Space Engineers

Space Engineers

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[Dedicated Server] server keeps crashing and i need some help figureing out what's causing it
Description:
Personal Server for my friends and I
it randomly crashes without crash logs sometimes
I moved the server from standard dedicated to torch to add plugins for performance improvements.
Unfortunately that's when the crashes started.

OS: Linux (using wine)
Using amp for server management
Torch for plugins

Experiment mode is on (for scripts)

Plugins:
c2cf3ed2-c6ac-4dbd-ab9a-613a1ef67784 (Performance Improvements)[se-performance-improvements]
5c14d8ea-7032-4db1-a2e6-9134ef6cb8d9 (AMP Utilities )


mods:
1906172362 [1.208] Ore Detector+
758597413 Text HUD API
416466806 Ship Speed Increase
2754014019 Scope Framework
3099489876 Nanobot Build and Repair System (Maintained) - Original Resources
2034225971 Hacking Computer 3.2 - SE 208
2777644246 Binoculars
1697184408 Build Vision 3.0
2223371685 Real Skybox
2687324923 [QoL] Radio Spectrometry
2756894170 Definition Extension API
1965654081 Rich HUD Master



Crash logs:
00:20:18.3425 [FATAL] Initializer: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.HashSet`1.Enumerator.MoveNext()
at Sandbox.Game.GameSystems.MyGridTerminalSystem.UpdateGridBlocksOwnership(Int64 ownerID)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramAction(Action`1 action, String& response)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.Run(String argument, UpdateType updateSource)
at Sandbox.Game.EntityComponents.MyIngameScriptComponent.UpdateAfterSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateAfterSimulation(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.<>c.<UpdateAfterSimulation>b__9_0(MyGameLogicComponent c)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at VRage.Game.Entity.MyGameLogic.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 Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 319
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.HashSet`1.Enumerator.MoveNext()
at Sandbox.Game.GameSystems.MyGridTerminalSystem.UpdateGridBlocksOwnership(Int64 ownerID)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramAction(Action`1 action, String& response)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.Run(String argument, UpdateType updateSource)
at Sandbox.Game.EntityComponents.MyIngameScriptComponent.UpdateAfterSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateAfterSimulation(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.<>c.<UpdateAfterSimulation>b__9_0(MyGameLogicComponent c)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at VRage.Game.Entity.MyGameLogic.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 Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 319
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
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Showing 1-1 of 1 comments
I suggest setting it up again with only the first half of the mods. If it works great, then the other half of the mods might be the problem. Keep adding and removing mods until you can decide the mods are or are not the problem. Like Real Skybox has had on and off problems for quite a while.
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