I got a crash when exiting the world I was in to go back to the main menu. Not sure if it's to do with this specifically but I though it would be worth mentioning that I chose quit without saving, and then this came up on a blue screen:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Threading.Thread.StartInternal(IPrincipal principal, StackCrawlMark& stackMark)
at System.Threading.Thread.Start(StackCrawlMark& stackMark)
at System.Threading.Thread.Start(Object parameter)
at StudioForge.TotalMiner.Globals2.SaveGamertagDataThreaded(Boolean saveHighScores, Boolean merge)
at StudioForge.TotalMiner.TotalMinerGame.ExitBackToMainMenu()
at StudioForge.TotalMiner.Screens.PauseMenuScreen.ExitGameCore()
at StudioForge.TotalMiner.Screens.PauseMenuScreen.ExitGame(Object sender, PlayerIndexEventArgs e)
at StudioForge.Engine.GameState.MessageBoxScreen.ButtonXHandler(Object sender, EventArgs e)
at StudioForge.Engine.GameState.GameScreen.HandleWinRectInput()
at StudioForge.Engine.GameState.GameScreen.HandleInput(InputState input)
at StudioForge.Engine.GameState.MessageBoxScreen.HandleInput(InputState input)
at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at StudioForge.Engine.Game.BaseGame.Run[T]()