Area welder (manual and ship) keeps crashing
Solved
I created a blueprint in creative mode, trying to build it in survival. Game crashes, seems like around the same area, while using area welder (manual and ship). Good to know you're collecting crash data :)
2026-04-06 23:46:29.037 - Main Thread -> [Crash Handler]: Sending crash report and terminating the process.
2026-04-06 23:46:34.999 - Main Thread -> [Crash Handler]: Report was successfully sent. Opicka 3 at https://crashlogs-v3-report.keenswh.com/api/Report/PostReport/upload responded with status code OK.
2026-04-06 23:46:35.003 - Main Thread -> [Crash Handler]: Crash report sent. Terminating the process.
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I have the same bug
"Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object."
... sounds so familiar :)
at Keen.VRage.Core.Game.Utils.WeakEntityReference.Attach()
at Keen.Game2.Simulation.WorldObjects.CubeBlocks.Weapons.AutoTargetingComponent.Keen.VRage.Core.Game.Systems.IInSceneListener.OnAddedToScene()
at Keen.VRage.Core.Game.Systems.SessionEntityLifetimeHandler.AddToSimulation(Entity entity)
at Keen.VRage.Core.Game.Systems.Session.AddEntityToSceneCore(Entity entity)
at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities)
at Keen.VRage.Core.Game.Components.HierarchyComponent.AddChild(EntityObjectBuilder entityOB, DEntityBuilder dataEntity)
at Keen.Game2.Simulation.GameSystems.BlockPlacement.Projections.GridProjectionsSessionComponent.TryMaterializeBlock(ProjectionSourceComponent projection, ChildRef block, IdentityId owner, Boolean removeProjection)
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.TryMaterializeBlock(ProjectionSourceComponent projection, ChildRef block)
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.ApplyChange()
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.ApplyChange_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.Game.Systems.Session.Update(Boolean doEntityLifetimeUpdates)
at Keen.Game2.WorldTickComponent.Tick()
at Keen.Game2.InProcessServerWorldTickComponent.TickServerInternal()
at Keen.Game2.InProcessServerWorldTickComponent.Tick()
at Keen.Game2.GameAppComponent.GameUpdate()
at Keen.Game2.GameAppComponent.GameUpdate_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)
"Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object."
... sounds so familiar :)
at Keen.VRage.Core.Game.Utils.WeakEntityReference.Attach()
at Keen.Game2.Simulation.WorldObjects.CubeBlocks.Weapons.AutoTargetingComponent.Keen.VRage.Core.Game.Systems.IInSceneListener.OnAddedToScene()
at Keen.VRage.Core.Game.Systems.SessionEntityLifetimeHandler.AddToSimulation(Entity entity)
at Keen.VRage.Core.Game.Systems.Session.AddEntityToSceneCore(Entity entity)
at Keen.VRage.Core.Game.Systems.Session.AddEntityBundleToScene(ReadOnlySpan`1 entities)
at Keen.VRage.Core.Game.Components.HierarchyComponent.AddChild(EntityObjectBuilder entityOB, DEntityBuilder dataEntity)
at Keen.Game2.Simulation.GameSystems.BlockPlacement.Projections.GridProjectionsSessionComponent.TryMaterializeBlock(ProjectionSourceComponent projection, ChildRef block, IdentityId owner, Boolean removeProjection)
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.TryMaterializeBlock(ProjectionSourceComponent projection, ChildRef block)
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.ApplyChange()
at Keen.Game2.Simulation.WorldObjects.Tools.IntegrityToolComponent.ApplyChange_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.Game.Systems.Session.Update(Boolean doEntityLifetimeUpdates)
at Keen.Game2.WorldTickComponent.Tick()
at Keen.Game2.InProcessServerWorldTickComponent.TickServerInternal()
at Keen.Game2.InProcessServerWorldTickComponent.Tick()
at Keen.Game2.GameAppComponent.GameUpdate()
at Keen.Game2.GameAppComponent.GameUpdate_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)
Hello Marko Ruban,
This is a known issue that should be fixed in next Hotfix. I have added this thread to our internal ticket (SE2-31893).
As such, I will close this thread.
Kind Regards,
Bartosz
Keen Software House
Hello Marko Ruban,
This is a known issue that should be fixed in next Hotfix. I have added this thread to our internal ticket (SE2-31893).
As such, I will close this thread.
Kind Regards,
Bartosz
Keen Software House
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