OBSOLETE
Inactivated by code changes in game:
MyOffensiveWithWeaponsCombatComponentPatch
MyPlanetPatch
Marked as "Solved" by Keen, supposed to be fixed already:
MyTurretControlBlockPatch
Therefore this plugin is not needed anymore.
Space Engineers Bugfixes Plugin
Scroll down for:
- List of bugs fixed
- Their technical details
- Keen bug tickets to vote on
Available for
Installation
Client plugin
- Install Plugin Loader into Space Engineers (add launch option)
- Enable the Bugfixes plugin from the Plugins dialog
- Apply, restart the game
Torch Server plugin
Select the Bugfixes plugin from the plugin list inside the Torch GUI.
Please note, that the plugin is using Harmony to patch the game code. Once Keen fixes the issues these patches are expected to be removed anyway, so I did not bother using Torch's patching mechanism.
Dedicated Server plugin
- Download the latest ZIP from Releases.
- Open the
Bin64
folder of your Dedicated Server installation. - Create a
Plugins
folder if it does not exists. - Extract the ZIP file into the
Bin64/Plugins
folder. - Right click on all the DLLs extracted and select Unblock from the file's Properties dialog.
- Start the Dedicated Server.
- Add the
Bugfixes.dll
from theBin64/Plugins
folder to the Plugins list.
Credits
In alphabetical order
Patreon
Admiral level supporters
- BetaMark
- Bishbash777
- Casinost
- Dorimanx
- wafoxxx
Captain level supporters
- DontFollowOrders
- Gabor
- Lazul
- Lotan
- mkaito
- ransomthetoaster
Developers
- Dude
- zznty
Testers
- Dorimanx
- Dude
- zznty
Technical details
Crash due to NaN value in MyTurretControlBlock
Config: TurretNan
Log:
ArithmeticException: Function does not accept floating point Not-a-Number values
Crash on docking/undocking grids with offensive AI blocks
Config: AiCrash
Log:
System.NullReferenceException: Object reference not set to an instance of an object.
at SpaceEngineers.Game.EntityComponents.Blocks.MyOffensiveWithWeaponsCombatComponent.OnConnectionChangeCompleted(MyCubeGrid arg1, GridLinkTypeEnum arg2)
Reported, root caused and patched by zznty
. Thanks!
Crash on OOM due to too many physics shapes
Config: VoxelOOM
Log:
Initializer: System.OutOfMemoryException: Array dimensions exceeded supported range.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at VRage.Collections.MyConcurrentDictionary`2.set_Item(TKey key, TValue value)
at Sandbox.Game.Entities.MyPlanet.CreateVoxelMap(Vector3I_RangeIterator it, MyVoxelPhysics voxelMap, Vector3I storageMin, Vector3I storageMax)
Keen catches the exception, logs some extra information and re-throws it which crashes the game. Unfortunately they forgot to log which planet is this (name, EntityId).
CreateVoxelMap-OOM-$47995853-${Min:{X:-5.637376E+08 Y:-1.313395E+09 Z:-1.435155E+09} Max:{X:-5.637366E+08 Y:-1.313394E+09 Z:-1.435154E+09}}-$[X:-550525, Y:-1282612, Z:-1401519]
- TBD: Support ticket
Fixed by Keen
Failing to save world due to NullRef error on modded blocks
Fixed in: 1.202.067
Config: Serialize
Log:
Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at VRage.Game.Components.MyComponentBase.Serialize(Boolean copy) at VRage.Game.Components.MyComponentContainer.Serialize(Boolean copy)
Reported, root caused and patched by Dude
. Thanks!