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at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateAfterSimulation>b__112_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateAfterSimulation>b__112_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
I think it crashes when it destroys a timer block.
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Another crash when I deleted a combiner with creative mode tools.
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2019-05-30 15:46:31.798 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2019-05-30 16:03:45.533 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Edit: It may also be from the laser destroying blocks. I am using right-click with creative tools enabled to delete the modded blocks.
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMyCubeBlock block)
at BeamSystem.BlockComponents.BeamBaseComponent.GetComponentOf(IMySlimBlock block)
at BeamSystem.GridComponents.GridResourceSink.OnBlockRemoved(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockRemoved(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.RemoveBlockInternal(MySlimBlock block, Boolean close, Boolean markDirtyDisconnects)
at Sandbox.Game.Entities.MyCubeGrid.MoveBlocks(MyCubeGrid from, MyCubeGrid to, List`1 cubeBlocks, Int32 offset, Int32 count)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplitForGroup(MyCubeGrid originalGrid, List`1 splitBlocks, Group& group)
at Sandbox.Game.Entities.MyCubeGrid.CreateSplits(MyCubeGrid originalGrid, List`1 splitBlocks, List`1 groups, MyTestDisconnectsReason reason, Boolean sync)
at Sandbox.Game.Entities.Cube.MyDisconnectHelper.Disconnect(MyCubeGrid grid, MyTestDisconnectsReason reason, MySlimBlock testBlock, Boolean testDisconnect)
at Sandbox.Game.Entities.MyCubeGrid.DetectDisconnects()
at Sandbox.Game.Entities.MyCubeGrid.DoLazyUpdates()
at Sandbox.Game.Entities.MyCubeGrid.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.<>c.<UpdateBeforeSimulation>b__109_0(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Going to make a new save to see if that helps.