View Issue Details

IDProjectCategoryLast Update
0023319AI War 2Crash/ExceptionJun 22, 2020 4:41 pm
ReporterLord Of Nothing Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBeta 2.076 Hotfix 
Fixed in VersionBeta 2.077 No More Shot Errors 
Summary0023319: Repeating Div/0 exception, hunter fleet. (Modded game)
DescriptionJust had a regularly repeating div/0 exception in my current game. Modded, but it shouldn't affect this and I haven't touched the mod in a while.

The save is after the first few error in the debug log, but if you let it run more occur, one per 10 seconds. It started a minute or two after I finished hacking the nanocaust- don't know if that's related.

Modified file attached so save can be loaded if necessary.
TagsNo tags attached.

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Lord Of Nothing

Jun 19, 2020 11:39 am

reporter   ~0057378

Re-attached files as they failed to upload again.
Regular div0 exceptions.save (1,611,813 bytes)
ArcenDebugLog.txt (327,354 bytes)
TSR_Ships_LON_MoreSpire.xml (30,520 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

    	<entity name="SpireRailFrigate"
		tags="SpireRailFrigate"			
		visuals="Assets/_DLC1/FallenSpire/Spire1Frigate/SpireFrigate.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Frigate" gimbal_icon_size_multiplier="1.5"			
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="7.4"
		visuals_scale_multiplier="3.2"
		y_offset_of_icon="30"
		collision_priority="3000"
		display_name="Spire RailFrigate"
		description="A variant on the smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns."			
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="5000" strength_multiplier="1.4"
		hull_points="300000" shield_points="300000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="6"
		metal_cost="200000" energy_consumption="22500"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="37500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    		<system name="Railcannon2" display_name="Spire Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="7500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRailDestroyer"
		tags="SpireRailDestroyer"
		visuals="Assets/_DLC1/FallenSpire/Spire2Destroyer/SpireDestroyer.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Destroyer" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="11"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="3500"
		display_name="Spire RailDestroyer"
		description="The second-smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns, firing advanced payloads that slow most targets."
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="21000" strength_multiplier="1.4"
		hull_points="600000" shield_points="600000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="8"
		metal_cost="480000" energy_consumption="30000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="108000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="23"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="3" />
    		</system>
    		<system name="Railcannon2" display_name="Spire Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="6000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="20"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRiotCruiser"
		tags="SpireRiotCruiser"
		visuals="Assets/_DLC1/FallenSpire/Spire3Cruiser/SpireCruiser.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Cruiser" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="13"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4000"
		display_name="Spire Riot Control Cruiser"
		description="A midsized Spire warship that has traded a substantial portion of it's armament for a focused gravity generator and a massive array of advanced tractor beams."
		starting_mark_level="Mark1" this_unit_gets_direct_science_upgrades_from_central_fleet="true"
		cost_for_ai_to_purchase="17000" strength_multiplier="1.4"
		hull_points="1200000" shield_points="1200000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="10"
		metal_cost="640000" energy_consumption="25000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="60000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
               		is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravity Drain"
			category="Passive"
			base_gravity_speed_multiplier="0.7" gravity_hits_engine_gx_less_than="18" gravity_range="AboveAverage3"
			>
    		</system>	
    		<system name="TractorBeam" display_name="Tractor Beam"
			category="Passive"
			tractor_range="AboveAverage1" tractor_count="20" tractor_count_added_per_mark="10" tractor_hits_albedo_less_than="0.6" tractor_hits_engine_gx_less_than="18"
			>
		</system>	
	</entity>

    <entity name="SpireLInterdictor"
		tags="SpireLInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire4Battleship/SpireBattleship.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Battleship" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="18"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4500"
		display_name="Spire Light Interdictor"
		description="A large Spire warship with relatively light armament, but equipped with a moderately powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="14"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="34000" strength_multiplier="1.4"
		hull_points="1800000" shield_points="2400000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="12"
		metal_cost="2560000" energy_consumption="75000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="24000" range="AboveAverage2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.8" gravity_hits_engine_gx_less_than="14" gravity_range="EssentiallyInfinite"
			>
    		</system>	
	</entity>


    	<entity name="SpireInterdictor"
		tags="SpireInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="40"
		visuals_scale_multiplier="2.2"
		y_offset_of_icon="30"
		collision_priority="5000"
		display_name="Spire Interdictor"
		description="An enormous Spire warship with relatively light armament, but equipped with an extremely powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="23"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="67000" strength_multiplier="1.4"
		hull_points="3600000" shield_points="4800000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="15"
		metal_cost="5120000" energy_consumption="75000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="48000" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Heavy Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.6" gravity_hits_engine_gx_less_than="23" gravity_range="EssentiallyInfinite"
			>
    		</system>	
    	</entity>

    	<entity name="ImperialSpireSuperDreadnought"
		tags="SpireSuperDreadnought"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="75"
		visuals_scale_multiplier="6.9"
		y_offset_of_icon="30"
		collision_priority="10000"
		display_name="Imperial Spire Super Dreadnought"
		description="A brobdingnagian Spire warship. Even the vast resources of the trans-galactic Spire civilisation could only produce very limited numbers of these warships. They are more than a match for even AI Core Fleet units, and may be the most powerful mobile entities in the known universe."
		starting_mark_level="Mark7" tech_upgrades_that_benefit_me="Unused" does_not_use_multipliers_from_mark_level="true"
		cost_for_ai_to_purchase="67000000" strength_multiplier="1.4"
		hull_points="2000000000" shield_points="2000000000" speed="VeryVeryLittle2"
		armor_mm="180" albedo="0.7" engine_gx="25" mass_tx="25"
		metal_cost="25600000" energy_consumption="50000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Sunslayer Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="200000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="MassDriver" display_name="Spire Heavy Plasma Driver"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="InsanelyHigh" shot_speed="VeryFast" rate_of_fire="Devourer" fires_salvos_sequentially="true"
			shot_type_data="MassDriver"
			>
                	<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="100" />
    		</system>
    		<system name="LaserPulse" display_name="Spire Skycleaner Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shots_per_salvo="200" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    </entity>
	  
  <!-- Below this is where the SPIRE CITY structures start. This is just to help organise it a little - Puffin !
  ************************************************************************************************
  ************************************************************************************************
  ************************************************************************************************--> 


    <entity name="SpireRailFrigateNeuralNet"
            tags="SpireCityBuildMenu"
            visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            voice_group="Spire"
            uses_large_health_bar="true"
            category="Ship"
            size_scale="7.4"
            visuals_scale_multiplier="25"
            y_offset_of_icon="30"
            collision_priority="810"
            display_name="Spire RailFrigate Neural Net" display_name_for_sidebar="Neural Net - RailFrigate"
            description_short="This facility allows the City to build an extra two Spire RailFrigates. They are built via a Shipyard."
            description="This facility allows the City to build an extra two Spire RailFrigates.  If the facility is destroyed, the extra RailFrigates will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="1" base_ship_cap_in_custom_city="2" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="1"
            hull_points="2000000" shield_points="2000000" speed="Immobile"
            armor_mm="180" albedo="0.7" mass_tx="6"
            metal_cost="550000" energy_consumption="17500"
            ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
	    is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailFrigate" ship_type_count_to_grant_more_of_in_custom_fleet="2"
			>
    	<metal_flow purpose="SelfConstruction" throughput="2500"/>
    	<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
				shot_type_data="HeavyBeamInvisible"
				beam_length_multiplier="1.3"
				hits_all_intersecting_targets="true"				
				shots_detonate_immediately="true"
                is_coilbeam="true"				
				>
    </system>
    <system name="LaserPulse" display_name="Laser Pulse"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
				shots_per_salvo="20" fires_salvos_sequentially="false"
				shot_type_data="LaserPulse_DeepBlue"				
				>
    </system>	
    </entity>


    <entity name="SpireRailDestroyerNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.4"
            	visuals_scale_multiplier="25"
            	y_offset_of_icon="30"
            	collision_priority="810"
            	display_name="Spire RailDestroyer Neural Net" display_name_for_sidebar="Neural Net - RailDestroyer"
            	description_short="This facility allows the City to build an extra Spire RailDestroyer. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire RailDestroyer.  If the facility is destroyed, the extra RailDestroyer will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="2" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="3"
            	hull_points="2000000" shield_points="2000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="550000" energy_consumption="25000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailDestroyer" ship_type_count_to_grant_more_of_in_custom_fleet="1"
            	minimum_required_city_level_for_construction="2"
		>
    		<metal_flow purpose="SelfConstruction" throughput="2500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireRiotCruiserNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.6"
            	visuals_scale_multiplier="28"
            	y_offset_of_icon="30"
            	collision_priority="815"
           	display_name="Spire Riot Control Cruiser Neural Net" display_name_for_sidebar="Neural Net - Riot Control Cruiser"
            	description_short="This facility allows the City to build an extra Spire Riot Control Cruiser. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Riot Control Cruiser.  If the facility is destroyed, the extra Riot Control Cruiser will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="3" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="5"
            	hull_points="3000000" shield_points="3000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="3500000" energy_consumption="750000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRiotCruiser" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="3500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireLInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.9"
            	visuals_scale_multiplier="30"
            	y_offset_of_icon="30"
            	collision_priority="820"
           	display_name="Spire Light Interdictor Neural Net" display_name_for_sidebar="Neural Net - Light Interdictor"
            	description_short="This facility allows the City to build an extra Spire Light Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Light Interdictor.  If the facility is destroyed, the extra Light Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="4" base_ship_cap_in_custom_city="1"
            	hull_points="4000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="7000000" energy_consumption="3500000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireLInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="8500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>


    	<entity name="SpireInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="8.4"
            	visuals_scale_multiplier="35"
            	y_offset_of_icon="30"
            	collision_priority="850"
            	display_name="Spire Interdictor Neural Net" display_name_for_sidebar="Neural Net - Interdictor"
            	description_short="This facility allows the City to build an extra Spire Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Interdictor.  If the facility is destroyed, the extra Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="1000000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="7" base_ship_cap_in_custom_city="1"
            	hull_points="6000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="14000000" energy_consumption="5500000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
           	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            	ship_type_name_to_grant_more_of_in_custom_fleet="SpireInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="12000"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

</root>
TSR_Ships_LON_MoreSpire.xml (30,520 bytes)   

BadgerBadger

Jun 19, 2020 11:40 am

manager   ~0057379

Last edited: Jun 19, 2020 12:33 pm

Can you upload the ArcenDebugLog.txt?

Edit: your post and my post crossed

Lord Of Nothing

Jun 19, 2020 11:55 am

reporter   ~0057380

Should be there. (I did notice that unfortunately, the shot position save errors have overwritten the first occurrences, but the later ones are there and they seemed the same.)

Chris_McElligottPark

Jun 19, 2020 12:24 pm

administrator   ~0057381

Badger, this is interesting:

6/19/2020 4:36:40 PM BUG: somehow this ai faction has no allies, not even including itself
6/19/2020 4:36:45 PM BUG: somehow this ai faction has no allies, not even including itself

Chris_McElligottPark

Jun 19, 2020 12:25 pm

administrator   ~0057382

And then the real error:

Error in thread for execution context 'executionContext'
DivideByZeroException
Attempted to divide by zero.
===STACK FRAMES (with file info)===
FILE METHOD IL_OFFSET NATIVE_OFFSET LINE_NUMBER COLUMN_NUMBER
    op_Division 1 29 0 0
    DoPerSecondLogic_Stage3Main_OnMainThreadAndPartOfSim 603 2250 0 0
    <DoWorldSecondLogic_FromSimBGThread>b__2 1 55 0 0
    DoForFactions 18 107 0 0
    DoWorldSecondLogic_FromSimBGThread 102 738 0 0
    DoWorld_Second_PerSecondLogic 101 386 0 0
    DoWorldStepLogic_FromSimBGThread 116 322 0 0
    Execute 186 487 0 0
===RAW STACK TRACE===
  at Arcen.Universal.FInt.op_Division (Arcen.Universal.FInt one, System.Int32 divisor) [0x00001] in <057c6a5f32ef4ffa9278647b79242e97>:0
  at Arcen.AIW2.External.SpecialFaction_HunterFleet.DoPerSecondLogic_Stage3Main_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x0025b] in <02609a0ec8704a1d85964f32552ec6f4>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass58_0.<DoWorldSecondLogic_FromSimBGThread>b__2 (Arcen.AIW2.Core.Faction faction) [0x00001] in <02609a0ec8704a1d85964f32552ec6f4>:0
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00012] in <e7f8181a0165440496ef827dd433b4dd>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldSecondLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00066] in <02609a0ec8704a1d85964f32552ec6f4>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorld_Second_PerSecondLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00065] in <02609a0ec8704a1d85964f32552ec6f4>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00074] in <02609a0ec8704a1d85964f32552ec6f4>:0
  at Arcen.AIW2.External.SimExecution.Execute () [0x000ba] in <02609a0ec8704a1d85964f32552ec6f4>:0

Chris_McElligottPark

Jun 19, 2020 12:30 pm

administrator   ~0057383

This fixes nothing, but is a start:

* Split the hunter fleet stag 3 logic into several separate sub-methods so that we can more easily see where something is going wrong if there are exceptions that pop up.

Lord Of Nothing

Jun 19, 2020 12:31 pm

reporter   ~0057384

Just to let you know: The "BUG: somehow this ai faction has no allies, not even including itself" has been firing regularly for quite some time - I could see quite a lot of it on the debug log when I first looked at it when the first div/0 occurred, before the other stuff overwrote it.

Chris_McElligottPark

Jun 19, 2020 12:42 pm

administrator   ~0057385

I can duplicate the error, after setting up the mod so I can load this save.

Chris_McElligottPark

Jun 19, 2020 12:51 pm

administrator   ~0057386

I have fixed the divide by zero exception, BUT there is a core thing wrong with this save with the hunter fleet having no allies, as noted above a bit. It looks like this was started on an older version of the game where we had the allegiance bugs, so I don't think there is anything for Badger to fix after all. This shouldn't happen in a freshly started campaign.

* Fixed a bug in the hunter fleet where if there were no allied AI factions it would get a divide by zero exception every 10 seconds or so.
** This should never be a case that actually happens, but that's a separate matter.


Thanks!

Chris_McElligottPark

Jun 22, 2020 3:46 pm

administrator   ~0057416

Would you mind if I distribute your mod as part of the game, but off by default? It's a very straightforward mod, and one that others may enjoy, and it should serve as a good example of how other modders could have their mods distributed this same way. It's a new feature I'm just adding in this version. If you make any updates or changes, that would be up to you and we'd just update the version that goes out with the game. But rather than hunting up your mod and installing it, people could just click on an option in the settings to turn it on.

Perfectly fine if the answer is no.

Lord Of Nothing

Jun 22, 2020 4:29 pm

reporter   ~0057417

I would not mind that at all, it would be absolutely fine with me. :)

Lord Of Nothing

Jun 22, 2020 4:31 pm

reporter   ~0057418

I'm 95+% sure the version uploaded in this report here is my final version, but this definitely is: https://forums.arcengames.com/ai-war-ii-modding/spire-railgun-shop/

Chris_McElligottPark

Jun 22, 2020 4:41 pm

administrator   ~0057419

Sweet! This will be the first mod that is included by off-by-default, then!

Issue History

Date Modified Username Field Change
Jun 19, 2020 11:39 am Lord Of Nothing New Issue
Jun 19, 2020 11:39 am Lord Of Nothing File Added: Regular div0 exceptions.save
Jun 19, 2020 11:39 am Lord Of Nothing File Added: Regular div0 exceptions.savemet
Jun 19, 2020 11:39 am Lord Of Nothing File Added: ArcenDebugLog.txt
Jun 19, 2020 11:39 am Lord Of Nothing File Added: TSR_Ships_LON_MoreSpire.xml
Jun 19, 2020 11:39 am Lord Of Nothing Note Added: 0057378
Jun 19, 2020 11:40 am BadgerBadger Note Added: 0057379
Jun 19, 2020 11:55 am Lord Of Nothing Note Added: 0057380
Jun 19, 2020 12:24 pm Chris_McElligottPark Note Added: 0057381
Jun 19, 2020 12:25 pm Chris_McElligottPark Note Added: 0057382
Jun 19, 2020 12:30 pm Chris_McElligottPark Note Added: 0057383
Jun 19, 2020 12:31 pm Lord Of Nothing Note Added: 0057384
Jun 19, 2020 12:33 pm BadgerBadger Note Edited: 0057379
Jun 19, 2020 12:42 pm Chris_McElligottPark Note Added: 0057385
Jun 19, 2020 12:48 pm Chris_McElligottPark Assigned To => BadgerBadger
Jun 19, 2020 12:48 pm Chris_McElligottPark Status new => assigned
Jun 19, 2020 12:51 pm Chris_McElligottPark Assigned To BadgerBadger => Chris_McElligottPark
Jun 19, 2020 12:51 pm Chris_McElligottPark Status assigned => resolved
Jun 19, 2020 12:51 pm Chris_McElligottPark Resolution open => fixed
Jun 19, 2020 12:51 pm Chris_McElligottPark Fixed in Version => Beta 2.077 No More Shot Errors
Jun 19, 2020 12:51 pm Chris_McElligottPark Note Added: 0057386
Jun 22, 2020 3:46 pm Chris_McElligottPark Note Added: 0057416
Jun 22, 2020 4:29 pm Lord Of Nothing Note Added: 0057417
Jun 22, 2020 4:31 pm Lord Of Nothing Note Added: 0057418
Jun 22, 2020 4:41 pm Chris_McElligottPark Note Added: 0057419