Failed to Save: After Hostile Encounters Update

Matthew Faller shared this bug 21 days ago
Submitted

I can oddly enough load into my existing save files without too much of a problem. I can also move around, mine, build etc...

But I'm unable to save any progress (autosaves fail, manual saves fail). Selecting "Save As" also fails.


Excerpt from Log:


Keen.VRage.Library.Serialization.SerializationException: Serializing dead Entities 0:0:

...

at Keen.Game2.Simulation.RuntimeSystems.Serialization.EntityContainerSerializer`1.ThrowInvalidEntities(IEnumerable`1 invalidEntities)

at Keen.Game2.Simulation.RuntimeSystems.Serialization.EntityContainerSerializer`1.Serialize(EntityBundle entityBundle, IDataOffloadingSnapshot blobsData, ModList activeMods)

Replies (1)

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Same Issue:


2026-10-30 20:55:37.569 - Main Thread ->  Pausing Scene Client.
2026-10-30 20:55:37.569 - In-Process Server Thread ->  Pausing Scene Server.
2026-10-30 20:55:38.908 - Main Thread ->  Info: [UI] Showing Popup Dialog: Saving (Vanilla\MainMenuData\UI\Dialogs\SavingDialog.def)
2026-10-30 20:55:38.925 - In-Process Server Thread ->  [Saving] Starting save 
2026-10-30 20:55:38.926 - In-Process Server Thread ->  [Saving] Capturing Session State
2026-10-30 20:55:38.990 - In-Process Server Thread ->  [Saving] Captured Session State
2026-10-30 20:55:38.990 - In-Process Server Thread ->  [Saving] SerializeAndWriteAllDataOnParallel + screenshotTask Start
2026-10-30 20:55:39.247 - Main Thread ->  Error: Failed save Laserak 2026: Keen.VRage.Library.Serialization.SerializationException: Serializing dead Entities 11896:1: Keen.VRage.Core.Game.Components.ChildTransformComponent;Keen.VRage.Core.Game.Components.HierarchyComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Models.BlockModelComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.PowerableBlockComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.BreakableBlockComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.BlockPermissionsComponent;Keen.Game2.Simulation.WorldObjects.Items.InventoryComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.ResourceDistribution.Conveyors.ConveyorComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Pilotable.ManagedWorldAreaPilotableComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.CockpitComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Pilotable.SeatComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Pilotable.SeatPilotTakesBlockDamageComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Toolbar.BlockToolbarServerComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Tools.BlockToolsComponent;Keen.Game2.Simulation.WorldObjects.CubeBlocks.Lcd.LcdMultiPanelComponent

   at Keen.Game2.Simulation.RuntimeSystems.Serialization.EntityContainerSerializer`1.ThrowInvalidEntities(IEnumerable`1 invalidEntities)
   at Keen.Game2.Simulation.RuntimeSystems.Serialization.EntityContainerSerializer`1.Serialize(EntityBundle entityBundle, IDataOffloadingSnapshot blobsData, ModList activeMods)
   at Keen.VRage.Library.Threading.TaskBase.GetResult()
   at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass78_0.<<SaveSessionStateToContainerAsync>g__SerializeAndWriteAllDataOnParallelAsync|0>d.MoveNext()
--- End of stack trace from previous location ---
   at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId)
   at Keen.VRage.Library.Threading.Task.MultiTaskAwaiter.CompleteInternal()
--- End of stack trace from previous location ---
   at Keen.VRage.Library.Threading.TaskBase.GetResult()
   at Keen.Game2.Game.SessionComponents.WorldSessionComponent.SaveSessionStateToContainerAsync(Container`1 target, WorldSessionSaveGameMetaData metadata, WorldVariant variant, Boolean isUpdate, Nullable`1 clientId)
   at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId)
   at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask<TResult>.GetResult(Int64 taskId)
   at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult()
   at Keen.Game2.Game.SessionComponents.WorldSessionComponent.<>c__DisplayClass73_0.<<TrySaveWorldSession>g__SaveAsync|0>d.MoveNext()
--- End of stack trace from previous location ---
   at Keen.VRage.Library.Threading.AsyncStateMachineTaskBase`1.GetResult(Int64 taskId)
   at Keen.VRage.Library.Threading.AsyncStateMachineTask`2.Keen.VRage.Library.Threading.IAbstractTask<TResult>.GetResult(Int64 taskId)
   at Keen.VRage.Library.Threading.TaskAwaiter`1.GetResult()
   at Keen.Game2.Game.SessionComponents.WorldSessionComponent.RunGuardedSaveAsync(Func`1 saveOperation, Func`1 failureCleanupAsync, Func`1 logContext)
2026-10-30 20:55:39.247 - Main Thread ->  [Saving] Finished save Laserak 2026: FailureToSerialize
2026-10-30 20:55:39.276 - Main Thread ->  Info: [UI] Showing Popup Dialog: Saving Failed (Vanilla\MainMenuData\UI\Dialogs\SaveFailureDialog.def)
2026-10-30 20:55:40.842 - Main Thread ->  Resuming Scene Client.

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