Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Server error
21:24:30.7311 [ERROR] Keen: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.MyCubeBuilder.RequestGridSpawn(Author author, DefinitionIdBlit definition, BuildData position, Boolean instantBuild, Boolean forceStatic, MyBlockVisuals visuals)
at Sandbox.Game.Entities.MyCubeBuilder.RequestGridSpawn<>Sandbox_Game_Entities_MyCubeBuilder<>Author#VRage_Game_DefinitionIdBlit#Sandbox_Game_Entities_MyCubeBuilder<>BuildData#System_Boolean#System_Boolean#Sandbox_Game_Entities_MyCubeGrid<>MyBlockVisuals.Invoke(IMyEventOwner& <static>, Author& author, DefinitionIdBlit& definition, BuildData& position, Boolean& instantBuild, Boolean& forceStatic, MyBlockVisuals& visuals)
at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position)
at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet)
at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p)
at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p)
at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler)
System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.MyCubeBuilder.RequestGridSpawn(Author author, DefinitionIdBlit definition, BuildData position, Boolean instantBuild, Boolean forceStatic, MyBlockVisuals visuals)
at Sandbox.Game.Entities.MyCubeBuilder.RequestGridSpawn<>Sandbox_Game_Entities_MyCubeBuilder<>Author#VRage_Game_DefinitionIdBlit#Sandbox_Game_Entities_MyCubeBuilder<>BuildData#System_Boolean#System_Boolean#Sandbox_Game_Entities_MyCubeGrid<>MyBlockVisuals.Invoke(IMyEventOwner& <static>, Author& author, DefinitionIdBlit& definition, BuildData& position, Boolean& instantBuild, Boolean& forceStatic, MyBlockVisuals& visuals)
at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position)
at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet)
at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p)
at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p)
at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler)
I continue seeing this reference repeatedly:
I presume this was why every Mod Author everywhere specifically requests you to load the world in plain Vanilla, save, then load the world with just their mod, then report if the error continues. If yes: You then report with your CLEAN error report, otherwise you must locate what the error actually is.
If you report a false Error to your problem, then you can't expect person B to fix person A's work when person B never looked at person A's work, these logs exist to construct a clear well defined robust image when adding in each Mod to your World, presuming you use your tools like you are supposed to.
Additionally; I see errors possibly involving network visual re-stream to quickly render missing information, sounds like you are missing a file you are attempting to observe.
P.S. Don't Spam.