Verdure 1"} LatestBackup: null AutoSave: true EnableToastNotifications: true AutoEquipNewItems: true 2026-10-31 12:42:18.056 - Main Thread -> Loaded Options part: LocalizationOptionsPart : PreferredCulture: "en-US" 2026-10-31 12:42:18.089 - Main Thread -> Loaded Options part: RenderOptionsPart2 : SerializedVisualPreference2: "Performance" SerializedPreset2: "High" SerializedPreset3: "High" SerializedAntiAliasing: "FSR" SerializedArmorBevel: "Enabled" SerializedRaytracing: "Medium" SerializedFieldOfView: 1.2217305 SerializedSunShadow: "High" SerializedLocalLightShadow: "High" SerializedLighting: "High" SerializedTerrain: "High" SerializedScalingMode: "NativeAA" SerializedTexture: "High" SerializedParallax: "High" SerializedParticles: "High" SerializedRenderingDistanceQuality: "High" SerializedGrassQuality: "High" SerializedCloudsQuality: "High" SerializedDecalsQuality: "Medium" 2026-10-31 12:42:18.089 - Main Thread -> Initializing CrashHandlerEngineComponent 2026-10-31 12:42:18.090 - Main Thread -> Initializing ProjectManagerEngineComponent 2026-10-31 12:42:18.091 - Main Thread -> Initializing ProjectBasedDefinitionSetManagerComponent 2026-10-31 12:42:18.096 - Main Thread -> Info: Searching for project 'Guid: 079da0f2-4755-491e-8688-b68b91b2fad3, ModId: , ServiceId: ' at path 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData' in 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\TestData\TestData.vrgproj'; file does not exist in 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Tests\Tests.vrgproj'; file does not exist in 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Vanilla.vrgproj'; project ID mismatch at path 'C:\Program Files (x86)\Steam\steamapps\common\VRage\GameData'; directory does not exist at path 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\VRage\GameData' in 'C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\VRage\GameData\Engine\Engine.vrgproj'; found 2026-10-31 12:42:18.266 - Main Thread -> Info: Reading contentcache.vrb for mounted path 56dacb76-e25e-468a-9432-21964a9a0569 (size: 28449690, last modified: 2026-10-25 20:31:18) 2026-10-31 12:42:18.631 - Main Thread -> [Crash Handler]: For Project Vanilla found drive type: WD Green SN3000 1TB : Type: SSD : Format: NTFS 2026-10-31 12:42:18.631 - Main Thread -> Info: Reading contentcache.vrb for mounted path 079da0f2-4755-491e-8688-b68b91b2fad3 (size: 537989, last modified: 2026-10-25 20:31:18) 2026-10-31 12:42:18.636 - Main Thread -> [Crash Handler]: For Project Engine found drive type: WD Green SN3000 1TB : Type: SSD : Format: NTFS 2026-10-31 12:42:18.641 - Main Thread -> [Project Manager] Pushing Project Engine {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.Project.VRageProjectData","$Value": {"Name": "Engine","Version": null,"Type": "Unknown","ProjectID": {"Guid": "079da0f2-4755-491e-8688-b68b91b2fad3","ModId": null,"ServiceId": ""},"ModSetup": null,"ProjectDependencies": [],"ProjectDirectories": [],"UsedBuildStream": "","DefinitionSetNames": ["Engine","Core","World"],"GameExecutable": "","GameExecutableSearchPaths": [],"ReferencedAssemblies": ["VRage.Client.dll"],"ReferencedAssembliesSearchPaths": ["..\\..\\..\\Game2","..\\..\\Sources\\VRage\\{AssemblyName}\\bin\\{BuildConfiguration}"],"EditorExtensionAssemblies": ["VRage.Voxels.Editor.dll","VRage.Game.Editor.dll","VRage.Core.Editor.dll","VRage.Render.Editor.dll"],"EditorExtensionAssembliesSearchPaths": ["..\\..\\Editor","..\\..\\..\\Game2.Plugin.Editor","..\\..\\Sources\\Voxels\\{AssemblyName}\\bin\\{BuildConfiguration}","..\\..\\Sources\\VRage\\{AssemblyName}\\bin\\{BuildConfiguration}","..\\..\\Sources\\Game\\{AssemblyName}\\bin\\{BuildConfiguration}","..\\..\\Sources\\Render\\{AssemblyName}\\bin\\{BuildConfiguration}"],"SkipContentMounting": true,"EnableIgnoreProcessingErrorFlags": true}} 2026-10-31 12:42:18.641 - Main Thread -> [Project Manager] Pushing Project Vanilla {"$Bundles": {"Game2": "4.0.0.3165","System.Runtime": "1.0.0.0","VRage": "4.0.0.3165"},"$Type": "VRage:Keen.VRage.Core.Project.VRageProjectData","$Value": {"Name": "Vanilla","Version": null,"Type": "Vanilla","ProjectID": {"Guid": "56dacb76-e25e-468a-9432-21964a9a0569","ModId": null,"ServiceId": ""},"ModSetup": null,"ProjectDependencies": [{"Guid": "079da0f2-4755-491e-8688-b68b91b2fad3","ModId": null,"ServiceId": ""}],"ProjectDirectories": ["..\\..\\VRage\\GameData","..\\VRage\\GameData"],"UsedBuildStream": "","DefinitionSetNames": ["World","Core"],"GameExecutable": "SpaceEngineers2.exe","GameExecutableSearchPaths": ["..\\..\\Game2","..\\..\\Sources\\Game2\\bin\\x64\\{BuildConfiguration}"],"ReferencedAssemblies": ["Game2.Client.dll","Game2.Game.dll","Game2.Simulation.dll"],"ReferencedAssembliesSearchPaths": ["..\\..\\Game2","..\\..\\Sources\\{AssemblyName}\\bin\\{BuildConfiguration}","..\\..\\Sources\\{AssemblyName}\\bin\\x64\\{BuildConfiguration}"],"EditorExtensionAssemblies": ["Game2.Plugin.Editor.dll"],"EditorExtensionAssembliesSearchPaths": ["..\\..\\Game2.Plugin.Editor","..\\..\\Sources\\{AssemblyName}\\bin\\{BuildConfiguration}"],"SkipContentMounting": false,"EnableIgnoreProcessingErrorFlags": false}} 2026-10-31 12:42:18.681 - Main Thread -> Info: Started loading definition set Engine 2026-10-31 12:42:18.800 - Main Thread -> LOADING_TIME|PushEngineDefinitionSet|9.7487 2026-10-31 12:42:18.800 - Main Thread -> Info: Finished loading definition set Engine 2026-10-31 12:42:18.801 - Main Thread -> Initializing ProceduralGeneratorEngineComponent 2026-10-31 12:42:18.801 - Main Thread -> Initializing ProceduralGeneratorClientEngineComponent 2026-10-31 12:42:18.801 - Main Thread -> Initializing ProceduralGeneratorGameEngineComponent 2026-10-31 12:42:18.801 - Main Thread -> Initializing MotionParentEngineComponent 2026-10-31 12:42:18.801 - Main Thread -> Initializing WaterSessionServerConfiguratorComponent 2026-10-31 12:42:18.801 - Main Thread -> Initializing WaterSessionClientConfiguratorComponent 2026-10-31 12:42:18.803 - Main Thread -> Initializing LocalizationEngineComponent 2026-10-31 12:42:18.908 - Main Thread -> [Steam]: Info: Steam Active Status: True 2026-10-31 12:42:18.908 - Main Thread -> [Crash Handler] : [Client Branch] : default 2026-10-31 12:42:18.941 - Main Thread -> Info: [Steam UGC]: Refreshing UGC content at init 2026-10-31 12:42:18.946 - Main Thread -> Initializing SteamNetworkingEngineComponent 2026-10-31 12:42:18.946 - Main Thread -> Initializing NetworkStatsEngineComponent 2026-10-31 12:42:18.946 - Main Thread -> Initializing ClientVoxelsEngineComponent 2026-10-31 12:42:18.946 - Main Thread -> Initializing DefaultPhysicsSettingsComponent 2026-10-31 12:42:18.946 - Main Thread -> Initializing DestructionDiagnosticsComponent 2026-10-31 12:42:19.069 - Main Thread -> Info: [Kythera] Core initialized; native warm-up left 17,160 bytes in 83 allocations live. 2026-10-31 12:42:19.069 - Main Thread -> Initializing ContentIntegrityReporterComponent 2026-10-31 12:42:19.069 - Main Thread -> Initializing MusicEngineComponent 2026-10-31 12:42:19.070 - Main Thread -> Initializing StatsRecorderEngineComponent 2026-10-31 12:42:19.070 - Main Thread -> Initializing WinPlatformEngineComponent 2026-10-31 12:42:19.070 - Main Thread -> Initializing WinRenderEngineComponent 2026-10-31 12:42:19.070 - Main Thread -> Initializing WinMemoryEngineComponent 2026-10-31 12:42:19.071 - Main Thread -> Initializing StreamingResourceManagerEngineComponent 2026-10-31 12:42:19.072 - Main Thread -> Adjusting Main Memory Streaming Budget to 3,161,062,656 bytes. 2026-10-31 12:42:19.072 - Main Thread -> Initializing AnimationStreamingManagerComponent 2026-10-31 12:42:19.081 - Main Thread -> Initializing OctreeRegionStreamingComponent 2026-10-31 12:42:19.091 - Main Thread -> Initializing PlanetBitmapStreamingComponent 2026-10-31 12:42:19.094 - Main Thread -> Initializing WinWindowsEngineComponent 2026-10-31 12:42:19.094 - Main Thread -> Initializing AudioEngineComponent 2026-10-31 12:42:19.095 - Main Thread -> Initializing WinSystemEngineComponent 2026-10-31 12:42:19.097 - Main Thread -> Initializing HavokPhysicsEngineComponent 2026-10-31 12:42:19.157 - Main Thread -> Initializing VoxelsEngineComponent 2026-10-31 12:42:19.158 - Main Thread -> Initializing WinInputEngineComponent 2026-10-31 12:42:19.229 - Main Thread -> Initializing InputEngineComponent 2026-10-31 12:42:19.232 - Main Thread -> 0 Alias added to the GameInputProcessorComponent 2026-10-31 12:42:19.232 - Main Thread -> 0 Mapping added to the GameInputProcessorComponent 2026-10-31 12:42:19.233 - Main Thread -> Initializing ControlCustomizationEngineComponent 2026-10-31 12:42:19.233 - Main Thread -> Initializing Render12EngineComponent 2026-10-31 12:42:19.234 - Main Thread -> LOADING_BEGIN|Render 2026-10-31 12:42:19.234 - Main Thread -> LOADING_BEGIN|Render_Init 2026-10-31 12:42:19.788 - Main Thread -> Info: CoreSystems.InitializeSyncSystems - Entering 2026-10-31 12:42:19.846 - Main Thread -> Sorting jobs for scene of 155 jobs with seed '0' 2026-10-31 12:42:19.855 - Main Thread -> Info: CoreSystems.InitializeSyncSystems - Leaving 2026-10-31 12:42:19.855 - Main Thread -> Initializing RenderEngineComponent - Entering 2026-10-31 12:42:19.859 - Main Thread -> RenderOptionsPart2.Preset = High 2026-10-31 12:42:19.860 - Main Thread -> Initializing RenderDebugObjectManager 2026-10-31 12:42:19.860 - Main Thread -> Initializing RenderContracts 2026-10-31 12:42:19.861 - Main Thread -> Initializing MaterialSettings 2026-10-31 12:42:19.861 - Main Thread -> Initializing RenderSettingsManipulator 2026-10-31 12:42:19.861 - Main Thread -> Initializing RenderFrameStatistics 2026-10-31 12:42:19.861 - Main Thread -> Branching #1 2026-10-31 12:42:19.861 - Main Thread -> Creating Window 2026-10-31 12:42:19.861 - Main Thread -> Configuring worker pool as: (workerCount: 14, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:42:19.862 - Main Thread -> Workers configured. 2026-10-31 12:42:19.862 - Main Thread -> Initializing RenderOutputManager 2026-10-31 12:42:19.862 - Render thread -> LOADING_BEGIN|Render_Window 2026-10-31 12:42:19.863 - Main Thread -> LOADING_TIME|Render_Init|349.6488 2026-10-31 12:42:19.863 - Main Thread -> LOADING_TIME_FULL|Render_Init|629.4683 2026-10-31 12:42:19.863 - Main Thread -> Initializing RenderEngineComponent - Exiting 2026-10-31 12:42:19.865 - Main Thread -> Initializing PhysicsDebugDrawEngineComponent 2026-10-31 12:42:19.865 - Main Thread -> Initializing UIEngineComponent 2026-10-31 12:42:19.866 - Render thread -> LOADING_BEGIN|Render_CreateDevice 2026-10-31 12:42:19.866 - Main Thread -> Initialize UI 2026-10-31 12:42:19.867 - Main Thread -> Initializing StatsRecorderSessionConfiguratorComponent 2026-10-31 12:42:19.867 - Main Thread -> Initializing AutoOptickCaptureEngineComponent 2026-10-31 12:42:19.873 - Main Thread -> Initializing DebugDrawClientEngineComponent 2026-10-31 12:42:19.875 - Main Thread -> Initializing DebugMenuEngineComponent 2026-10-31 12:42:19.875 - Main Thread -> Initialize Stats 2026-10-31 12:42:19.876 - Main Thread -> Initialize DebugMenu 2026-10-31 12:42:19.918 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:19.945 - Render thread -> Info: CoreSystems.Initialize - Entering 2026-10-31 12:42:19.945 - Render thread -> LOADING_BEGIN|Render_SystemCoreInit 2026-10-31 12:42:19.968 - Main Thread -> Info: Registering worlds from Vanilla 2026-10-31 12:42:20.057 - Main Thread -> Info: Registering worlds from Engine 2026-10-31 12:42:20.061 - Main Thread -> Info: Started loading definition set Core 2026-10-31 12:42:20.129 - Window thread -> [GameWindow] OnActivated 2026-10-31 12:42:20.641 - Main Thread -> 0 Alias added to the GameInputProcessorComponent 2026-10-31 12:42:20.641 - Main Thread -> 245 Mapping added to the GameInputProcessorComponent 2026-10-31 12:42:20.642 - Main Thread -> 38 Layers added to the GameInputProcessorComponent 2026-10-31 12:42:20.642 - Main Thread -> 8 Alias added to the GameInputProcessorComponent 2026-10-31 12:42:20.671 - Main Thread -> [Audio]: Loading Audio Configuration 2026-10-31 12:42:20.695 - Main Thread -> [Audio]: Loading master bank. 2026-10-31 12:42:20.711 - Render thread -> LOADING_TIME|Render_SystemCoreInit|766.0414 2026-10-31 12:42:20.740 - Main Thread -> [Audio]: Loading bank 840ddf99-8b79-4727-b3a4-3d970d0b8cd1. 2026-10-31 12:42:20.765 - Render thread -> Loaded modules: [Accessibility.dll, ADVAPI32.dll, amdihk64.dll, amdxc64.dll, amd_ags_x64.dll, amsi.dll, atiadlxx.dll, AUDIOSES.DLL, Avalonia.Base.dll, Avalonia.Controls.dll, Avalonia.Markup.Xaml.dll, Avalonia.ReactiveUI.dll, BCrypt.dll, bcryptPrimitives.dll, CFGMGR32.dll, clbcatq.dll, clrjit.dll, combase.dll, comctl32.dll, coreclr.dll, CoreMessaging.dll, CoreUIComponents.dll, CRYPT32.dll, CRYPTBASE.DLL, cryptnet.dll, d3d12.dll, D3D12Core.dll, D3DSCache.dll, dbghelp.dll, dcomp.dll, DEVOBJ.dll, dinput8.dll, directxdatabasehelper.dll, drvstore.dll, dstorage.DLL, dstoragecore.DLL, dwmapi.dll, DWrite.dll, dxcore.dll, dxgi.dll, fastprox.dll, fmod.DLL, fmodstudio.DLL, Game2.Client.dll, Game2.ContentBuilder.dll, Game2.Game.dll, Game2.Simulation.dll, gameoverlayrenderer64.dll, GDI32.dll, gdi32full.dll, gdiplus.dll, HID.DLL, hostfxr.dll, hostpolicy.dll, icu.dll, imagehlp.dll, IMM32.DLL, inputhost.dll, IPHLPAPI.DLL, Jamarino.IntervalTree.dll, kernel.appcore.dll, KERNEL32.DLL, KERNELBASE.dll, Kythera_Avoidance.dll, Kythera_ContextualNavigation.dll, Kythera_Core.dll, Kythera_Cover.dll, Kythera_Enkiot.dll, Kythera_FlightNavigation.dll, Kythera_GroundNavigation.dll, Kythera_Integration.dll, Kythera_PathFollowerFlightNavigation.dll, Kythera_PathFollowerGroundNavigation.dll, Kythera_PathPlannerFlightNavigation.dll, Kythera_PathPlannerGroundNavigation.dll, Kythera_PathPlannerSurfaceNavigation.dll, Kythera_PhysicalWorldModel.dll, Kythera_Recast.dll, Kythera_SurfaceNavigation.dll, Microsoft.CSharp.dll, Microsoft.Extensions.Logging.Abstractions.dll, Microsoft.Internal.WarpPal.dll, Microsoft.Win32.Primitives.dll, Microsoft.Win32.Registry.dll, Microsoft.Win32.SystemEvents.dll, MMDevApi.dll, MpOav.dll, MSASN1.dll, mscorlib.dll, MSCTF.dll, MSVCP140.dll, MSVCP140_ATOMIC_WAIT.dll, msvcp_win.dll, msvcrt.dll, MSWSOCK.dll, netstandard.dll, NoAlloq.dll, ntdll.dll, NvApiWrapper.dll, ole32.dll, Oleacc.dll, OLEAUT32.dll, pdh.dll, powrprof.dll, profapi.dll, PROPSYS.dll, PSAPI.DLL, ReactiveUI.dll, resourcepolicyclient.dll, RPCRT4.dll, sechost.dll, Secur32.dll, SETUPAPI.dll, SharpDX.Desktop.dll, SharpDX.DirectInput.dll, SharpDX.dll, SharpDX.XInput.dll, SharpGen.Runtime.dll, SHCORE.dll, SHELL32.dll, shlwapi.dll, SixLabors.ImageSharp.dll, SpaceEngineers2.dll, SpaceEngineers2.exe, Splat.dll, SSPICLI.DLL, steamclient64.dll, Steamworks.NET.dll, steam_api64.DLL, sxs.dll, System.Collections.Concurrent.dll, System.Collections.dll, System.Collections.Immutable.dll, System.Collections.NonGeneric.dll, System.Collections.Specialized.dll, System.ComponentModel.Annotations.dll, System.ComponentModel.dll, System.ComponentModel.EventBasedAsync.dll, System.ComponentModel.Primitives.dll, System.ComponentModel.TypeConverter.dll, System.Data.Common.dll, System.Diagnostics.Contracts.dll, System.Diagnostics.DiagnosticSource.dll, System.Diagnostics.Process.dll, System.Diagnostics.StackTrace.dll, System.Diagnostics.Tracing.dll, System.Drawing.Common.dll, System.Drawing.Primitives.dll, System.IO.Compression.Brotli.dll, System.IO.Compression.dll, System.IO.Compression.Native.dll, System.IO.FileSystem.Watcher.dll, System.IO.Hashing.dll, System.Linq.dll, System.Linq.Expressions.dll, System.Management.dll, System.Memory.dll, System.Net.Http.dll, System.Net.Primitives.dll, System.Net.Security.dll, System.Numerics.Vectors.dll, System.ObjectModel.dll, System.Private.CoreLib.dll, System.Private.Uri.dll, System.Private.Windows.Core.dll, System.Private.Xml.dll, System.Reactive.dll, System.Reflection.dll, System.Reflection.Emit.ILGeneration.dll, System.Reflection.Emit.Lightweight.dll, System.Reflection.Primitives.dll, System.Runtime.dll, System.Runtime.Extensions.dll, System.Runtime.InteropServices.dll, System.Runtime.Intrinsics.dll, System.Security.Claims.dll, System.Security.Cryptography.dll, System.Security.Principal.Windows.dll, System.Text.Encoding.Extensions.dll, System.Text.Encodings.Web.dll, System.Text.Json.dll, System.Text.RegularExpressions.dll, System.Threading.dll, System.Threading.Overlapped.dll, System.Threading.Thread.dll, System.Windows.Forms.dll, System.Windows.Forms.Primitives.dll, System.Xml.ReaderWriter.dll, System.Xml.XmlSerializer.dll, textinputframework.dll, TextShaping.dll, tier0_s64.dll, ucrtbase.dll, ucrtbase_clr0400.dll, UIAutomationCore.dll, UMPDC.dll, USER32.dll, USERENV.dll, uxtheme.dll, VCRUNTIME140.dll, VCRUNTIME140_1.dll, VCRUNTIME140_1_CLR0400.dll, VCRUNTIME140_CLR0400.dll, version.dll, Vortice.Direct3D12.dll, Vortice.DirectStorage.dll, Vortice.DirectX.dll, Vortice.Dxc.dll, Vortice.DXGI.dll, Vortice.Mathematics.dll, VRage.AI.dll, VRage.Analytics.dll, VRage.Animation.Client.dll, VRage.Audio.dll, VRage.Client.ContentBuilder.dll, VRage.Client.dll, VRage.ContentPipeline.Builder.Plugin.dll, VRage.Core.dll, VRage.Core.Game.dll, VRage.DCS.dll, VRage.Game.Client.dll, VRage.Game.dll, VRage.Input.dll, VRage.KytheraV2.Native.dll, VRage.Library.dll, VRage.Multiplayer.dll, VRage.Physics.Client.dll, VRage.Physics.dll, VRage.Physics.Native.dll, VRage.Platform.Windows.dll, VRage.Platform.Windows.Native.dll, VRage.Render.dll, VRage.Render12.dll, VRage.Scripting.dll, VRage.Slug.Native.dll, VRage.Steam.dll, VRage.UI.dll, VRage.UI.Shared.dll, VRage.Voxels.Client.dll, VRage.Voxels.dll, VRage.Voxels.Native.dll, VRage.Water.Client.dll, VRage.Water.dll, vstdlib_s64.dll, wbemcomn.dll, wbemprox.dll, wbemsvc.dll, win32u.dll, windows.storage.dll, WindowsCodecs.dll, WINMM.dll, WINTRUST.dll, wintypes.dll, wldp.dll, wminet_utils.dll, wmiutils.dll, WS2_32.dll, WTSAPI32.dll, xinput1_4.dll] 2026-10-31 12:42:20.765 - Render thread -> Info: CoreSystems.Initialize - Leaving 2026-10-31 12:42:20.782 - Render thread -> LOADING_TIME|Render_CreateDevice|881.4458 2026-10-31 12:42:20.782 - Render thread -> LOADING_TIME_FULL|Render_CreateDevice|916.0544 2026-10-31 12:42:20.782 - Render thread -> LOADING_TIME|Render_Window|4.252800000000093 2026-10-31 12:42:20.782 - Render thread -> LOADING_TIME_FULL|Render_Window|920.3753 2026-10-31 12:42:20.784 - Render thread -> CPU throttling detection is setup: True 2026-10-31 12:42:20.788 - Render thread -> LOADING_BEGIN|Render_FirstFrame 2026-10-31 12:42:20.788 - Main Thread -> [Audio]: Loading mod bank Ambience.bank. 2026-10-31 12:42:20.847 - Main Thread -> [Audio]: Loading mod bank Master.strings.bank. 2026-10-31 12:42:20.897 - Main Thread -> [Audio]: Loading mod bank Music.bank. 2026-10-31 12:42:21.077 - Main Thread -> [Audio]: Loading mod bank SFX.bank. 2026-10-31 12:42:21.289 - Render thread -> LOADING_TIME|Render_FirstFrame|501.2569 2026-10-31 12:42:21.289 - Render thread -> LOADING_TIME|Render|1741.2826 2026-10-31 12:42:21.289 - Render thread -> LOADING_TIME_FULL|Render|2055.7107 2026-10-31 12:42:21.290 - Main Thread -> [Audio]: Loading mod bank Dialog.bank. 2026-10-31 12:42:21.330 - Main Thread -> [Audio]: Reloading paths. 2026-10-31 12:42:21.346 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:21.346 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:21.363 - Main Thread -> LOADING_TIME|PushCoreDefinitionSet|952.8384 2026-10-31 12:42:21.363 - Main Thread -> Info: Finished loading definition set Core 2026-10-31 12:42:21.406 - Main Thread -> Analytics _isDevEnvironment is set to False. Breakdown of isLocal False, Debugger.IsAttached False, VRageCore value False, ob.IsAnalyticsDev False. Analytics events will be sent. 2026-10-31 12:42:21.418 - Main Thread -> Stream AnalyticsTerminationLog.vrpt is empty. Last session ended gracefully. 2026-10-31 12:42:21.449 - Main Thread -> Analytics sent to events-tnt-prod, heartbeats-tnt-prod, behaviors-tnt-prod, and performance-tnt-prod 2026-10-31 12:42:21.689 - Main Thread -> GameAppComponent.Disconnect() - BEGIN 2026-10-31 12:42:21.690 - Main Thread -> GameAppComponent.TransitionToMainMenu() - START 2026-10-31 12:42:21.691 - Main Thread -> TransitionToMenu listener activated: LoadStatsLoggerComponent 2026-10-31 12:42:21.691 - Main Thread -> TransitionToMenu listener activated: SharedUIComponent 2026-10-31 12:42:21.692 - Main Thread -> TransitionToMenu listener activated: EarlyAccessUIComponent 2026-10-31 12:42:21.737 - Main Thread -> TransitionToMenu listener activated: MinimumHardwareRequirementsComponent 2026-10-31 12:42:21.737 - Main Thread -> TransitionToMenu listener activated: BatteryPowerWarningComponent 2026-10-31 12:42:21.737 - Main Thread -> TransitionToMenu listener activated: RenderPresetReDetectionComponent 2026-10-31 12:42:21.737 - Main Thread -> TransitionToMenu listener activated: AudioTransitionComponent 2026-10-31 12:42:21.738 - Main Thread -> TransitionToMenu listener activated: SetupAnalyticsComponent 2026-10-31 12:42:21.746 - Main Thread -> TransitionToMenu listener activated: WatchdogTransitionComponent 2026-10-31 12:42:21.746 - Main Thread -> TransitionToMenu listener activated: WorldLoadedNotifierComponent 2026-10-31 12:42:21.746 - Main Thread -> TransitionToMenu listener activated: GameStreamingSetupComponent 2026-10-31 12:42:21.746 - Main Thread -> Waiting for menu screen texture to be ready. 2026-10-31 12:42:21.754 - Main Thread -> Finished loading events, enabled events are SessionStart, WorldEnd, WorldStart, Heartbeat, SessionEnd, ElasticEvent, DatapadViewed, GPSVisibilityChanged, PlayerInventoryItemAcquired, DiscoveryStateChanged, SectorStateAdvanced, PerformanceStats, EncounterSpawned, ObjectiveCompleted, ProductionJobStarted, JetpackUsed, GPSMarkerDeleted, PlayerToolEngagement, PaintGunUsed, ConsumableUsed, NPCDialogueInteraction, BlueprintPublished, NPCCombatEngagement, GPSMarkerCreated, BlueprintCreation, GridMoved, PlayerDied, ScreenClosed, UGCSubscribed, ContractActivated, VoxelHandUsed, FastTravelled, ObjectiveActivated, EconomyTransaction, ContractFocusChanged, AutomationBlockConfigured, DatapadCollected, PlayerSpawned, BlockBuilt, ProductionJobCancelled, BlueprintImported, ContractClosed, PlayerCombatEngagement 2026-10-31 12:42:21.757 - Main Thread -> Client frequency set to: 60.00024Hz 2026-10-31 12:42:21.757 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:21.776 - Main Thread -> Loaded 8 recovered behavior events into current batch. 2026-10-31 12:42:21.781 - Main Thread -> [Analytics] Sending bulk to behaviors-tnt-prod: 4 events (~6KB) 2026-10-31 12:42:21.782 - Main Thread -> [Analytics] Sending bulk to performance-tnt-prod: 1 events (~2KB) 2026-10-31 12:42:21.782 - Main Thread -> [Analytics] Sending bulk to events-tnt-prod: 5 events (~9KB) 2026-10-31 12:42:21.874 - Main Thread -> Info: [Input]: Device connected: Maus[6f1d2b60-d5a0-11cf-bfc7-444553540000] 2026-10-31 12:42:21.875 - Main Thread -> Info: [Input]: Device connected: Tastatur[6f1d2b61-d5a0-11cf-bfc7-444553540000] 2026-10-31 12:42:21.886 - Main Thread -> [Analytics] Successfully sent 4 events to behaviors-tnt-prod, 6KB 2026-10-31 12:42:21.889 - Main Thread -> [Analytics] Successfully sent 5 events to events-tnt-prod, 9KB 2026-10-31 12:42:21.889 - Main Thread -> [Analytics] Successfully sent 1 events to performance-tnt-prod, 2KB 2026-10-31 12:42:21.901 - Main Thread -> GameAppComponent.TransitionToMainMenu() - StartOfTransitionDelay 2026-10-31 12:42:22.146 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfTransitionDelay 2026-10-31 12:42:22.146 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:42:22.146 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:42:22.146 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:42:22.146 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:42:22.146 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:42:22.263 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfUiLoading 2026-10-31 12:42:22.320 - Main Thread -> Info: [Steam UGC]: Cleaning up deleted containers of type Keen.VRage.Core.Worlds.WorldSessionSaveGameMetaData 2026-10-31 12:42:22.324 - Main Thread -> Info: [Steam UGC]: Finished cleaning up deleted containers of type Keen.VRage.Core.Worlds.WorldSessionSaveGameMetaData 2026-10-31 12:42:22.325 - Main Thread -> Info: [Steam UGC]: Cleaning up deleted containers of type Keen.Game2.Client.GameSystems.Blueprints.BlueprintMetadata 2026-10-31 12:42:22.327 - Main Thread -> Info: [Steam UGC]: Finished cleaning up deleted containers of type Keen.Game2.Client.GameSystems.Blueprints.BlueprintMetadata 2026-10-31 12:42:22.328 - Main Thread -> Info: [Steam UGC]: Finished refreshing UGC content at init 2026-10-31 12:42:22.328 - Main Thread -> GameAppComponent.TransitionToMainMenu() - WaitForPinning 2026-10-31 12:42:23.005 - Main Thread -> LOADING_TIME|Application|5596.796200000001 2026-10-31 12:42:23.005 - Main Thread -> LOADING_TIME_FULL|Application|6566.403 2026-10-31 12:42:23.005 - Main Thread -> LOADING_TIME|Main|5602.437099999999 2026-10-31 12:42:23.005 - Main Thread -> LOADING_TIME_FULL|Main|6572.0439 2026-10-31 12:42:23.011 - Main Thread -> [Crash Handler] : [Process Tag Added] : LowStartupCommit 2026-10-31 12:42:23.012 - Main Thread -> Swap configuration: C:\pagefile.sys mode=SystemManaged currentMiB=7168 maxMiB=95549 driveFreeMiB=168608 growableMiB=88381 2026-10-31 12:42:23.076 - Render thread -> Render loop frequency capped to: 60Hz 2026-10-31 12:42:23.205 - Main Thread -> GameAppComponent.Disconnect() - END 2026-10-31 12:42:23.206 - VRageWorker 11 -> Info: Started loading definition set World 2026-10-31 12:42:34.515 - Main Thread -> Info: [Steam UGC]: Steam UGC at C:\Program Files (x86)\Steam\steamapps\workshop\content\1133870\3830783737 with 44017286 bytes (last update 1793446487) 2026-10-31 12:42:37.009 - Main Thread -> LoadGameAsync save:steam_ugc_3830783737 saveBackup: mods: 2026-10-31 12:42:37.020 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:42:37.077 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:42:37.433 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:42:37.467 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:42:37.467 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:42:37.468 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent started 2026-10-31 12:42:37.468 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent done 2026-10-31 12:42:37.468 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:42:37.468 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:42:37.468 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:42:37.468 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:42:38.436 - Main Thread -> Info: Blocks occupancy and mount points loaded in 44 ms (321 block definitions patched) 2026-10-31 12:42:39.912 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:39.912 - Main Thread -> Applying render preset: Preset { AntiAliasing = FSR ArmorBevel = Enabled Raytracing = Low SunShadow = High LocalLightShadow = High Lighting = High Texture = High Terrain = High Parallax = High Particles = High RenderingDistance = High } 2026-10-31 12:42:39.914 - Main Thread -> LOADING_TIME|PushWorldDefinitionSet|2431.0861 2026-10-31 12:42:39.914 - Main Thread -> Info: Finished loading definition set World 2026-10-31 12:42:40.246 - Main Thread -> LOADING_TIME|WorldStartup|3168.753 2026-10-31 12:42:40.246 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:42:40.246 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:42:40.246 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:42:40.246 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:42:40.246 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:42:40.246 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:42:40.455 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:42:40.637 - Main Thread -> Loading save steam_ugc_3830783737 - version: 4.0.0.3165 2026-10-31 12:42:40.687 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:42:44.053 - Main Thread -> LOADING_TIME|WorldDeserialization|3366.1238 2026-10-31 12:42:44.053 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:42:45.362 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|1308.388 2026-10-31 12:42:45.362 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:42:45.369 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:42:45.451 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:42:45.453 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:42:45.453 - Main Thread -> [World Seed Provider]: Using seed 1895449028. 2026-10-31 12:42:45.453 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:42:45.666 - VRageWorker 5 -> DLC 10bd4924-2b1b-49ff-abf7-097c69719325 ownership: owned=True (installed=True, subscribed=True, purchaseTime=1773766133) 2026-10-31 12:42:46.778 - Main Thread -> Character added: 3722:1 2026-10-31 12:42:46.783 - Main Thread -> Character added: 3724:1 2026-10-31 12:42:46.784 - Main Thread -> Character added: 3725:1 2026-10-31 12:42:46.784 - Main Thread -> Character added: 3726:1 2026-10-31 12:42:46.785 - Main Thread -> Character added: 3727:1 2026-10-31 12:42:46.821 - Main Thread -> Character added: 5054:1 2026-10-31 12:42:46.990 - Main Thread -> Character added: 16502:1 2026-10-31 12:42:46.991 - Main Thread -> Character added: 16509:1 2026-10-31 12:42:46.991 - Main Thread -> Character added: 16543:1 2026-10-31 12:42:46.991 - Main Thread -> Character added: 16590:1 2026-10-31 12:42:46.991 - Main Thread -> Character added: 16631:1 2026-10-31 12:42:47.479 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=3722:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.480 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.482 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=3724:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.482 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.482 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=3725:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.482 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.483 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=3726:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.483 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.483 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=3727:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.483 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16502:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16509:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16543:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16590:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16631:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:42:47.950 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:42:47.951 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(Keen.VRage.Core.Game.Systems.IEntitySpawner, Keen.VRage.Core.Game.Systems.EntityBundle, Keen.VRage.Core.Game.Systems.EntityPruner, bool) has thrown an Exception. 2026-10-31 12:42:47.955 - Main Thread -> Info: Unawaited exception: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) 2026-10-31 12:42:47.956 - Main Thread -> LOADING_TIME|EntitySpawning|2594.666 2026-10-31 12:42:47.957 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:42:47.957 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:42:47.957 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:42:47.957 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:42:47.961 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 34751) 2026-10-31 12:42:47.968 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 420) 2026-10-31 12:42:48.127 - Main Thread -> Character removed: 5054:1 2026-10-31 12:42:48.271 - Main Thread -> Character removed: 3722:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 3724:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 3725:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 3726:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 3727:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 16502:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 16509:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 16543:1 2026-10-31 12:42:48.272 - Main Thread -> Character removed: 16590:1 2026-10-31 12:42:48.273 - Main Thread -> Character removed: 16631:1 2026-10-31 12:42:48.320 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 420) 2026-10-31 12:42:48.323 - Main Thread -> Assertion Failure: VolumeSector [X:0, Y:-1, Z:-1] should exist at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:72 il offset: 434 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.324 - Main Thread -> Assertion Failure: VolumeSector [X:-1, Y:-1, Z:-1] should exist at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:72 il offset: 434 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.325 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-6, Z:-69] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.326 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-6, Z:-68] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.327 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-5, Z:-68] should exist. RefCounter: 33 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.327 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-5, Z:-69] should exist. RefCounter: 12 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.327 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-68] should exist. RefCounter: 23 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.328 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-69] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.328 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-6, Z:-69] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.328 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-6, Z:-68] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.330 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-5, Z:-67] should exist. RefCounter: 31 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.331 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-11, Z:-82] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.331 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-11, Z:-81] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.331 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-10, Z:-80] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.332 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-10, Z:-81] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.332 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-10, Z:-82] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.332 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-9, Z:-82] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.332 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-11, Z:-81] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.333 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-11, Z:-82] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.333 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-10, Z:-80] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.333 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-10, Z:-82] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.334 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-10, Z:-81] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.334 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-4, Z:-67] should exist. RefCounter: 30 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.334 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-4, Z:-68] should exist. RefCounter: 30 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.335 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-5, Z:-68] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.335 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-5, Z:-69] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.335 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-4, Z:-69] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.335 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-68] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.336 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-67] should exist. RefCounter: 23 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.336 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-4, Z:-68] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.336 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-67] should exist. RefCounter: 20 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.337 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-13, Z:-77] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.337 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-13, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.337 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-13, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.338 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-13, Z:-77] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.338 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-13, Z:-76] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.338 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-12, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.338 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-12, Z:-77] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.339 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-13, Z:-77] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.339 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-12, Z:-77] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.339 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-12, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.340 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-12, Z:-76] should exist. RefCounter: 7 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.340 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-42, Z:-77] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.340 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-42, Z:-76] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.341 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-42, Z:-75] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.341 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-42, Z:-77] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.341 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-42, Z:-75] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.342 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-42, Z:-76] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.342 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-41, Z:-76] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.342 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-41, Z:-75] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.342 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-41, Z:-75] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.343 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-41, Z:-76] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.343 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-41, Z:-90] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.343 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-41, Z:-89] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.344 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-40, Z:-90] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.344 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-40, Z:-89] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.344 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-40, Z:-88] should exist. RefCounter: 4 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.344 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-40, Z:-88] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.345 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-40, Z:-89] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.345 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-40, Z:-90] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.345 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-41, Z:-89] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.345 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-41, Z:-90] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.346 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-41, Z:-88] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.346 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-41, Z:-86] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.346 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-41, Z:-88] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.346 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-41, Z:-87] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.347 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-40, Z:-86] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.347 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-40, Z:-87] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.347 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-40, Z:-87] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.348 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-40, Z:-86] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.348 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-41, Z:-87] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.348 - Main Thread -> Assertion Failure: EntitySector [X:10, Y:-41, Z:-86] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.348 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-39, Z:-72] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.349 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-39, Z:-71] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.349 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-39, Z:-73] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.349 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-39, Z:-72] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.350 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-39, Z:-73] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.350 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-40, Z:-72] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.350 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-39, Z:-72] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.350 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-38, Z:-72] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.351 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-38, Z:-73] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.351 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-40, Z:-73] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.351 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-40, Z:-72] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.351 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-39, Z:-71] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.352 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-38, Z:-72] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.352 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-88] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.352 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-38, Z:-89] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.353 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-38, Z:-88] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.353 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-37, Z:-89] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.353 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-38, Z:-89] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.353 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-89] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.354 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-39, Z:-88] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.354 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-39, Z:-89] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.354 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-39, Z:-88] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.355 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-37, Z:-88] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.355 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-37, Z:-88] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.355 - Main Thread -> Assertion Failure: EntitySector [X:7, Y:-38, Z:-87] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:42:48.485 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:42:48.485 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:42:58.537 - Main Thread -> Logging outstanding tasks 2026-10-31 12:42:58.547 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:42:58.548 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:42:58.548 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:42:58.548 - Main Thread -> Logging engine continuation queue 2026-10-31 12:42:58.550 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:42:58.550 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:42:59.555 - Main Thread -> Logging outstanding tasks 2026-10-31 12:42:59.555 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:42:59.555 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:42:59.555 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:42:59.555 - Main Thread -> Logging engine continuation queue 2026-10-31 12:42:59.556 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:42:59.556 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:00.561 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:00.561 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:00.561 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:00.561 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:00.561 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:00.561 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:00.561 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:01.566 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:01.566 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:01.566 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:01.566 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:01.566 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:01.566 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:01.566 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:02.572 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:02.572 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:02.572 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:02.572 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:02.572 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:02.572 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:02.572 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:03.579 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:03.579 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:03.579 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:03.579 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:03.579 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:03.579 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:03.579 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:04.583 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:04.584 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:04.584 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:04.584 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:04.584 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:04.584 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:04.584 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:05.588 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:05.588 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:05.588 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:05.588 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:05.588 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:05.588 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:05.588 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:06.593 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:06.593 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:06.593 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:06.593 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:06.593 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:06.593 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:06.593 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:07.599 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:07.599 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:07.599 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:07.599 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:07.599 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:07.599 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:07.599 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:08.606 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:08.606 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:08.606 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:08.606 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:08.606 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:08.606 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:08.606 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:09.611 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:09.611 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:09.611 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:09.611 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:09.611 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:09.612 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:09.612 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:10.615 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:10.615 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:10.615 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:10.615 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:10.615 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:10.615 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:10.615 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:11.620 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:11.620 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:11.620 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:11.620 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:11.620 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:11.620 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:11.620 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:12.625 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:12.625 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:12.625 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:12.625 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:12.625 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:12.625 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:12.625 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:13.630 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:13.630 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:13.630 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:13.630 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:13.630 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:13.630 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:13.630 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:14.634 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:14.634 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:14.634 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:14.634 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:14.634 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:14.635 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:14.635 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:15.639 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:15.639 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:15.639 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:15.639 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:15.639 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:15.639 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:15.639 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:16.646 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:16.646 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:16.646 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:16.646 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:16.646 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:16.646 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:16.646 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:17.651 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:17.651 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:17.651 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:17.651 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:17.651 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:17.651 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:17.651 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:18.656 - Main Thread -> Logging outstanding tasks 2026-10-31 12:43:18.656 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:18.656 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:43:18.656 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:43:18.656 - Main Thread -> Logging engine continuation queue 2026-10-31 12:43:18.656 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Platform.Windows.Input.InputAPI.InputApi.PollDevices(), Completion: { , Queue: CoreUpdateQueue, Monitored task: InputApi.PollDevices, Exception: }, State: 0 } 2026-10-31 12:43:18.656 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:43:18.759 - Main Thread -> Assertion Failure: Outstanding tasks for lifetime '0:1 SessionComponents': { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 } { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 } at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Library\VRage.Library\Threading\TaskLifetime.cs:232 il offset: 156 at Keen.VRage.Library.Threading.TaskLifetime.AssertOutstandingTasks(Object lifetimeHandle, Boolean forceRecording) at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.LoadWorldDataIfNeeded() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<b__1>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.Game2.Simulation.RuntimeSystems.GameData.GameDataLoaderComponent.<>c__DisplayClass28_0.<g__Push|4>d.MoveNext() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Core.EngineComponents.Utils.PreloadDefinitionSetLoaderComponent.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.SetResult(TResult result) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.SetResult(T result) at Keen.VRage.Library.Definitions.DefinitionManager.PushDefinitionSetToken.FinalizePush() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:43:18.760 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:43:18.766 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:43:18.782 - Main Thread -> [Session.Dispose] End 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:43:18.782 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:43:18.783 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Keen.VRage.DCS.Builders.EntityBuilder?, Keen.VRage.DCS.Builders.EntityBuilder?) has thrown an Exception. 2026-10-31 12:43:18.784 - Main Thread -> Info: Unawaited exception: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) 2026-10-31 12:43:18.784 - Main Thread -> LOADING_TIME|WorldTransitionToGame|31268.5841 2026-10-31 12:43:18.784 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|38537.8722 2026-10-31 12:43:18.785 - Main Thread -> Error: Loading of save 'steam_ugc_3830783737' ended with exception. 2026-10-31 12:43:18.785 - Main Thread -> Exception occurred: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.BuildAndRunLocalGame(Boolean buildDefaultObjects, Boolean isMission, Nullable`1 saveToLoad, Nullable`1 backupId, String overrideDisplayName, ModList overrideModList, Boolean detachFromSaveContainer) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.LoadGameAsync(WorldLoadArgs args) 2026-10-31 12:43:18.785 - Main Thread -> InnerException: 2026-10-31 12:43:18.785 - Main Thread -> Exception occurred: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) 2026-10-31 12:43:18.786 - Main Thread -> LOADING_TIME|Session|41765.5688 2026-10-31 12:43:18.787 - Main Thread -> Info: [UI] Showing Popup Dialog: Loading Failed (Vanilla\MainMenuData\UI\Dialogs\LoadingFailed.def) 2026-10-31 12:43:18.797 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242970326507, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:43:18.798 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242970326507, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:43:21.579 - Main Thread -> ResolveFailedLoading - requesting return to main menu 2026-10-31 12:43:21.579 - Main Thread -> GameAppComponent.Disconnect() - BEGIN 2026-10-31 12:43:21.579 - Main Thread -> GameAppComponent.TransitionToMainMenu() - START 2026-10-31 12:43:21.579 - Main Thread -> TransitionToMenu listener activated: LoadStatsLoggerComponent 2026-10-31 12:43:21.579 - Main Thread -> LOADING_BEGIN|ReturnToMenu 2026-10-31 12:43:21.579 - Main Thread -> TransitionToMenu listener activated: SharedUIComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: EarlyAccessUIComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: MinimumHardwareRequirementsComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: BatteryPowerWarningComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: RenderPresetReDetectionComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: AudioTransitionComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: SetupAnalyticsComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: WatchdogTransitionComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: WorldLoadedNotifierComponent 2026-10-31 12:43:21.581 - Main Thread -> TransitionToMenu listener activated: GameStreamingSetupComponent 2026-10-31 12:43:21.581 - Main Thread -> Waiting for menu screen texture to be ready. 2026-10-31 12:43:21.581 - Main Thread -> GameAppComponent.TransitionToMainMenu() - StartOfTransitionDelay 2026-10-31 12:43:21.815 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfTransitionDelay 2026-10-31 12:43:21.815 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:43:21.815 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:43:21.815 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:43:21.815 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:43:21.815 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:43:21.830 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfUiLoading 2026-10-31 12:43:21.838 - Main Thread -> GameAppComponent.TransitionToMainMenu() - WaitForPinning 2026-10-31 12:43:22.104 - Main Thread -> LOADING_TIME|ReturnToMenu|524.6311 2026-10-31 12:43:22.105 - Main Thread -> GameAppComponent.Disconnect() - END 2026-10-31 12:43:29.185 - Main Thread -> LoadGameAsync ScenarioNameNoFTUE save:$Content:SurvivalNOFTUE saveBackup: mods: 2026-10-31 12:43:29.186 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:43:29.193 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:43:29.535 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:43:29.569 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:43:29.569 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent started 2026-10-31 12:43:29.569 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent done 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:43:29.569 - Main Thread -> LOADING_TIME|WorldStartup|376.0898 2026-10-31 12:43:29.569 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:43:29.569 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:43:29.570 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:43:29.593 - Main Thread -> Loading save $Content:SurvivalNOFTUE - version: 4.0.0.3122 2026-10-31 12:43:29.605 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:43:29.679 - Main Thread -> LOADING_TIME|WorldDeserialization|73.3931 2026-10-31 12:43:29.679 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:43:29.740 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|61.1733 2026-10-31 12:43:29.740 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:43:29.744 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:43:29.766 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:43:29.766 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:43:29.766 - Main Thread -> [World Seed Provider]: Using seed -1956356734. 2026-10-31 12:43:29.766 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:43:30.053 - Main Thread -> Character added: 84:1 2026-10-31 12:43:30.189 - Main Thread -> LOADING_TIME|EntitySpawning|448.7761 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.198 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:30.200 - Main Thread -> Info: {Mission} {Trigger} Trigger Start was activated 2026-10-31 12:43:30.201 - Main Thread -> Info: {Mission} {Trigger} Trigger ExitPodFailSafeTrigger was activated 2026-10-31 12:43:30.201 - Main Thread -> Info: {Mission} {Trigger} Trigger DatapadInInventoryTrigger was activated 2026-10-31 12:43:30.201 - Main Thread -> Info: {Mission} {Trigger} Trigger ShipMoveTrigger was activated 2026-10-31 12:43:30.202 - Main Thread -> Info: {Mission} {Trigger} Trigger GettingStarted was activated 2026-10-31 12:43:30.202 - Main Thread -> Info: {Mission} {Trigger} Trigger CRFStart was activated 2026-10-31 12:43:30.203 - Main Thread -> Info: {Mission} {Trigger} Trigger StartGridSpawn was activated 2026-10-31 12:43:30.203 - Main Thread -> Info: {Mission} {Trigger} Trigger DPCrateFail was activated 2026-10-31 12:43:30.203 - Main Thread -> Info: {Mission} {Trigger} Trigger NPCspawnStart was activated 2026-10-31 12:43:30.204 - Main Thread -> Info: {Mission} {Trigger} Trigger NPCspawnBarn was activated 2026-10-31 12:43:30.204 - Main Thread -> Info: {Mission} {Trigger} Trigger VallationCutscene was activated 2026-10-31 12:43:30.204 - Main Thread -> Info: {Mission} {Trigger} Trigger PlayerSelectedDrillTrigger was activated 2026-10-31 12:43:30.212 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 644348985 and prefab 39a1e7b5-12d9-4ae9-8c6f-9b06c01e0642 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Engineering\Upgrade2\VerdureUpgrade2_BuildHydrogenFacility_SpaceBasedContract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 454450525 and prefab 69475e23-f6ef-4023-be0b-2dbe668966a6 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Engineering\Upgrade3\Upgrade3_BuildLongRangeComms_SpaceBasedContract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 1224224576 and prefab b9254edd-1040-44fa-af1f-93151f02ef96 : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Upgrade1\Verdure_Upgrade1_BuildRadioBeacon_PlanetBasedContract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 381965661 and prefab 371f2f0d-c03b-4426-9e5a-8430171c7aa9 : Vanilla\Colonization\VS2-3\FTUE\WelcomeToTheFarm\WelcomeToTheFarm.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 1410231548 and prefab a3ec97ea-573e-40bd-b7ae-2aaed2e3e918 : Vanilla\Colonization\VS2-3\FTUE\DeliverMetalGrids\DeliverMetalGridsPlanetBasedContract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 1035679857 and prefab 94404200-a1ed-4f17-ad8a-8e49f3b75d6f : Vanilla\Colonization\VS2-3\FTUE\DeliverIronNickelSilicon\DeliverIronNickelSilicon.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 674246485 and prefab 4078268f-1275-4bb3-ad5a-1a6ea4c8372c : Vanilla\Colonization\VS2-3\FTUE\BuildAShip\BuildAShipPlanetBasedContract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 764346466 and prefab beda4a0d-b8cd-477f-b478-b208b04f1545 : Vanilla\Colonization\VS4-1\FTUE\Conveyors\FTUEConveyors4-1Contract.def 2026-10-31 12:43:30.214 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 402251801 and prefab 2fa42a6b-437d-4463-bfbc-e08cfd7a0ae0 : Vanilla\Colonization\VS2-3\FTUE\DeliverIce\DeliverIcePlanetBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:6891.429143693629 Y:-15746.97026422998 Z:-273505.5591518089} with seed 356624772 and prefab bbf35b96-c705-4cfa-8a97-e8da6895fb40 : Vanilla\Colonization\VS4-1\FTUE\EnergyGeneration\EnergyGeneration4-1.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 451740590 and prefab 0581d25e-1e6b-4801-a2d6-cfed4af6cabd : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Bounty6\Bounty6_PlanetBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 2049721846 and prefab ea630f0e-e1a2-42d0-b133-473bb3a28b4c : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Engineering\ManufacturingFacility\PlanetBasedVerdueManufacturingFacilityEngineeringContractVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 162260906 and prefab beeae5e5-6478-4eaa-a189-2fb85eb15354 : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Bounty7\Verdure_bounty7_PlanetBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 261927940 and prefab 0b42c02c-0346-409b-9106-dea922b4da11 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Combat\Bounty2\bounty2_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 1365957947 and prefab ba8fc689-c678-461f-a1bc-b847ffbe93cf : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery1\Delivery1_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 972408393 and prefab d3e4a3a9-7af5-45a1-b637-a8846cd1f434 : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Engineering\AbandonedResearchOutpost\PlanetBasedVerdueAbandonedResearchOutpost_2_3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 901255645 and prefab d46ee4dd-291b-4e26-9a68-5fa05f44374a : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Combat\Bounty1\Bounty1_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 1757892916 and prefab ef03e297-f55d-4f42-84cd-868ec9a00c20 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Combat\Bounty4\Bounty4_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 1620501429 and prefab 24ba65ed-e409-40e5-9db3-06986559c826 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Aquisition\ArmedFrontier\SpaceVerdureArmedFrontierContractVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 1281785936 and prefab a473ebfd-eb00-4675-98e3-4de62b35c002 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Sabotage\RenegadeSupression\SpaceVerdureRenegadeSupressionContractVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 214442122 and prefab b24361fb-98e2-4dac-a529-b0e22687b834 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Engineering\IndustrialFootHold\SpaceVerdureIndustrialFootHoldVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 776057819 and prefab fb5f76f3-1a48-44b8-b606-94503ae5bb0f : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Hauling\PlanetVerdueSupplyBaseHaulingContractVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 1129548115 and prefab 62a01737-9209-44c7-aec3-e5e311b28991 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery2_Tubes_Electronics_Motors\Delivery2_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 758095393 and prefab 69549e7e-a716-46c6-a67c-4a4a6db11ee4 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery4_HDPlate_Grid_ConstComp\Delivery4_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 1043933269 and prefab a9c6a42c-baf4-491e-89ba-205ce101b0e3 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery5_Gold_Lead\Delivery5_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 671457754 and prefab 2823e669-1a26-4cfa-92db-10fa09c58893 : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Engineering\ExcavationSite\PlanetBasedVerdueExcavationSiteContractVS2-3.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 1592943582 and prefab f4ef5388-553e-4b39-a0cf-8a421516ab7f : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Combat\Bounty5\Bounty5_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:190553.10564307278 Y:-2181.4268140765944 Z:-419218.7700288592} with seed 210354188 and prefab 5987b747-e4f0-4c37-b9fa-1c3cde02496f : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery6_Wire_Motherboard_Harddrive\Delivery6_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 360911994 and prefab 40fe0f45-2802-4faf-9cb5-71677cc42d64 : Vanilla\Colonization\VS2-3\Contracts\SpaceBased\Verdure\Delivery\Delivery3_Cobalt_Copper\Delivery3_SpaceBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 712160140 and prefab 837b6fcd-79b1-4910-b6af-c48a9fa9ca4a : Vanilla\Colonization\VS2-2\Contracts\SpaceBased\Verdure\Acquisition\SpaceVerdureSupplyandDemandContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:123044.66038258384 Y:8557.408494945123 Z:-237623.08541761368} with seed 1168075312 and prefab 9b0728cf-116b-4a17-87a0-904bcd6819fa : Vanilla\Colonization\VS2-3\Contracts\PlanetBased\Verdure\Engineering\BlueprintTutorial\BlueprintTutorial_PlanetBasedContract.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 333640127 and prefab c3c3a6f9-4082-4d74-a3e0-a5ddda0804e0 : Vanilla\Colonization\VS2-2\Contracts\SpaceBased\Verdure\Engineering\LostAsteroidBase\SpaceVerdureLostAsteroidBaseEngineeringContractVS2-2.def 2026-10-31 12:43:30.215 - Main Thread -> [Contrats]: Generating local contract at {X:13845.321126969066 Y:-48569.388768329336 Z:-304480.9606386055} with seed 1819424239 and prefab febf3644-a56f-4528-a703-5a5e7b9acef8 : Vanilla\Colonization\VS2-2\Contracts\SpaceBased\Verdure\Salvage\RenegadeSalvage\SpaceVerdureRenegadeSalvageContract.def 2026-10-31 12:43:30.414 - VRageWorker 4 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.422 - VRageWorker 11 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.422 - VRageWorker 1 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.446 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242970376859, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:43:30.446 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyMemberLimit 109775242970376859 4 2026-10-31 12:43:30.447 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyType 109775242970376859 k_ELobbyTypePrivate 2026-10-31 12:43:30.448 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyData 109775242970376859 code EZARMGX8 2026-10-31 12:43:30.449 - Main Thread -> [GameServerNetworkingComponent] Ready for connection requests 2026-10-31 12:43:30.449 - VRageWorker 3 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.486 - VRageWorker 4 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.524 - VRageWorker 13 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.526 - VRageWorker 9 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.609 - VRageWorker 0 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.611 - VRageWorker 10 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.688 - VRageWorker 3 -> Info: Successful planet spawn location. 2026-10-31 12:43:30.733 - Main Thread -> Sorting jobs for scene of 734 jobs with seed '0' 2026-10-31 12:43:30.882 - Main Thread -> [World Seed Provider]: Creating world seed for Client. Stable seed provider is False 2026-10-31 12:43:30.882 - Main Thread -> [World Seed Provider]: Using seed -1956356734. 2026-10-31 12:43:30.882 - Main Thread -> Scene: Client - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:43:30.893 - Main Thread -> VoxelObserverSessionComponent added with default {{Position: {X:0 Y:0 Z:0}}, {Orientation: {X:0 Y:0 Z:0 W:0}}} 2026-10-31 12:43:30.928 - VRageWorker 11 -> Info: Successful planet spawn location. 2026-10-31 12:43:31.014 - VRageWorker 2 -> Info: Successful planet spawn location. 2026-10-31 12:43:31.060 - VRageWorker 5 -> Info: Successful planet spawn location. 2026-10-31 12:43:31.074 - Main Thread -> LOADING_TIME|WorldTransitionToGame|921.4513 2026-10-31 12:43:31.074 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|1504.8852 2026-10-31 12:43:31.074 - Main Thread -> Spawning camera at {{Position: {X:6835.237122446382 Y:-15690.887502522959 Z:-273317.6705232821}}, {Orientation: {X:-0.5582283 Y:0.34670234 Z:0.47750127 W:0.58324194}}} 2026-10-31 12:43:31.212 - VRageWorker 9 -> Info: Timeout finding valid planet 'Palatine' spawn location. 2026-10-31 12:43:31.222 - VRageWorker 3 -> Info: Timeout finding valid planet 'Palatine' spawn location. 2026-10-31 12:43:31.289 - Main Thread -> Character added: 85:1 2026-10-31 12:43:31.463 - Main Thread -> [VoxelClientSyncLoadingSessionComponent] Start async init 2026-10-31 12:43:31.780 - Main Thread -> Configuring worker pool as: (workerCount: 13, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:43:31.780 - Main Thread -> Workers configured. 2026-10-31 12:43:32.039 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger DatapadInInventoryTrigger fired. Event: PlayerInventoryChangedEventComponent 2026-10-31 12:43:32.040 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition PlayerHasItemConditionComponent for AND 2026-10-31 12:43:32.058 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger StartGridSpawn fired. Event: EntityEnteredAreaEventComponent 2026-10-31 12:43:32.058 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition TriggeringEntityIsGridConditionComponent for AND 2026-10-31 12:43:32.058 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger StartGridSpawn fired. Event: EntityEnteredAreaEventComponent 2026-10-31 12:43:32.058 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition TriggeringEntityIsGridConditionComponent for AND 2026-10-31 12:43:32.059 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: NoFTUEStart, entity: Character 84:1 2026-10-31 12:43:32.059 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Character 84:1 2026-10-31 12:43:37.078 - Main Thread -> Info: Adding objectives for: *no missions* 2026-10-31 12:43:37.078 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $NPCSpawn_9bab1f67-0d41-4f98-9cd7-e86b287c5530 was added 2026-10-31 12:43:37.078 - Main Thread -> Info: {Mission} {Trigger} Trigger $NPCSpawn_9bab1f67-0d41-4f98-9cd7-e86b287c5530 was activated 2026-10-31 12:43:37.079 - Main Thread -> Info: Spawn PlanetEncounter: 'SectorID : Sector Offset : -24, 0 - Layer : 0 - Face Index : 1 -- EntityID : 0' VerdureVaultRaidSmallPlanetBasedEncounter_Composite Renegade Camp PCU: 2323 PatrolPathPrefab_Composite Renegade Workshop PCU: 2602 MissionAreaBox_Server_Composite PrefabDynamicVoxel_ServerComposition NPCSpawnPrefab_Composite 2026-10-31 12:43:37.267 - Main Thread -> Info: Adding objectives for: *no missions* 2026-10-31 12:43:37.267 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $NPCSpawn_b4bb5f75-b5ca-4d82-8b80-f2bac89ade8c was added 2026-10-31 12:43:37.267 - Main Thread -> Info: {Mission} {Trigger} Trigger $NPCSpawn_b4bb5f75-b5ca-4d82-8b80-f2bac89ade8c was activated 2026-10-31 12:43:37.267 - Main Thread -> Info: Spawn PlanetEncounter: 'SectorID : Sector Offset : -27, 9 - Layer : 0 - Face Index : 1 -- EntityID : 0' NovaCombatEncounterVerdurePlanetBasedEncounter_Composite Nova35 Crash Site Debris PCU: 52 Nova35 Crash Site PCU: 3381 PatrolPathPrefab_Composite MissionAreaBox_Server_Composite PrefabDynamicVoxel_ServerComposition Nova35 Crash Site Debris PCU: 522 NPCSpawnPrefab_Composite 2026-10-31 12:43:37.733 - Main Thread -> Info: Adding objectives for: *no missions* 2026-10-31 12:43:37.733 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $Ambush_a64873a1-553a-4bba-9d56-1ffd30ccf6c1 was added 2026-10-31 12:43:37.733 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $NPCSpawn_dca3694b-d131-4e1d-8081-cfbc33f3fb32 was added 2026-10-31 12:43:37.733 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $Ownership_eb6528d9-b248-42c2-b58b-f30dc0356efe was added 2026-10-31 12:43:37.733 - Main Thread -> Info: {Mission} {MissionChange} Change: Trigger $SavePoint1_b9ac88b4-32bf-4056-be8e-8eb46bf1d360 was added 2026-10-31 12:43:37.733 - Main Thread -> Info: {Mission} {Trigger} Trigger $Ambush_a64873a1-553a-4bba-9d56-1ffd30ccf6c1 was activated 2026-10-31 12:43:37.734 - Main Thread -> Info: {Mission} {Trigger} Trigger $NPCSpawn_dca3694b-d131-4e1d-8081-cfbc33f3fb32 was activated 2026-10-31 12:43:37.734 - Main Thread -> Info: {Mission} {Trigger} Trigger $Ownership_eb6528d9-b248-42c2-b58b-f30dc0356efe was activated 2026-10-31 12:43:37.734 - Main Thread -> Info: {Mission} {Trigger} Trigger $SavePoint1_b9ac88b4-32bf-4056-be8e-8eb46bf1d360 was activated 2026-10-31 12:43:37.735 - Main Thread -> Info: Spawn PlanetEncounter: 'SectorID : Sector Offset : -26, 8 - Layer : 0 - Face Index : 1 -- EntityID : 0' OccupiedMineMediumCombatEncounter_Composite Occupied Mine Landing Pad PCU: 2007 Occupied Mine - Gate PCU: 14 Occupied Mine PCU: 17044 MissionAreaBox_Server_Composite MissionAreaBox_Server_Composite MissionAreaBox_Server_Composite PrefabDynamicVoxel_ServerComposition MissionAreaBox_Server_Composite Reactor Module PCU: 685 2026-10-31 12:43:38.181 - Main Thread -> Info: Spawn PlanetContractEncounter: 'SectorID : Sector Offset : -15, 10 - Layer : 0 - Face Index : 1 -- EntityID : 0' PatrolPathPrefab_Composite PrefabDynamicVoxel_ServerComposition RootedProjection_ServerComposition Launch Center - Elevator PCU: 404 Launch Center - Silo Gate PCU: 70 Launch Center - Elevator PCU: 1610 Launch Center PCU: 16244 Rocket PCU: 1493 2026-10-31 12:43:38.214 - Main Thread -> Info: Spawn PlanetContractEncounter: 'SectorID : Sector Offset : -21, 5 - Layer : 0 - Face Index : 1 -- EntityID : 0' PrefabDynamicVoxel_ServerComposition Free Scrap PCU: 4762 Free Scrap Mine PCU: 317 2026-10-31 12:43:38.298 - Main Thread -> Info: Spawn PlanetContractEncounter: 'SectorID : Sector Offset : -22, 5 - Layer : 0 - Face Index : 1 -- EntityID : 0' Grid PCU: 75 Grid PCU: 75 FTUE - Abandoned Mine - Landing Pad PCU: 475 Grid PCU: 75 Grid PCU: 75 FTUE - Abandoned Mine Drill PCU: 610 FTUE - Abandoned Mine Drill PCU: 3027 FTUE - Abandoned Mine PCU: 255 FTUE - Abandoned Mine Debris PCU: 10 FTUE - Abandoned Mine Debris PCU: 10 FTUE - Abandoned Mine Debris PCU: 15 FTUE - Abandoned Mine Debris PCU: 10 FTUE - Abandoned Mine Debris PCU: 20 FTUE - Abandoned Mine Debris PCU: 5 FTUE - Abandoned Mine Lift PCU: 798 FTUE - Abandoned Mine Crane PCU: 700 FTUE - Abandoned Mine Crane PCU: 830 FTUE - Abandoned Mine PCU: 10984 Grid PCU: 80 FTUE - Abandoned Mine Debris PCU: 20 Grid PCU: 5 Grid PCU: 5 Grid PCU: 75 PrefabDynamicVoxel_ServerComposition Grid PCU: 75 2026-10-31 12:43:38.608 - In-Process Server Thread -> Info: Loading ManagedWorldArea: '' ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite WireItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ConsumableMedikitItemPrefab_ServerComposition SteelTube_ItemPrefab_ServerComposition GlassItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelTube_ItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition GlassItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition Grasshopper Depris PCU: 80 FTUE Crash Site Box 1 PCU: 5 Grasshopper Depris PCU: 150 Grasshopper Debris PCU: 25 Grasshopper PCU: 5041 FTUE Crash Site Box 2 PCU: 5 FTUE Container PCU: 95 FTUE Container PCU: 100 FTUE Mining Outpost A PCU: 4090 FTUE Container PCU: 100 Grasshopper Depris PCU: 241 Grasshopper Debris PCU: 40 Grasshopper Depris PCU: 155 Grasshopper Depris PCU: 5 Grasshopper Depris PCU: 150 FTUE Mining Outpost B PCU: 7699 2026-10-31 12:43:39.264 - In-Process Server Thread -> Info: Loading ManagedWorldArea: '' ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite ManagedMissionEntityId_Composite PistolMagazine Base_ServerComposition PistolItem Base_ServerComposition Colony Generic Container PCU: 100 RootedProjection_ServerComposition RootedProjection_ServerComposition Colony Generic Container PCU: 100 Colony Generic Container PCU: 100 The Barn - Elevator PCU: 452 The Barn - Gate 2 PCU: 116 The Barn - Gate 1 PCU: 116 Aquila PCU: 9087 AREV-E6 PCU: 8276 Colony Medical Habitat PCU: 879 FTUE Station PCU: 3824 The Barn PCU: 18471 Colony Habitat 2 PCU: 2206 Colony Habitat 3 PCU: 1958 Colony Habitat 1 PCU: 1059 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12406:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12406:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12410:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12410:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12410:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12414:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12414:1 2026-10-31 12:43:39.432 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12414:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12415:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12415:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12415:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12419:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12419:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12425:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12425:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12416:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12416:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12418:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12418:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12422:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12422:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12428:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12428:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12429:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12429:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12434:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12434:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12434:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12435:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12439:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12439:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12439:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12441:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12441:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12441:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12436:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12436:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12436:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 12438:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 12438:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 12438:1 2026-10-31 12:43:39.433 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: FloatingObject 17228:1 2026-10-31 12:43:39.434 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: FloatingObject 17229:1 2026-10-31 12:43:39.434 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_77bd1ef4-ac76-4246-9d71-23ebd4e6d092, entity: Grid 600:1 2026-10-31 12:43:39.434 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_77bd1ef4-ac76-4246-9d71-23ebd4e6d092, entity: Grid 409:1 2026-10-31 12:43:39.434 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 6290:1 2026-10-31 12:43:39.435 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 6291:1 2026-10-31 12:43:39.435 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush2Area_82993b98-1b85-486e-ba07-035de44ce762, entity: Grid 6291:1 2026-10-31 12:43:39.435 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 3270:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 191:2 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: PostCrashSiteRespawn, entity: Grid 12226:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12226:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 12227:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12227:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12227:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12225:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12225:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 12228:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12228:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12228:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16061:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 209:2 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 209:2 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 209:2 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 12229:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12229:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12229:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 12230:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12230:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12230:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12305:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12305:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 12316:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12316:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12316:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 12337:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 12337:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16066:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 16066:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16065:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 16065:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16067:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16070:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16068:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16072:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnElevatorBottom, entity: Grid 16060:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16060:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 16060:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Respawn, entity: Grid 16062:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: TradeTerminal, entity: Grid 16062:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: ContractTerminal, entity: Grid 16062:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: Grid 16062:1 2026-10-31 12:43:39.436 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16063:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16064:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 16064:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 1121:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 3218:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 1465:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush1Area_490a60d0-8218-480d-9e96-41cb9793c988, entity: Grid 3278:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 3278:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $SavePoint1_11af7a6a-e609-4bcc-ac96-40daaf85c8b3, entity: Grid 3278:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush2Area_82993b98-1b85-486e-ba07-035de44ce762, entity: Grid 3278:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 61:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 61:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 61:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 62:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 62:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 62:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 57:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 57:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 57:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 56:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 56:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 56:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16057:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16058:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16059:1 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 192:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 192:2 2026-10-31 12:43:39.437 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 192:2 2026-10-31 12:43:42.673 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > fetching new objectives data 2026-10-31 12:43:42.676 - Main Thread -> Info: Adding gravity to a kinematic body (85:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1287:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1290:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (14848:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (13815:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (15573:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1277:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1279:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (7149:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1296:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (12645:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (7069:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (7350:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (7698:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (6831:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (8375:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (8492:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (8555:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (8612:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (19378:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (19145:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (19520:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (1284:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (13759:1) has no effect 2026-10-31 12:43:42.961 - Main Thread -> Info: Adding gravity to a kinematic body (8365:1) has no effect 2026-10-31 12:43:43.217 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > done 2026-10-31 12:43:43.268 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > fetching new objectives data 2026-10-31 12:43:43.303 - Main Thread -> LOADING_TIME|WorkerPoolLoad|112.79135131835938 2026-10-31 12:43:43.303 - Main Thread -> LOADING_TIME|ClientSessionTime|7224.384826660156 2026-10-31 12:43:43.303 - Main Thread -> LOADING_TIME|ServerSessionTime|2421.211685180664 2026-10-31 12:43:43.303 - Main Thread -> LOADING_TIME|CLRStalls|571.4019775390625 2026-10-31 12:43:43.303 - Main Thread -> LOADING_TIME|GCMemoryTotal|2829544944 2026-10-31 12:43:43.303 - Main Thread -> STATS_RECORDING_LEGEND,FRAME,TIME,PROCESS,GCTOTAL,GCDELTA,AVAILABLEMEMORY 2026-10-31 12:43:43.303 - Main Thread -> STATS_RECORDING,1596,26.5998936,86.9654387,1871604560,0,Normal 2026-10-31 12:43:43.323 - Main Thread -> LOADING_TIME|Session|14137.0434 2026-10-31 12:43:43.326 - In-Process Server Thread -> Info: World is loaded, requesting startup autosave... 2026-10-31 12:43:43.327 - In-Process Server Thread -> [Saving] Starting autosave $Content:SurvivalNOFTUE 2026-10-31 12:43:43.328 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > done 2026-10-31 12:43:43.328 - In-Process Server Thread -> [Saving] Finished autosave $Content:SurvivalNOFTUE: FailureNoLocalSave 2026-10-31 12:43:43.328 - In-Process Server Thread -> [Saving] Starting save 2026-10-31 12:43:43.332 - In-Process Server Thread -> [Saving] Capturing Session State 2026-10-31 12:43:43.378 - In-Process Server Thread -> [Saving] Captured Session State 2026-10-31 12:43:43.378 - In-Process Server Thread -> [Saving] SerializeAndWriteAllDataOnParallel + screenshotTask Start 2026-10-31 12:43:44.716 - Main Thread -> [Saving] SerializeAndWriteAllDataOnParallel + screenshotTask Done 2026-10-31 12:43:44.716 - Main Thread -> [Saving] container CommitAsync Start 2026-10-31 12:43:44.966 - Main Thread -> [Saving] container CommitAsync Done 2026-10-31 12:43:44.967 - Main Thread -> [Saving] update save meta Start 2026-10-31 12:43:44.967 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyData 109775242970376859 code PG877BBK 2026-10-31 12:43:44.967 - Main Thread -> [Saving] update save meta Done 2026-10-31 12:43:44.967 - Main Thread -> [Saving] RefreshBlobPaths Start 2026-10-31 12:43:44.967 - Main Thread -> [Saving] RefreshBlobPaths Done 2026-10-31 12:43:44.968 - Main Thread -> [Saving] Finished save Quick Start Survival 1: Success 2026-10-31 12:43:47.007 - Main Thread -> Pausing Scene Client. 2026-10-31 12:43:47.007 - In-Process Server Thread -> Pausing Scene Server. 2026-10-31 12:43:49.985 - Main Thread -> Info: [UI] Showing Popup Dialog: Save Before Loading (Vanilla\MainMenuData\UI\Dialogs\SaveBeforeLoad.def) 2026-10-31 12:43:51.704 - In-Process Server Thread -> [Saving] Starting save 2026-10-31 12:43:51.704 - In-Process Server Thread -> [Saving] Capturing Session State 2026-10-31 12:43:51.735 - In-Process Server Thread -> [Saving] Captured Session State 2026-10-31 12:43:51.735 - In-Process Server Thread -> [Saving] SerializeAndWriteAllDataOnParallel + screenshotTask Start 2026-10-31 12:43:51.971 - In-Process Server Thread -> [Saving] SerializeAndWriteAllDataOnParallel + screenshotTask Done 2026-10-31 12:43:51.971 - In-Process Server Thread -> [Saving] container CommitAsync Start 2026-10-31 12:43:52.188 - Main Thread -> [Saving] container CommitAsync Done 2026-10-31 12:43:52.188 - Main Thread -> [Saving] update save meta Start 2026-10-31 12:43:52.189 - Main Thread -> [Saving] update save meta Done 2026-10-31 12:43:52.189 - Main Thread -> [Saving] RefreshBlobPaths Start 2026-10-31 12:43:52.189 - Main Thread -> [Saving] RefreshBlobPaths Done 2026-10-31 12:43:52.189 - Main Thread -> [Saving] Finished save Quick Start Survival 1: Success 2026-10-31 12:43:52.222 - Main Thread -> LoadGameAsync save:Quick Start Survival 1 saveBackup: mods: 2026-10-31 12:43:52.222 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:43:52.237 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:43:52.239 - Main Thread -> Resuming Scene Client. 2026-10-31 12:43:52.239 - In-Process Server Thread -> Resuming Scene Server. 2026-10-31 12:43:52.461 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:43:52.496 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:43:52.496 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:43:52.496 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:43:52.496 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent started 2026-10-31 12:43:52.496 - Main Thread -> [Session.Dispose] Begin - Scene: Client 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MEDIAN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MEDIAN,18803060736,1961518576,32800,3.0543000698,0.1933999956,137164,3.896232605,16.8896408081,0,0,0,16.6674,5.4531,16.6276,12119683072,15033749504,66.5625,0 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_PEAKS_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_PEAKS,21742247936,2068165424,8525280,17.4297008514,2.0885000229,137164,18.9277839661,66.3515548706,0,3.9695999622,0,16.8911,12.0307,19.4362,13527781376,16157323264,66.5625,0 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_AVERAGE_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_AVERAGE,19126343430.6783,1958097171.96522,853483.617391304,4.4902204432,0.3832752139,137164,5.5189670594,21.372862849,0,0.303899133,0.0334752186,16.6666892665,5.8323307692,16.6638150268,12033976983.127,15455843403.1055,66.5625,0 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MAX_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MAX,21833064448,2068214768,103492320,92.8927001953,28.6017990112,137164,22.8665351868,70.9947509766,0,33.521900177,7.6993002892,19.3662,19.1295,38.1527,13742661632,16157323264,66.5625,0 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MIN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_MIN,18335002624,1871604560,0,0.2398000062,0.063000001,137164,0.4117593765,9.5531339645,0,0,0,13.9962,3.603,12.0484,10202017792,15033749504,66.5625,0 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_STANDARD_DEVIATION_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:43:52.498 - Main Thread -> AGGREGATE_STANDARD_DEVIATION,891692711.325073,34283069.59737,7012610.61271775,7.8426036394,1.8909453049,0,5.2348909112,12.5268571033,0,2.3274502843,0.5065719794,0.179946906,1.8626713312,1.4205173312,1088950217.52505,544141865.352192,0,0 2026-10-31 12:43:52.498 - Main Thread -> Global GC Memory Delta: 2026-10-31 12:43:52.498 - Main Thread -> first frame (1505): 7287453096 2026-10-31 12:43:52.498 - Main Thread -> record frame (1596): 9033144400 2026-10-31 12:43:52.498 - Main Thread -> end frame (2138): 9229470232 2026-10-31 12:43:52.498 - Main Thread -> first - record delta (91 frames): 1745691304 2026-10-31 12:43:52.498 - Main Thread -> first - end (633 frames): 1942017136 2026-10-31 12:43:52.498 - Main Thread -> record - end (542 frames): 196325832 2026-10-31 12:43:52.498 - Main Thread -> Percentile frames: 2026-10-31 12:43:52.498 - Main Thread -> MEDIAN_FRAME,1738,1710,1736,1800,1647,1710,1596,1634,1710,1635,1825,452,1,196,299,279,279,1710 2026-10-31 12:43:52.498 - Main Thread -> PEAK_FRAME,1823,1822,1610,1811,1597,1678,1611,1683,1678,1598,1678,39,102,80,525,152,185,1678 2026-10-31 12:43:52.498 - Main Thread -> Peak MainThreadTime frames: 2026-10-31 12:43:52.499 - Main Thread -> Absolute 1811, 1598, 1599 2026-10-31 12:43:52.500 - Main Thread -> Relative 215, 2, 3 2026-10-31 12:43:52.500 - Main Thread -> Active Mission: None 2026-10-31 12:43:52.520 - Main Thread -> [Analytics] Sending bulk to behaviors-tnt-prod: 15 events (~11KB) 2026-10-31 12:43:52.523 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 25193) 2026-10-31 12:43:52.528 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 952) 2026-10-31 12:43:52.744 - Main Thread -> Character removed: 85:1 2026-10-31 12:43:52.744 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 952) 2026-10-31 12:43:52.835 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:43:52.836 - Main Thread -> Info: Deactivating ProceduralGeneratorClientSessionComponent 2026-10-31 12:43:52.859 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:43:52.867 - Main Thread -> [Session.Dispose] End 2026-10-31 12:43:52.867 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent done 2026-10-31 12:43:52.867 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:43:52.867 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:43:52.867 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:43:52.867 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent started 2026-10-31 12:43:52.867 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent done 2026-10-31 12:43:52.867 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:43:52.867 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:43:52.873 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 24266) 2026-10-31 12:43:52.876 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 433) 2026-10-31 12:43:53.002 - Main Thread -> Character removed: 84:1 2026-10-31 12:43:53.002 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 433) 2026-10-31 12:43:53.065 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:43:53.065 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:43:53.068 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:43:53.069 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:43:53.088 - Main Thread -> [Session.Dispose] End 2026-10-31 12:43:53.088 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:43:53.088 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:43:53.088 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242970376859, MaxPlayers 4, Type Private, JoinCode PG877BBK 2026-10-31 12:43:53.089 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:43:53.089 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:43:53.089 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:43:53.089 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:43:53.089 - Main Thread -> Configuring worker pool as: (workerCount: 14, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:43:53.089 - Main Thread -> Workers configured. 2026-10-31 12:43:53.089 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:43:53.089 - Main Thread -> LOADING_TIME|WorldStartup|852.6838 2026-10-31 12:43:53.089 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:43:53.089 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:43:53.090 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:43:53.111 - Main Thread -> Loading save Quick Start Survival 1 - version: 4.0.0.3165 2026-10-31 12:43:53.126 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:43:54.211 - Main Thread -> LOADING_TIME|WorldDeserialization|1084.036 2026-10-31 12:43:54.211 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:43:54.257 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|46.7458 2026-10-31 12:43:54.257 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:43:54.261 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:43:54.283 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:43:54.283 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:43:54.283 - Main Thread -> [World Seed Provider]: Using seed -1956356734. 2026-10-31 12:43:54.283 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:43:54.774 - Main Thread -> Character added: 1359:1 2026-10-31 12:43:54.861 - Main Thread -> LOADING_TIME|EntitySpawning|603.9662 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' WireItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ConsumableMedikitItemPrefab_ServerComposition SteelTube_ItemPrefab_ServerComposition GlassItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelTube_ItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition GlassItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition Grasshopper Depris PCU: 80 FTUE Crash Site Box 1 PCU: 5 Grasshopper Depris PCU: 150 Grasshopper Debris PCU: 25 Grasshopper PCU: 5041 FTUE Crash Site Box 2 PCU: 5 FTUE Container PCU: 95 FTUE Container PCU: 100 FTUE Mining Outpost A PCU: 4090 FTUE Container PCU: 100 Grasshopper Depris PCU: 241 Grasshopper Debris PCU: 40 Grasshopper Depris PCU: 155 Grasshopper Depris PCU: 5 Grasshopper Depris PCU: 150 FTUE Mining Outpost B PCU: 7699 2026-10-31 12:43:54.862 - Main Thread -> Info: Loading ManagedWorldArea: '' PistolMagazine Base_ServerComposition PistolItem Base_ServerComposition Colony Generic Container PCU: 100 RootedProjection_ServerComposition RootedProjection_ServerComposition Colony Generic Container PCU: 100 Colony Generic Container PCU: 100 The Barn - Elevator PCU: 452 The Barn - Gate 2 PCU: 116 The Barn - Gate 1 PCU: 116 Aquila PCU: 9087 AREV-E6 PCU: 8276 Colony Medical Habitat PCU: 879 FTUE Station PCU: 3824 The Barn PCU: 18471 Colony Habitat 2 PCU: 2206 Colony Habitat 3 PCU: 1958 Colony Habitat 1 PCU: 1059 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.863 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:43:54.944 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242970432561, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:43:54.944 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyMemberLimit 109775242970432561 4 2026-10-31 12:43:54.944 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyType 109775242970432561 k_ELobbyTypePrivate 2026-10-31 12:43:54.944 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyData 109775242970432561 code PG877BBK 2026-10-31 12:43:54.945 - Main Thread -> [GameServerNetworkingComponent] Ready for connection requests 2026-10-31 12:43:54.967 - Main Thread -> Sorting jobs for scene of 734 jobs with seed '0' 2026-10-31 12:43:55.012 - Main Thread -> [World Seed Provider]: Creating world seed for Client. Stable seed provider is False 2026-10-31 12:43:55.012 - Main Thread -> [World Seed Provider]: Using seed -1956356734. 2026-10-31 12:43:55.012 - Main Thread -> Scene: Client - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:43:55.016 - Main Thread -> VoxelObserverSessionComponent added with default {{Position: {X:6833.712407730603 Y:-15691.015848779869 Z:-273318.18723994115}}, {Orientation: {X:-0.3550345 Y:-0.0032954365 Z:0.67540354 W:0.64635116}}} 2026-10-31 12:43:55.074 - Main Thread -> LOADING_TIME|WorldTransitionToGame|250.00890000000004 2026-10-31 12:43:55.074 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|1984.843 2026-10-31 12:43:55.074 - Main Thread -> Spawning camera at {{Position: {X:6835.237122498536 Y:-15690.88750013132 Z:-273317.6705222092}}, {Orientation: {X:-0.28794977 Y:0.051466867 Z:0.6758097 W:0.6765481}}} 2026-10-31 12:43:55.080 - Main Thread -> [Analytics] Successfully sent 15 events to behaviors-tnt-prod, 11KB 2026-10-31 12:43:56.744 - Main Thread -> Character added: 1369:1 2026-10-31 12:43:56.881 - Main Thread -> [VoxelClientSyncLoadingSessionComponent] Start async init 2026-10-31 12:43:56.941 - Main Thread -> Configuring worker pool as: (workerCount: 13, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:43:56.941 - Main Thread -> Workers configured. 2026-10-31 12:43:57.143 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger DatapadInInventoryTrigger fired. Event: PlayerInventoryChangedEventComponent 2026-10-31 12:43:57.143 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition PlayerHasItemConditionComponent for AND 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger StartGridSpawn fired. Event: EntityEnteredAreaEventComponent 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition TriggeringEntityIsGridConditionComponent for AND 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger StartGridSpawn fired. Event: EntityEnteredAreaEventComponent 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition TriggeringEntityIsGridConditionComponent for AND 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4619:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4619:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4638:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4638:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4638:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4651:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4651:1 2026-10-31 12:43:57.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4651:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4652:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4652:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4652:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4654:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4654:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4660:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4660:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4666:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4666:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4676:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4676:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4687:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4687:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4729:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4729:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4757:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4757:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4785:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4785:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4785:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4805:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4806:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4806:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4806:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4807:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4807:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4807:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4813:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4813:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4813:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 4839:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 4839:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 4839:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: FloatingObject 16204:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: FloatingObject 16218:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: NoFTUEStart, entity: Character 1359:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Character 1359:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 3124:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 3124:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2427:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2699:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2699:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2699:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: PostCrashSiteRespawn, entity: Grid 2687:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2687:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 3167:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 3167:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 3167:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 12454:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2324:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2324:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2324:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 4039:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 4039:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 4039:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 4118:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 4118:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 4321:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 4321:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 4321:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 4428:1 2026-10-31 12:43:57.151 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 4428:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 8071:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 8071:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9004:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 9004:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10503:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 15516:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 15831:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 16203:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_77bd1ef4-ac76-4246-9d71-23ebd4e6d092, entity: Grid 684:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_77bd1ef4-ac76-4246-9d71-23ebd4e6d092, entity: Grid 676:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 715:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush2Area_82993b98-1b85-486e-ba07-035de44ce762, entity: Grid 709:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 709:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 726:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 3382:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 3382:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 3382:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 7794:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 7794:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnElevatorBottom, entity: Grid 7794:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Respawn, entity: Grid 11992:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: TradeTerminal, entity: Grid 11992:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: ContractTerminal, entity: Grid 11992:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: Grid 11992:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 13019:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 13019:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 12894:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush2Area_82993b98-1b85-486e-ba07-035de44ce762, entity: Grid 778:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_860ad916-8c3d-4185-a522-18d88faa8856, entity: Grid 778:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $SavePoint1_11af7a6a-e609-4bcc-ac96-40daaf85c8b3, entity: Grid 778:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $Ambush1Area_490a60d0-8218-480d-9e96-41cb9793c988, entity: Grid 778:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 799:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 956:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: $NPCSpawnArea_55a2ef02-f4fe-4b0d-a636-cdfddf57bc24, entity: Grid 877:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2138:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2138:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2138:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2160:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2160:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2160:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2237:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2237:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2237:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2297:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2297:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2297:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 4842:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 7354:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 7445:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 2122:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 2122:1 2026-10-31 12:43:57.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 2122:1 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (26:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (31:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (12207:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (15674:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (17874:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (736:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (32:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (496:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (3216:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (3253:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (3384:1) has no effect 2026-10-31 12:43:59.675 - Main Thread -> Info: Adding gravity to a kinematic body (3432:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (21739:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (21936:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (21996:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (804:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (21262:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (3151:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (25:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (124:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (38:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (21136:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (102:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (107:1) has no effect 2026-10-31 12:43:59.676 - Main Thread -> Info: Adding gravity to a kinematic body (1369:1) has no effect 2026-10-31 12:43:59.976 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > fetching new objectives data 2026-10-31 12:44:00.008 - Main Thread -> LOADING_TIME|WorkerPoolLoad|39.74468994140625 2026-10-31 12:44:00.008 - Main Thread -> LOADING_TIME|ClientSessionTime|2313.388229370117 2026-10-31 12:44:00.008 - Main Thread -> LOADING_TIME|ServerSessionTime|456.2985944747925 2026-10-31 12:44:00.008 - Main Thread -> LOADING_TIME|CLRStalls|4.522562026977539 2026-10-31 12:44:00.008 - Main Thread -> LOADING_TIME|GCMemoryTotal|3587983696 2026-10-31 12:44:00.008 - Main Thread -> STATS_RECORDING_LEGEND,FRAME,TIME,PROCESS,GCTOTAL,GCDELTA,AVAILABLEMEMORY 2026-10-31 12:44:00.008 - Main Thread -> STATS_RECORDING,2200,36.66652,103.6701525,3600967080,8224,Normal 2026-10-31 12:44:00.014 - Main Thread -> LOADING_TIME|Session|7791.7103 2026-10-31 12:44:00.017 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > done 2026-10-31 12:44:02.278 - Main Thread -> Pausing Scene Client. 2026-10-31 12:44:02.278 - In-Process Server Thread -> Pausing Scene Server. 2026-10-31 12:44:03.092 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Added] : MemLow 2026-10-31 12:44:08.524 - Main Thread -> Info: [UI] Showing Popup Dialog: Save Before Loading (Vanilla\MainMenuData\UI\Dialogs\SaveBeforeLoad.def) 2026-10-31 12:44:10.258 - Main Thread -> LoadGameAsync save:Welcome To Verdure 1 saveBackup:.autosaves\229 mods: 2026-10-31 12:44:12.211 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:44:12.225 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:44:12.227 - Main Thread -> Resuming Scene Client. 2026-10-31 12:44:12.227 - In-Process Server Thread -> Resuming Scene Server. 2026-10-31 12:44:12.635 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:44:12.671 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:44:12.671 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:44:12.671 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:44:12.671 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent started 2026-10-31 12:44:12.671 - Main Thread -> [Session.Dispose] Begin - Scene: Client 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MEDIAN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MEDIAN,21994430464,3604910832,16400,2.3000998497,0.1371999979,137164,0.3546287715,12.3553829193,0,0,0,16.6657,4.4577,16.6548,13521760256,15033749504,66.5625,0 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_PEAKS_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_PEAKS,22285807616,3845661992,533944,8.64220047,1.7747000456,137164,12.6236009598,47.5333328247,0,0.083600007,0,16.7855,10.7377,20.9923,13542141952,15033749504,66.5625,0 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_AVERAGE_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_AVERAGE,22091283182.5093,3642070410.93168,1519159.20496894,3.020039789,0.3775198707,137164,2.7222791047,15.5334410016,0,0.0069714283,0.0012099379,16.6885061438,4.9019532026,16.7336805229,13490895643.1059,15033749504,66.5625,0 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MAX_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MAX,22285815808,3845686664,237443784,70.6517028809,30.3377990723,137164,14.0229253769,56.486328125,0,0.8222999573,0.1948000044,33.3799,31.7209,37.4976,13579599872,15033749504,66.5625,0 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MIN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_MIN,21969719296,3600967080,0,0.2474999875,0.0451999977,137164,0.0445968509,5.6011867523,0,0,0,10.6732,3.6225,10.6536,13241778176,15033749504,66.5625,0 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_STANDARD_DEVIATION_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:44:12.672 - Main Thread -> AGGREGATE_STANDARD_DEVIATION,118802947.697893,87223987.3587576,18651675.9075114,5.5207288932,2.3812689053,0,3.747842538,9.2106801852,0,0.0665400088,0.0153046386,0.9039440391,1.7196272623,1.5908671935,83211125.8341231,NaN,0,0 2026-10-31 12:44:12.672 - Main Thread -> Global GC Memory Delta: 2026-10-31 12:44:12.672 - Main Thread -> first frame (2162): 10468490416 2026-10-31 12:44:12.672 - Main Thread -> record frame (2200): 10759162760 2026-10-31 12:44:12.672 - Main Thread -> end frame (2862): 11003747392 2026-10-31 12:44:12.672 - Main Thread -> first - record delta (38 frames): 290672344 2026-10-31 12:44:12.672 - Main Thread -> first - end (700 frames): 535256976 2026-10-31 12:44:12.672 - Main Thread -> record - end (662 frames): 244584632 2026-10-31 12:44:12.672 - Main Thread -> Percentile frames: 2026-10-31 12:44:12.672 - Main Thread -> MEDIAN_FRAME,2260,2281,2231,2254,2244,2280,2291,2256,2280,2360,2360,376,211,306,313,382,382,2280 2026-10-31 12:44:12.672 - Main Thread -> PEAK_FRAME,2358,2358,2317,2202,2202,2257,2354,2338,2257,2256,2257,731,731,720,233,253,253,2257 2026-10-31 12:44:12.672 - Main Thread -> Peak MainThreadTime frames: 2026-10-31 12:44:12.672 - Main Thread -> Absolute 2202, 2336 2026-10-31 12:44:12.672 - Main Thread -> Relative 2, 136 2026-10-31 12:44:12.672 - Main Thread -> Active Mission: None 2026-10-31 12:44:12.674 - Main Thread -> [Analytics] Sending bulk to behaviors-tnt-prod: 1 events (~0KB) 2026-10-31 12:44:12.675 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 25192) 2026-10-31 12:44:12.681 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 951) 2026-10-31 12:44:12.866 - Main Thread -> Character removed: 1369:1 2026-10-31 12:44:12.867 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 951) 2026-10-31 12:44:12.935 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:44:12.936 - Main Thread -> Info: Deactivating ProceduralGeneratorClientSessionComponent 2026-10-31 12:44:12.944 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:44:12.952 - Main Thread -> [Session.Dispose] End 2026-10-31 12:44:12.952 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent done 2026-10-31 12:44:12.952 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:44:12.952 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:44:12.952 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:44:12.952 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent started 2026-10-31 12:44:12.952 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent done 2026-10-31 12:44:12.952 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:44:12.952 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:44:12.954 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 24265) 2026-10-31 12:44:12.958 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 433) 2026-10-31 12:44:13.080 - Main Thread -> Character removed: 1359:1 2026-10-31 12:44:13.080 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 433) 2026-10-31 12:44:13.143 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:44:13.143 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:44:13.145 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:44:13.146 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:44:13.171 - Main Thread -> [Session.Dispose] End 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:44:13.171 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242970432561, MaxPlayers 4, Type Private, JoinCode PG877BBK 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:44:13.171 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:44:13.171 - Main Thread -> Configuring worker pool as: (workerCount: 14, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:44:13.172 - Main Thread -> Workers configured. 2026-10-31 12:44:13.172 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:44:13.172 - Main Thread -> LOADING_TIME|WorldStartup|946.6747 2026-10-31 12:44:13.172 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:44:13.172 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:44:13.172 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:44:13.198 - Main Thread -> Loading save Welcome To Verdure 1_2 - version: 4.0.0.3165 2026-10-31 12:44:13.211 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:44:14.380 - Main Thread -> LOADING_TIME|WorldDeserialization|1169.0173 2026-10-31 12:44:14.380 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:44:14.866 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|485.8577 2026-10-31 12:44:14.866 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:44:14.869 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:44:14.891 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:44:14.891 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:44:14.891 - Main Thread -> [World Seed Provider]: Using seed -81753148. 2026-10-31 12:44:14.891 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:44:15.431 - Main Thread -> Character added: 809:1 2026-10-31 12:44:15.433 - Main Thread -> Character added: 813:1 2026-10-31 12:44:15.433 - Main Thread -> Character added: 909:1 2026-10-31 12:44:15.433 - Main Thread -> Character added: 914:1 2026-10-31 12:44:15.433 - Main Thread -> Character added: 915:1 2026-10-31 12:44:15.445 - Main Thread -> Character added: 1554:1 2026-10-31 12:44:15.513 - Main Thread -> Character added: 15741:1 2026-10-31 12:44:15.514 - Main Thread -> Character added: 15821:1 2026-10-31 12:44:15.514 - Main Thread -> Character added: 15908:1 2026-10-31 12:44:15.514 - Main Thread -> Character added: 16209:1 2026-10-31 12:44:15.514 - Main Thread -> Character added: 16300:1 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=809:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=813:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=909:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=914:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=915:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.572 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=15741:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=15821:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=15908:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16209:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=16300:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:44:15.601 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:44:15.602 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(Keen.VRage.Core.Game.Systems.IEntitySpawner, Keen.VRage.Core.Game.Systems.EntityBundle, Keen.VRage.Core.Game.Systems.EntityPruner, bool) has thrown an Exception. 2026-10-31 12:44:15.602 - Main Thread -> Info: Unawaited exception: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) 2026-10-31 12:44:15.602 - Main Thread -> LOADING_TIME|EntitySpawning|736.3453 2026-10-31 12:44:15.602 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:44:15.602 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:44:15.602 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:44:15.602 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:44:15.602 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 34384) 2026-10-31 12:44:15.607 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 417) 2026-10-31 12:44:15.658 - Main Thread -> Character removed: 1554:1 2026-10-31 12:44:15.714 - Main Thread -> Character removed: 809:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 813:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 909:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 914:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 915:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 15741:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 15821:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 15908:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 16209:1 2026-10-31 12:44:15.715 - Main Thread -> Character removed: 16300:1 2026-10-31 12:44:15.733 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 417) 2026-10-31 12:44:15.734 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-69] should exist. RefCounter: 12 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.734 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-11, Z:-81] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.734 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-10, Z:-81] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-10, Z:-81] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:4, Y:-10, Z:-80] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-68] should exist. RefCounter: 20 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-69] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-5, Z:-67] should exist. RefCounter: 30 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.735 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-67] should exist. RefCounter: 20 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.736 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-12, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.736 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-12, Z:-77] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.736 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-13, Z:-78] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.736 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-13, Z:-76] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.736 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-12, Z:-76] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.737 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-13, Z:-76] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.737 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-12, Z:-76] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.737 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-42, Z:-76] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.737 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-41, Z:-77] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.737 - Main Thread -> Assertion Failure: EntitySector [X:6, Y:-40, Z:-73] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.738 - Main Thread -> Assertion Failure: EntitySector [X:5, Y:-40, Z:-71] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.738 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-39, Z:-72] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.738 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-39, Z:-74] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.738 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-39, Z:-73] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.738 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-72] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-74] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-73] should exist. RefCounter: 4 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-39, Z:-72] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-39, Z:-73] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-38, Z:-73] should exist. RefCounter: 4 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.739 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-38, Z:-74] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.740 - Main Thread -> Assertion Failure: EntitySector [X:9, Y:-38, Z:-72] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.740 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-38, Z:-89] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.740 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-39, Z:-89] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.740 - Main Thread -> Assertion Failure: EntitySector [X:8, Y:-37, Z:-88] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:44:15.802 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:44:15.802 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:44:25.841 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:25.841 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:25.841 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:25.841 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:25.841 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:25.842 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:25.842 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:26.847 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:26.847 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:26.847 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:26.847 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:26.847 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:26.848 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:26.848 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:27.852 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:27.852 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:27.852 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:27.852 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:27.852 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:27.852 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:27.852 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:28.856 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:28.856 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:28.856 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:28.856 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:28.856 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:28.856 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:28.856 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:29.861 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:29.861 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:29.861 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:29.861 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:29.861 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:29.861 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:29.861 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:30.865 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:30.865 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:30.865 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:30.865 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:30.865 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:30.865 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:30.865 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:31.870 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:31.870 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:31.870 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:31.870 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:31.870 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:31.870 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:31.870 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:32.872 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:32.872 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:32.872 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:32.872 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:32.872 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:32.872 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:32.872 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:33.876 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:33.876 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:33.877 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:33.877 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:33.877 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:33.877 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:33.877 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:34.882 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:34.882 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:34.882 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:34.882 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:34.882 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:34.882 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:34.882 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:35.887 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:35.887 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:35.887 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:35.887 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:35.887 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:35.887 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:35.887 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:36.892 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:36.892 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:36.892 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:36.892 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:36.892 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:36.892 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:36.892 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:37.897 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:37.897 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:37.897 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:37.897 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:37.898 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:37.898 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:37.898 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:38.902 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:38.902 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:38.902 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:38.902 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:38.902 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:38.902 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:38.902 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:39.908 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:39.908 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:39.908 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:39.908 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:39.908 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:39.908 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:39.908 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:40.914 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:40.914 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:40.914 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:40.914 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:40.914 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:40.914 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:40.914 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:41.918 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:41.918 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:41.918 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:41.918 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:41.918 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:41.918 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:41.918 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:42.922 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:42.922 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:42.922 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:42.922 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:42.922 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:42.922 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:42.922 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:43.927 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:43.927 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:43.927 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:43.927 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:43.927 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:43.927 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:43.927 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:44.933 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:44.933 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:44.933 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:44.933 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:44.933 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:44.933 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:44.933 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:45.939 - Main Thread -> Logging outstanding tasks 2026-10-31 12:44:45.939 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:45.939 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:44:45.939 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:44:45.939 - Main Thread -> Logging engine continuation queue 2026-10-31 12:44:45.939 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:44:45.939 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:44:46.039 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:44:46.040 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:44:46.053 - Main Thread -> [Session.Dispose] End 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:44:46.053 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:44:46.053 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Keen.VRage.DCS.Builders.EntityBuilder?, Keen.VRage.DCS.Builders.EntityBuilder?) has thrown an Exception. 2026-10-31 12:44:46.054 - Main Thread -> Info: Unawaited exception: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) 2026-10-31 12:44:46.054 - Main Thread -> LOADING_TIME|WorldTransitionToGame|30490.7874 2026-10-31 12:44:46.054 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|32882.0739 2026-10-31 12:44:46.054 - Main Thread -> Error: Loading of save 'Welcome To Verdure 1' ended with exception. 2026-10-31 12:44:46.054 - Main Thread -> Exception occurred: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.BuildAndRunLocalGame(Boolean buildDefaultObjects, Boolean isMission, Nullable`1 saveToLoad, Nullable`1 backupId, String overrideDisplayName, ModList overrideModList, Boolean detachFromSaveContainer) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.LoadGameAsync(WorldLoadArgs args) 2026-10-31 12:44:46.054 - Main Thread -> InnerException: 2026-10-31 12:44:46.054 - Main Thread -> Exception occurred: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) 2026-10-31 12:44:46.054 - Main Thread -> LOADING_TIME|Session|33843.4648 2026-10-31 12:44:46.054 - Main Thread -> Info: [UI] Showing Popup Dialog: Loading Failed (Vanilla\MainMenuData\UI\Dialogs\LoadingFailed.def) 2026-10-31 12:44:46.060 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242970434639, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:44:46.061 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242970434639, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:44:46.063 - Main Thread -> [Analytics] Successfully sent 1 events to behaviors-tnt-prod, 0KB 2026-10-31 12:44:46.110 - Main Thread -> Stream Analytics_UnsentEvents.vrpt is not readable or seekable for recovery. 2026-10-31 12:44:48.265 - Main Thread -> ResolveFailedLoading - requesting return to main menu 2026-10-31 12:44:48.265 - Main Thread -> GameAppComponent.Disconnect() - BEGIN 2026-10-31 12:44:48.265 - Main Thread -> GameAppComponent.TransitionToMainMenu() - START 2026-10-31 12:44:48.265 - Main Thread -> TransitionToMenu listener activated: LoadStatsLoggerComponent 2026-10-31 12:44:48.265 - Main Thread -> LOADING_BEGIN|ReturnToMenu 2026-10-31 12:44:48.265 - Main Thread -> TransitionToMenu listener activated: SharedUIComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: EarlyAccessUIComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: MinimumHardwareRequirementsComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: BatteryPowerWarningComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: RenderPresetReDetectionComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: AudioTransitionComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: SetupAnalyticsComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: WatchdogTransitionComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: WorldLoadedNotifierComponent 2026-10-31 12:44:48.266 - Main Thread -> TransitionToMenu listener activated: GameStreamingSetupComponent 2026-10-31 12:44:48.266 - Main Thread -> Waiting for menu screen texture to be ready. 2026-10-31 12:44:48.266 - Main Thread -> GameAppComponent.TransitionToMainMenu() - StartOfTransitionDelay 2026-10-31 12:44:48.512 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfTransitionDelay 2026-10-31 12:44:48.513 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:44:48.513 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:44:48.513 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:44:48.513 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:44:48.513 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:44:48.529 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfUiLoading 2026-10-31 12:44:48.549 - Main Thread -> GameAppComponent.TransitionToMainMenu() - WaitForPinning 2026-10-31 12:44:48.798 - Main Thread -> LOADING_TIME|ReturnToMenu|532.4499 2026-10-31 12:44:48.798 - Main Thread -> GameAppComponent.Disconnect() - END 2026-10-31 12:44:51.457 - Window thread -> [GameWindow] OnDeactivate 2026-10-31 12:44:53.118 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Removed] : MemLow 2026-10-31 12:47:03.187 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Added] : MemLow 2026-10-31 12:47:18.197 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Removed] : MemLow 2026-10-31 12:47:18.197 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Added] : MemCritical 2026-10-31 12:47:28.200 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Removed] : MemCritical 2026-10-31 12:47:28.200 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Added] : MemLow 2026-10-31 12:48:33.232 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Removed] : MemLow 2026-10-31 12:48:33.232 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Added] : MemCritical 2026-10-31 12:50:18.014 - Window thread -> [GameWindow] OnActivated 2026-10-31 12:50:26.884 - Main Thread -> LoadGameAsync save:Welcome To Verdure 1 saveBackup:.backups\261025-220302-672_0 mods: 2026-10-31 12:50:28.441 - Main Thread -> Info: [UI] Showing Popup Dialog: Open External Link (Vanilla\MainMenuData\UI\Dialogs\UrlWarningDialog.def) 2026-10-31 12:50:28.476 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:50:28.482 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:50:28.847 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:50:28.882 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:50:28.882 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent started 2026-10-31 12:50:28.882 - Main Thread -> Destructor of entity's Main Menu component MainMenuComponent done 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:50:28.882 - Main Thread -> LOADING_TIME|WorldStartup|400.4547 2026-10-31 12:50:28.882 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:50:28.882 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:50:28.882 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:50:28.904 - Main Thread -> Loading save Welcome To Verdure 1_7 - version: 4.0.0.3159 2026-10-31 12:50:28.919 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:50:29.585 - Main Thread -> LOADING_TIME|WorldDeserialization|666.0406 2026-10-31 12:50:29.585 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:50:29.632 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|47.0665 2026-10-31 12:50:29.632 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:50:29.635 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:50:29.658 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:50:29.658 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:50:29.658 - Main Thread -> [World Seed Provider]: Using seed -81753148. 2026-10-31 12:50:29.658 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:50:30.085 - Main Thread -> Character added: 727:1 2026-10-31 12:50:30.086 - Main Thread -> Character added: 756:1 2026-10-31 12:50:30.086 - Main Thread -> Character added: 909:1 2026-10-31 12:50:30.086 - Main Thread -> Character added: 917:1 2026-10-31 12:50:30.086 - Main Thread -> Character added: 921:1 2026-10-31 12:50:30.089 - Main Thread -> Character added: 1161:1 2026-10-31 12:50:30.148 - Main Thread -> Character added: 11327:1 2026-10-31 12:50:30.149 - Main Thread -> Character added: 11352:1 2026-10-31 12:50:30.149 - Main Thread -> Character added: 11408:1 2026-10-31 12:50:30.149 - Main Thread -> Character added: 11515:1 2026-10-31 12:50:30.149 - Main Thread -> Character added: 11723:1 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=727:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=756:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=909:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=917:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=921:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.156 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=11327:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=11352:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=11408:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=11515:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=11723:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:30.178 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:30.178 - Main Thread -> LOADING_TIME|EntitySpawning|546.4361 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' FTUE Cave Light PCU: 115 FTUE Drop Pod PCU: 1376 FTUE Cave PCU: 1123 FTUE Cave Platform PCU: 852 FTUE Cave Debris PCU: 15 FTUE Cave 2 PCU: 1040 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition GlassItemPrefab_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition ElectronicPartsItem Base_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition SteelPlateItemPrefab_ServerComposition Grasshopper Depris PCU: 80 FTUE Crash Site Box 1 PCU: 5 FTUE Crash Site Box 2 PCU: 5 FTUE Container PCU: 95 FTUE Container PCU: 100 FTUE Mining Outpost A PCU: 4080 FTUE Container PCU: 100 Grasshopper Debris PCU: 40 FTUE Mining Outpost B PCU: 6387 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' Colony Generic Container PCU: 90 RootedProjection_ServerComposition RootedProjection_ServerComposition Colony Generic Container PCU: 90 The Barn - Elevator PCU: 452 The Barn - Gate 2 PCU: 116 The Barn - Gate 1 PCU: 116 FTUE Station PCU: 3824 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.179 - Main Thread -> Info: Loading ManagedWorldArea: '' 2026-10-31 12:50:30.242 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242971120677, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:50:30.242 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyMemberLimit 109775242971120677 4 2026-10-31 12:50:30.242 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyType 109775242971120677 k_ELobbyTypePrivate 2026-10-31 12:50:30.242 - Main Thread -> [SteamGameSessionsEngineComponent] SetLobbyData 109775242971120677 code MJRH96QX 2026-10-31 12:50:30.242 - Main Thread -> [GameServerNetworkingComponent] Ready for connection requests 2026-10-31 12:50:30.267 - Main Thread -> Sorting jobs for scene of 734 jobs with seed '0' 2026-10-31 12:50:30.310 - Main Thread -> [World Seed Provider]: Creating world seed for Client. Stable seed provider is False 2026-10-31 12:50:30.310 - Main Thread -> [World Seed Provider]: Using seed -81753148. 2026-10-31 12:50:30.310 - Main Thread -> Scene: Client - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:50:30.313 - Main Thread -> VoxelObserverSessionComponent added with default {{Position: {X:6833.712309911931 Y:-15691.015459032547 Z:-273318.18707075337}}, {Orientation: {X:-0.6555136 Y:0.40501022 Z:0.41462445 W:0.4841025}}} 2026-10-31 12:50:30.369 - Main Thread -> LOADING_TIME|WorldTransitionToGame|227.58859999999981 2026-10-31 12:50:30.369 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|1487.187 2026-10-31 12:50:30.369 - Main Thread -> Spawning camera at {{Position: {X:6875.050915018359 Y:-15764.284143099818 Z:-273353.52657815674}}, {Orientation: {X:0.42785472 Y:-0.5511364 Z:0.59763366 W:0.39499754}}} 2026-10-31 12:50:31.320 - Main Thread -> Character added: 3317:1 2026-10-31 12:50:31.329 - Main Thread -> Character added: 3320:1 2026-10-31 12:50:31.335 - Main Thread -> Character added: 3389:1 2026-10-31 12:50:31.340 - Main Thread -> Character added: 3390:1 2026-10-31 12:50:31.345 - Main Thread -> Character added: 4134:1 2026-10-31 12:50:31.351 - Main Thread -> Character added: 4216:1 2026-10-31 12:50:31.451 - Main Thread -> Character added: 10474:1 2026-10-31 12:50:31.458 - Main Thread -> Character added: 10497:1 2026-10-31 12:50:31.463 - Main Thread -> Character added: 10479:1 2026-10-31 12:50:31.468 - Main Thread -> Character added: 10520:1 2026-10-31 12:50:31.473 - Main Thread -> Character added: 10555:1 2026-10-31 12:50:31.514 - Main Thread -> [VoxelClientSyncLoadingSessionComponent] Start async init 2026-10-31 12:50:31.564 - Main Thread -> Configuring worker pool as: (workerCount: 13, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:50:31.564 - Main Thread -> Workers configured. 2026-10-31 12:50:32.133 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger VallationStation fired. Event: PlayerInventoryChangedEventComponent 2026-10-31 12:50:32.133 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition PlayerHasItemConditionComponent for AND 2026-10-31 12:50:32.133 - In-Process Server Thread -> Info: {Mission} {Trigger} Trigger VallationStation fired. Event: PlayerInventoryChangedEventComponent 2026-10-31 12:50:32.133 - In-Process Server Thread -> Info: {Mission} {Trigger} - First failed condition PlayerHasItemConditionComponent for AND 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 3362:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 3362:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 3362:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 3368:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 3368:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: FloatingObject 3950:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 6121:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 6121:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: FloatingObject 9458:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: FloatingObject 10016:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: FloatingObject 10029:1 2026-10-31 12:50:32.150 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: FloatingObject 10073:1 2026-10-31 12:50:32.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8424:1 2026-10-31 12:50:32.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8424:1 2026-10-31 12:50:32.152 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8429:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8429:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8433:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8433:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8438:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8438:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8445:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8445:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8464:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8464:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8447:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8447:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8451:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8451:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 8455:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8455:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8455:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: FloatingObject 8459:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: FloatingObject 8459:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: FloatingObject 8459:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Character 1161:1 2026-10-31 12:50:32.153 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Character 1161:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9196:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9480:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10086:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3714:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3976:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 4165:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 5503:1 2026-10-31 12:50:32.154 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 5503:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 5694:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 5694:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 5789:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 5789:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 6016:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 6016:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9466:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9745:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9880:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10006:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10112:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1508:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 2141:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 2319:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 2622:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 2968:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1170:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 1170:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1180:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 1180:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1191:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnElevatorBottom, entity: Grid 1191:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 8337:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 8337:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 8337:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 8411:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 8411:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10579:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 10579:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10786:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 10786:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1940:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: PostCaveRespawn, entity: Grid 3393:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3393:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: JetpackProgressTriggerArea1, entity: Grid 3393:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: DpCrateArea, entity: Grid 3396:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BatteryCave, entity: Grid 3396:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3396:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3526:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Start, entity: Grid 3526:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: DpCrateArea, entity: Grid 4335:1 2026-10-31 12:50:32.155 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 4335:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 6196:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: PostCrashSiteRespawn, entity: Grid 6612:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 6612:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 6992:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 6992:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 6992:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 7720:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 7720:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 8236:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 8236:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 8236:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Respawn, entity: Grid 3365:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: TradeTerminal, entity: Grid 3365:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: ContractTerminal, entity: Grid 3365:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Outpost, entity: Grid 3365:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrouchHintTriggerArea, entity: Grid 3389:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: DpCrateArea, entity: Grid 3389:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BatteryCave, entity: Grid 3389:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3389:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 4589:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 4589:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 4589:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Cave, entity: Grid 3386:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSite, entity: Grid 6160:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteNPCs, entity: Grid 6160:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: CrashSiteCombatWarning, entity: Grid 6160:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 8471:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 8484:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 9576:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1178:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 1185:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 1185:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnElevatorBottom, entity: Grid 1185:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: BarnNPCs, entity: Grid 10134:1 2026-10-31 12:50:32.156 - In-Process Server Thread -> Info: {Mission} {Area} Entity entered area: Aquila, entity: Grid 10134:1 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4160:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4163:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (5946:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6008:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6044:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6095:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6127:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6152:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6190:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6894:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (7132:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (7246:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (7514:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (8174:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10470:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4361:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4384:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4221:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4220:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4298:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6639:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (6730:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (9975:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10421:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1143:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1150:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1887:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1108:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (248:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4299:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4392:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4404:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4307:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1437:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1355:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (1462:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3179:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3275:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (2968:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4218:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (9898:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4216:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3317:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3320:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3389:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (3390:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (4134:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10474:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10497:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10479:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10520:1) has no effect 2026-10-31 12:50:34.387 - Main Thread -> Info: Adding gravity to a kinematic body (10555:1) has no effect 2026-10-31 12:50:34.641 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > fetching new objectives data 2026-10-31 12:50:34.665 - Main Thread -> LOADING_TIME|WorkerPoolLoad|43.772979736328125 2026-10-31 12:50:34.665 - Main Thread -> LOADING_TIME|ClientSessionTime|2624.4032306671143 2026-10-31 12:50:34.665 - Main Thread -> LOADING_TIME|ServerSessionTime|873.080605506897 2026-10-31 12:50:34.665 - Main Thread -> LOADING_TIME|CLRStalls|102.22587013244629 2026-10-31 12:50:34.665 - Main Thread -> LOADING_TIME|GCMemoryTotal|2404520032 2026-10-31 12:50:34.665 - Main Thread -> STATS_RECORDING_LEGEND,FRAME,TIME,PROCESS,GCTOTAL,GCDELTA,AVAILABLEMEMORY 2026-10-31 12:50:34.665 - Main Thread -> STATS_RECORDING,23362,389.3651092,498.3275701,2418359640,0,Low 2026-10-31 12:50:34.725 - Main Thread -> LOADING_TIME|Session|6248.2363 2026-10-31 12:50:34.736 - Main Thread -> Info: [MissionObjectives] GetObjectiveDataAndRefresh > done 2026-10-31 12:50:36.953 - Main Thread -> Pausing Scene Client. 2026-10-31 12:50:36.953 - In-Process Server Thread -> Pausing Scene Server. 2026-10-31 12:50:42.169 - Main Thread -> Info: [UI] Showing Popup Dialog: Save Before Loading (Vanilla\MainMenuData\UI\Dialogs\SaveBeforeLoad.def) 2026-10-31 12:50:43.902 - Main Thread -> LoadGameAsync save:Welcome To Verdure 1 saveBackup:.backups\261026-215920-681_0 mods: 2026-10-31 12:50:45.463 - Main Thread -> LOADING_BEGIN|Session 2026-10-31 12:50:45.478 - Main Thread -> LOADING_BEGIN|WorldStartup 2026-10-31 12:50:45.480 - Main Thread -> Resuming Scene Client. 2026-10-31 12:50:45.480 - In-Process Server Thread -> Resuming Scene Server. 2026-10-31 12:50:45.869 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence begin 2026-10-31 12:50:45.905 - Main Thread -> GameAppComponent.TransitionToGame() - RendererIsFullyInitializedFence end 2026-10-31 12:50:45.905 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:50:45.905 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:50:45.905 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent started 2026-10-31 12:50:45.905 - Main Thread -> [Session.Dispose] Begin - Scene: Client 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MEDIAN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MEDIAN,23253291008,2433922592,24600,2.1775000095,0.1533000022,118097,1.8548835516,14.0066251755,0,0,0,16.6669,4.8309,16.6502,13518327808,15068852224,66.09375,0 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_PEAKS_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_PEAKS,23537848320,2664862560,894440,13.0866003036,4.0343999863,118097,11.9566383362,46.6571884155,0,2.7832999229,0,19.2869,10.7438,19.8883,13529616384,15068852224,66.5625,0 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_AVERAGE_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_AVERAGE,23285096049.039,2468537148.83117,1599742.80519481,2.9388863661,0.5467512984,118097,2.9049641386,15.5659748889,0,0.1166584414,0.0016305195,16.7854388724,5.4332928783,16.735428635,13475368789.8398,15068852224,65.709384273,0 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MAX_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MAX,23537864704,2664879008,228357520,18.9351997375,22.6464996338,118097,13.2262010574,53.3258666992,0,4.9335999489,0.2511000037,33.3778,22.9013,41.861,13571543040,15068852224,66.5625,0 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MIN_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_MIN,23153524736,2418359640,0,0.175999999,0.0496999994,118097,0.1385165751,6.2348437309,0,0,0,9.7193,3.932,13.0739,13186285568,15068852224,62.1875,0 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_STANDARD_DEVIATION_LEGEND,ProcessMemoryTotal,GCMemoryTotal,GCMemoryDelta,MainThreadTime,UITime,PCUCount,WorkerPoolLoad,CPULoad,GCStalls,JITStalls,AsyncStalls,FrameTime,RenderThreadTime,GPUTime,GPUMemoryUsed,GPUMemoryBudget,ScreenScaling,CacheMisses 2026-10-31 12:50:45.905 - Main Thread -> AGGREGATE_STANDARD_DEVIATION,110042955.485,84362036.4389181,18340224.386219,2.4083601368,2.0092731464,0,2.7336123347,7.9418736837,0,0.6029605533,0.0201684124,1.519079478,1.7300616144,1.5686721769,83118846.7508801,NaN,1.0757415974,0 2026-10-31 12:50:45.905 - Main Thread -> Global GC Memory Delta: 2026-10-31 12:50:45.905 - Main Thread -> first frame (23341): 13101506544 2026-10-31 12:50:45.905 - Main Thread -> record frame (23362): 13442983888 2026-10-31 12:50:45.905 - Main Thread -> end frame (23957): 13689344280 2026-10-31 12:50:45.905 - Main Thread -> first - record delta (21 frames): 341477344 2026-10-31 12:50:45.905 - Main Thread -> first - end (616 frames): 587837736 2026-10-31 12:50:45.905 - Main Thread -> record - end (595 frames): 246360392 2026-10-31 12:50:45.905 - Main Thread -> Percentile frames: 2026-10-31 12:50:45.905 - Main Thread -> MEDIAN_FRAME,23431,23438,23443,23431,23474,23438,23435,23451,23438,23515,23515,11,396,204,544,336,522,23438 2026-10-31 12:50:45.905 - Main Thread -> PEAK_FRAME,23487,23513,23396,23364,23396,23417,23468,23494,23417,23370,23417,13,4,654,325,224,594,23417 2026-10-31 12:50:45.905 - Main Thread -> Peak MainThreadTime frames: 2026-10-31 12:50:45.905 - Main Thread -> Absolute 23364, 23492 2026-10-31 12:50:45.905 - Main Thread -> Relative 2, 130 2026-10-31 12:50:45.905 - Main Thread -> Active Mission: None 2026-10-31 12:50:45.906 - Main Thread -> [Analytics] Sending bulk to behaviors-tnt-prod: 4 events (~3KB) 2026-10-31 12:50:45.907 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 20805) 2026-10-31 12:50:45.911 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 1293) 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 10497:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 10520:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 10474:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 10555:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 10479:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 3317:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 4134:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 3389:1 2026-10-31 12:50:46.080 - Main Thread -> Character removed: 3390:1 2026-10-31 12:50:46.081 - Main Thread -> Character removed: 3320:1 2026-10-31 12:50:46.084 - Main Thread -> Character removed: 4216:1 2026-10-31 12:50:46.084 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 1293) 2026-10-31 12:50:46.145 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:50:46.145 - Main Thread -> Info: Deactivating ProceduralGeneratorClientSessionComponent 2026-10-31 12:50:46.153 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:50:46.160 - Main Thread -> [Session.Dispose] End 2026-10-31 12:50:46.160 - Main Thread -> Destructor of entity's Game Client component WorldSessionComponent done 2026-10-31 12:50:46.160 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:50:46.160 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:50:46.160 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:50:46.160 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent started 2026-10-31 12:50:46.160 - Main Thread -> Destructor of entity's Game Server component GameServerNetworkingComponent done 2026-10-31 12:50:46.160 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:50:46.160 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:50:46.161 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 19905) 2026-10-31 12:50:46.164 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 786) 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 917:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 11723:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 11327:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 921:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 11515:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 909:1 2026-10-31 12:50:46.272 - Main Thread -> Character removed: 11408:1 2026-10-31 12:50:46.273 - Main Thread -> Character removed: 11352:1 2026-10-31 12:50:46.273 - Main Thread -> Character removed: 727:1 2026-10-31 12:50:46.273 - Main Thread -> Character removed: 756:1 2026-10-31 12:50:46.277 - Main Thread -> Character removed: 1161:1 2026-10-31 12:50:46.277 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 786) 2026-10-31 12:50:46.351 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:50:46.352 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:50:46.354 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:50:46.355 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:50:46.375 - Main Thread -> [Session.Dispose] End 2026-10-31 12:50:46.375 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:50:46.375 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:50:46.375 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242971120677, MaxPlayers 4, Type Private, JoinCode MJRH96QX 2026-10-31 12:50:46.376 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:50:46.376 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:50:46.376 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:50:46.376 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:50:46.376 - Main Thread -> Configuring worker pool as: (workerCount: 14, highPriorityBias: 0, forceSynchronousExecution: False) 2026-10-31 12:50:46.376 - Main Thread -> Workers configured. 2026-10-31 12:50:46.376 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:50:46.376 - Main Thread -> LOADING_TIME|WorldStartup|898.0996 2026-10-31 12:50:46.376 - Main Thread -> LOADING_BEGIN|WorldTransitionToGame 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:50:46.376 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:50:46.377 - Main Thread -> [SteamGameSessionsEngineComponent] Creating hosted session SessionInfo { } 2026-10-31 12:50:46.398 - Main Thread -> Loading save Welcome To Verdure 1_7 - version: 4.0.0.3165 2026-10-31 12:50:46.409 - Main Thread -> LOADING_BEGIN|WorldDeserialization 2026-10-31 12:50:47.570 - Main Thread -> LOADING_TIME|WorldDeserialization|1161.1418 2026-10-31 12:50:47.570 - Main Thread -> LOADING_BEGIN|SessionComponentDeserialization 2026-10-31 12:50:47.618 - Main Thread -> LOADING_TIME|SessionComponentDeserialization|47.2811 2026-10-31 12:50:47.618 - Main Thread -> LOADING_BEGIN|EntitySpawning 2026-10-31 12:50:47.621 - Main Thread -> Sorting jobs for scene of 753 jobs with seed '0' 2026-10-31 12:50:47.643 - Main Thread -> Info: [NetworkIdMapper] Add 0 <-> 0:1 SessionComponents [Type: Keen.VRage.DCS.Components.Entity]] 2026-10-31 12:50:47.643 - Main Thread -> [World Seed Provider]: Creating world seed for Server. Stable seed provider is False 2026-10-31 12:50:47.643 - Main Thread -> [World Seed Provider]: Using seed -81753148. 2026-10-31 12:50:47.643 - Main Thread -> Scene: Server - Using serialized generator: f9f1aee1-8280-4880-b7f6-c8f92928c8dd : Vanilla\Procedural\VS2_3\System\Data\ProceduralGenerationDataDefinition-2-3.def 2026-10-31 12:50:48.334 - Main Thread -> Character added: 725:1 2026-10-31 12:50:48.335 - Main Thread -> Character added: 848:1 2026-10-31 12:50:48.335 - Main Thread -> Character added: 872:1 2026-10-31 12:50:48.335 - Main Thread -> Character added: 913:1 2026-10-31 12:50:48.335 - Main Thread -> Character added: 928:1 2026-10-31 12:50:48.346 - Main Thread -> Character added: 1573:1 2026-10-31 12:50:48.456 - Main Thread -> Character added: 18679:1 2026-10-31 12:50:48.456 - Main Thread -> Character added: 19112:1 2026-10-31 12:50:48.456 - Main Thread -> Character added: 19213:1 2026-10-31 12:50:48.456 - Main Thread -> Character added: 19735:1 2026-10-31 12:50:48.457 - Main Thread -> Character added: 19770:1 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=725:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=848:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=872:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=913:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=928:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.465 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=18679:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=19112:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=19213:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=19735:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent entity=19770:1 isSurface=False isFlight=False moveType=None 2026-10-31 12:50:48.497 - Main Thread -> Info: [KytheraSurfNav] AddAgent done 2026-10-31 12:50:48.497 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(Keen.VRage.Core.Game.Systems.IEntitySpawner, Keen.VRage.Core.Game.Systems.EntityBundle, Keen.VRage.Core.Game.Systems.EntityPruner, bool) has thrown an Exception. 2026-10-31 12:50:48.497 - Main Thread -> Info: Unawaited exception: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) 2026-10-31 12:50:48.497 - Main Thread -> LOADING_TIME|EntitySpawning|879.5032 2026-10-31 12:50:48.497 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent started 2026-10-31 12:50:48.497 - Main Thread -> PreDestructor of entity's Game Server component AssetJournalSaveComponent done 2026-10-31 12:50:48.497 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent started 2026-10-31 12:50:48.497 - Main Thread -> [Session.Dispose] Begin - Scene: Server 2026-10-31 12:50:48.497 - Main Thread -> [Session.Dispose] Collect Root Entities (ActiveEntities: 34261) 2026-10-31 12:50:48.502 - Main Thread -> [Session.Dispose] RemoveEntityFromScene (roots: 353) 2026-10-31 12:50:48.553 - Main Thread -> Character removed: 1573:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 725:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 848:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 872:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 913:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 928:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 18679:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 19112:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 19213:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 19735:1 2026-10-31 12:50:48.578 - Main Thread -> Character removed: 19770:1 2026-10-31 12:50:48.624 - Main Thread -> [Session.Dispose] TryDestroyEntity (roots: 353) 2026-10-31 12:50:48.625 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-5, Z:-68] should exist. RefCounter: 21 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.625 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-5, Z:-69] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.625 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-6, Z:-69] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.626 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-6, Z:-68] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.626 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-6, Z:-69] should exist. RefCounter: 1 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.626 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-5, Z:-69] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.626 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-6, Z:-67] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.626 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-68] should exist. RefCounter: 2 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-5, Z:-67] should exist. RefCounter: 11 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-12, Z:-75] should exist. RefCounter: 48 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-12, Z:-76] should exist. RefCounter: 32 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-12, Z:-75] should exist. RefCounter: 16 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-12, Z:-76] should exist. RefCounter: 16 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.627 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-12, Z:-76] should exist. RefCounter: 16 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-12, Z:-75] should exist. RefCounter: 48 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-13, Z:-76] should exist. RefCounter: 15 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-13, Z:-75] should exist. RefCounter: 32 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-13, Z:-76] should exist. RefCounter: 16 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-13, Z:-74] should exist. RefCounter: 15 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.628 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-13, Z:-76] should exist. RefCounter: 16 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.629 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-13, Z:-75] should exist. RefCounter: 48 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.629 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-12, Z:-74] should exist. RefCounter: 21 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.629 - Main Thread -> Assertion Failure: EntitySector [X:3, Y:-13, Z:-74] should exist. RefCounter: 32 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.629 - Main Thread -> Assertion Failure: EntitySector [X:1, Y:-13, Z:-75] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.630 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-5, Z:-67] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.630 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-4, Z:-68] should exist. RefCounter: 20 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.630 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-4, Z:-67] should exist. RefCounter: 20 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.630 - Main Thread -> Assertion Failure: EntitySector [X:2, Y:-4, Z:-67] should exist. RefCounter: 10 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.630 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-13, Z:-77] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.631 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-13, Z:-76] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.631 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-12, Z:-77] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.631 - Main Thread -> Assertion Failure: EntitySector [X:-2, Y:-12, Z:-76] should exist. RefCounter: 6 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.631 - Main Thread -> Assertion Failure: EntitySector [X:-1, Y:-12, Z:-76] should exist. RefCounter: 9 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.631 - Main Thread -> Assertion Failure: EntitySector [X:0, Y:-13, Z:-77] should exist. RefCounter: 3 at C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Game\VRage.Core.Game\GameSystems\ProceduralGeneration\ProceduralGeneratorSessionComponent.SpaceProbe.cs:93 il offset: 1059 at Keen.VRage.Core.Game.GameSystems.ProceduralGeneration.ProceduralGeneratorSessionComponent.MaterializeEntitySector(Vector3I entitySectorId) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.DCS.Scenes.Scene.ActivateContinuationsIfNeeded(Int32 jobGroupIndex) at Keen.VRage.DCS.Scenes.Scene.FlushAllContinuations() at Keen.VRage.Core.Game.Systems.Session.ForceFinishAttachedTasks(Entity entity) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.TryDestroyEntity(Entity entity, Int32& remainingDestroyBudget, Boolean blockOnPendingTasks) at Keen.VRage.Core.Game.Systems.Session.Dispose() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Destroy() at Keen.VRage.DCS.Builders.EntityAllocator.DestroyEntity(Entity entity, Int32 componentsToDestroy) at Keen.VRage.DCS.Builders.EntitySerializer.DestroyComponents(Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.g__UnrollInitFailure|5_0(Exception initException, Entity entity, Int32 componentsToUnroll) at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.TaskMethodBuilder`1.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, AsyncStateMachineTaskBase`1 stateMachine) at Keen.VRage.Library.Threading.TaskMethodBuilder.AwaitOnCompleted[TAwaiter,TStateMachine](TAwaiter& awaiter, TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.TaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueueContinuation.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.SetCompleted() at Keen.VRage.Library.Threading.AsyncStateMachineTask`1.SetResult() at Keen.VRage.Render.Contracts.RenderSystem.FullRendererInitializationFence() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.g__MoveNext|41_0() at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.Activate() at Keen.VRage.Library.Threading.ICompletion.ActivateProfiled(ICompletion completion, Nullable`1 completionDiagnosticInfo) at Keen.VRage.Library.Threading.ContinuationQueue.g__ActivateSafe|42_0(ICompletion completion, Nullable`1 info) at Keen.VRage.Library.Threading.ContinuationQueue.ProcessQueue(Boolean forceAllPending) at Keen.VRage.Core.EngineComponents.LibraryEngineComponent.UpdateQueue_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext) at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex) at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync) at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta) at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback) at Keen.Game2.Program.Main(String[] args) 2026-10-31 12:50:48.699 - Main Thread -> [Session.Dispose] Remove & Destroy SessionComponents 2026-10-31 12:50:48.699 - Main Thread -> Info: Deactivating ProceduralGeneratorServerSessionComponent 2026-10-31 12:50:53.296 - VRAGE Watchdog Worker -> [Crash Handler] : [Process Tag Removed] : MemCritical 2026-10-31 12:50:58.757 - Main Thread -> Logging outstanding tasks 2026-10-31 12:50:58.757 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:50:58.757 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:50:58.757 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:50:58.757 - Main Thread -> Logging engine continuation queue 2026-10-31 12:50:58.757 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:50:58.757 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:50:59.761 - Main Thread -> Logging outstanding tasks 2026-10-31 12:50:59.761 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:50:59.761 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:50:59.761 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:50:59.761 - Main Thread -> Logging engine continuation queue 2026-10-31 12:50:59.761 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:50:59.761 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:00.768 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:00.768 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:00.768 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:00.768 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:00.768 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:00.768 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:00.768 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:01.774 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:01.774 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:01.774 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:01.774 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:01.774 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:01.774 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:01.774 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:02.778 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:02.778 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:02.778 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:02.778 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:02.778 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:02.778 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:02.778 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:03.782 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:03.782 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:03.782 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:03.782 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:03.782 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:03.782 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:03.782 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:04.788 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:04.788 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:04.788 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:04.788 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:04.788 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:04.788 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:04.788 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:05.789 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:05.789 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:05.789 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:05.789 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:05.789 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:05.789 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:05.789 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:06.794 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:06.794 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:06.794 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:06.794 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:06.794 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:06.794 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:06.794 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:07.799 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:07.799 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:07.799 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:07.799 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:07.799 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:07.800 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:07.800 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:08.805 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:08.805 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:08.805 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:08.805 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:08.805 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:08.805 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:08.805 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:09.811 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:09.811 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:09.811 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:09.811 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:09.811 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:09.811 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:09.811 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:10.815 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:10.816 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:10.816 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:10.816 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:10.816 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:10.816 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:10.816 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:11.821 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:11.821 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:11.821 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:11.821 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:11.821 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:11.821 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:11.821 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:12.828 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:12.828 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:12.828 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:12.828 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:12.828 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:12.828 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:12.828 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:13.835 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:13.835 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:13.835 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:13.835 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:13.835 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:13.835 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:13.835 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:14.841 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:14.841 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:14.841 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:14.841 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:14.841 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:14.841 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:14.841 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:15.845 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:15.845 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:15.845 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:15.846 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:15.846 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:15.846 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:15.846 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:16.850 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:16.851 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:16.851 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:16.851 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:16.851 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:16.851 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:16.851 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:17.857 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:17.857 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:17.857 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:17.857 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:17.857 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:17.857 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:17.857 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:18.859 - Main Thread -> Logging outstanding tasks 2026-10-31 12:51:18.859 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`2[Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+d__13,Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent+ConnectedUsersListModelServer], Diagnostic info: { , State machine: Keen.Game2.Simulation.GameSystems.ConnectedUsers.ConnectedUsersServerSessionComponent.CreateUserListAsync(), Completion: { , Queue: CoreUpdateQueue, Continue directly: True, Continuation: { , State machine: Keen.VRage.Library.Threading.TaskExtensions.Upcast(Task), Completion: null, State: 0 } }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:18.860 - Main Thread -> Completed: False, TaskObject: Keen.VRage.Library.Threading.AsyncStateMachineTask`1[Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent+d__4], Diagnostic info: { , State machine: Keen.Game2.Simulation.RuntimeSystems.GameSessions.JoinCodeHostSessionComponent.ApplyJoinCode(System.Guid), Completion: { , Queue: CoreUpdateQueue, Monitored task: JoinCodeHostSessionComponent.ApplyJoinCode, Exception: }, State: 0 }, Blocking object: C:\BuildAgent\work\Stable_VS4.1\VRage\Sources\Services\VRage.Steam\Extensions\SteamHelperExtensions.cs 2026-10-31 12:51:18.860 - Main Thread -> End of logging outstanding tasks 2026-10-31 12:51:18.860 - Main Thread -> Logging engine continuation queue 2026-10-31 12:51:18.860 - Main Thread -> ContinuationQueue 'CoreUpdateQueue' queued completions: { , State machine: Keen.VRage.Analytics.AnalyticsReporterBaseComponent+<>c__DisplayClass26_0.ReportEvent+ReportAsync(), Completion: null, State: 0 } No Name 2026-10-31 12:51:18.860 - Main Thread -> End of logging engine continuation queue 2026-10-31 12:51:18.961 - Main Thread -> Info: [Kythera] Session memory check: 17,160 bytes at session start, 17,160 after teardown, 83 native allocations live. 2026-10-31 12:51:18.961 - Main Thread -> [Session.Dispose] Dispose Scene 2026-10-31 12:51:18.972 - Main Thread -> [Session.Dispose] End 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component WorldSessionComponent done 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent started 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component GameSessionHostComponent done 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent started 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component AutoPauseWorldComponent done 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent started 2026-10-31 12:51:18.972 - Main Thread -> Destructor of entity's Game Server component InProcessServerWorldTickComponent done 2026-10-31 12:51:18.972 - Main Thread -> [SkipWaitMonitor]: Unawaited task Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Keen.VRage.DCS.Builders.EntityBuilder?, Keen.VRage.DCS.Builders.EntityBuilder?) has thrown an Exception. 2026-10-31 12:51:18.972 - Main Thread -> Info: Unawaited exception: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) 2026-10-31 12:51:18.972 - Main Thread -> LOADING_TIME|WorldTransitionToGame|30507.8424 2026-10-31 12:51:18.972 - Main Thread -> LOADING_TIME_FULL|WorldTransitionToGame|32595.8292 2026-10-31 12:51:18.972 - Main Thread -> Error: Loading of save 'Welcome To Verdure 1' ended with exception. 2026-10-31 12:51:18.972 - Main Thread -> Exception occurred: System.Exception: Failed to allocate 00000000-0000-0000-0000-000000000000 (Game Server) ---> System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) --- End of inner exception stack trace --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreSerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntitySerializer.BuildFrom(DEntityBuilder dataEntityBuilder, EntityObjectBuilder builder) at Keen.VRage.DCS.Builders.EntityBuilder.BuildOne() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.AsyncInstantiate(EntityBuilder builder) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.GameCoreScene.TransitionToGame(Nullable`1 gameServer, Nullable`1 gameClient) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.TransitionToGame(Nullable`1 server, Nullable`1 client, String displayName) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.BuildAndRunLocalGame(Boolean buildDefaultObjects, Boolean isMission, Nullable`1 saveToLoad, Nullable`1 backupId, String overrideDisplayName, ModList overrideModList, Boolean detachFromSaveContainer) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.GameAppComponent.LoadGameAsync(WorldLoadArgs args) 2026-10-31 12:51:18.972 - Main Thread -> InnerException: 2026-10-31 12:51:18.972 - Main Thread -> Exception occurred: System.Exception: Data not found at Keen.VRage.DCS.Accessors.DEntityContext.Get[T]() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.CreateConstrainedEntity() at Keen.Game2.Simulation.WorldObjects.CubeBlocks.MechanicalBlocks.Wheels.WheelCornerModuleComponent.Keen.VRage.Core.Game.Systems.IEntityBundleListener.OnBundleAddedToScene() at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.InvokeBundleAddedToScene(Entity entity, SetReference`1 invoked) at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities) at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.SpawnBundle(BundleInitArgs bundle, Boolean allowAsyncSpawn) at Keen.VRage.Library.Threading.ExceptionTask`1.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.VRage.Core.Game.Systems.SimpleEntitySpawnerSessionComponent.Keen.VRage.Core.Game.Systems.IEntitySpawner.SpawnBundle(BundleInitArgs bundle) at Keen.VRage.Core.Game.Systems.IEntitySpawnerFunctions.SpawnBundleAsyncWithPruningRetry(IEntitySpawner spawner, EntityBundle bundle, EntityPruner lostEntities, Boolean doAsyncSpawn) at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask.GetResult(Int64 taskId) at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.LoadWorldSession(Container`1 saveGameContainer, Nullable`1 backupId, Boolean detachFromContainerAfterLoad, SessionBuilder sessionBuilder, Func`1 sessionFactory) at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass63_0.<g__AsyncSection|3>d.MoveNext() --- End of stack trace from previous location --- at Keen.VRage.Library.Threading.TaskBase.GetResult() at Keen.VRage.Library.Threading.TaskExtensions.TryConsumeCompleted(Task task, Boolean propagateCancellations) at Keen.Game2.Simulation.RuntimeSystems.CoreScenes.AsyncInitHelper.RunAsyncInit[T](T instance, Func`2 asyncInit) at Keen.Game2.Game.SessionComponents.WorldSessionComponent.Init(WorldSessionComponentObjectBuilder ob) at Keen.VRage.DCS.Builders.EntityAllocator.g__RunInit|14_1(Int32 index, ReadOnlySpan`1 obs, Boolean lateInit, <>c__DisplayClass14_0&) at Keen.VRage.DCS.Builders.EntityAllocator.BuildOne(DEntityContext dataEntity, ReadOnlySpan`1 definitions, ReadOnlySpan`1 objectBuilders, Entity entityStub) --- End of stack trace from previous location --- at Keen.VRage.DCS.Builders.EntitySerializer.BuildWithEntity(DEntityContext dataEntity, EntityObjectBuilder builder) 2026-10-31 12:51:18.972 - Main Thread -> LOADING_TIME|Session|33509.5734 2026-10-31 12:51:18.972 - Main Thread -> Info: [UI] Showing Popup Dialog: Loading Failed (Vanilla\MainMenuData\UI\Dialogs\LoadingFailed.def) 2026-10-31 12:51:18.977 - Main Thread -> [SteamGameSessionsEngineComponent] Created hosted session (Host) Lobby 109775242971122465, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:51:18.977 - Main Thread -> [SteamGameSessionsEngineComponent] LeaveSession (Host) Lobby 109775242971122465, MaxPlayers 1, Type Private, JoinCode 2026-10-31 12:51:18.979 - Main Thread -> [Analytics] Successfully sent 4 events to behaviors-tnt-prod, 3KB 2026-10-31 12:51:19.010 - Main Thread -> Stream Analytics_UnsentEvents.vrpt is not readable or seekable for recovery. 2026-10-31 12:51:20.141 - Main Thread -> ResolveFailedLoading - requesting return to main menu 2026-10-31 12:51:20.141 - Main Thread -> GameAppComponent.Disconnect() - BEGIN 2026-10-31 12:51:20.141 - Main Thread -> GameAppComponent.TransitionToMainMenu() - START 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: LoadStatsLoggerComponent 2026-10-31 12:51:20.141 - Main Thread -> LOADING_BEGIN|ReturnToMenu 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: SharedUIComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: EarlyAccessUIComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: MinimumHardwareRequirementsComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: BatteryPowerWarningComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: RenderPresetReDetectionComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: AudioTransitionComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: SetupAnalyticsComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: WatchdogTransitionComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: WorldLoadedNotifierComponent 2026-10-31 12:51:20.141 - Main Thread -> TransitionToMenu listener activated: GameStreamingSetupComponent 2026-10-31 12:51:20.141 - Main Thread -> Waiting for menu screen texture to be ready. 2026-10-31 12:51:20.141 - Main Thread -> GameAppComponent.TransitionToMainMenu() - StartOfTransitionDelay 2026-10-31 12:51:20.388 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfTransitionDelay 2026-10-31 12:51:20.388 - Main Thread -> GameCoreScene UnloadAllScenes MainMenu 2026-10-31 12:51:20.388 - Main Thread -> GameCoreScene UnloadAllScenes GameClient 2026-10-31 12:51:20.388 - Main Thread -> GameCoreScene UnloadAllScenes GameServer 2026-10-31 12:51:20.388 - Main Thread -> GameCoreScene UnloadAllScenes GC.Collect 2026-10-31 12:51:20.388 - Main Thread -> GameCoreScene UnloadAllScenes Done 2026-10-31 12:51:20.403 - Main Thread -> GameAppComponent.TransitionToMainMenu() - EndOfUiLoading 2026-10-31 12:51:20.426 - Main Thread -> GameAppComponent.TransitionToMainMenu() - WaitForPinning 2026-10-31 12:51:20.691 - Main Thread -> LOADING_TIME|ReturnToMenu|549.7615 2026-10-31 12:51:20.691 - Main Thread -> GameAppComponent.Disconnect() - END 2026-10-31 12:51:23.026 - Window thread -> [GameWindow] OnDeactivate 2026-10-31 12:51:24.412 - Window thread -> [GameWindow] OnActivated 2026-10-31 12:51:25.992 - Window thread -> [GameWindow] OnDeactivate