Space Engineers

Space Engineers

Uprising: Core
Fallenq 7 月 9 日 上午 11:21
Game crash
2025-07-09 20:20:26.929 - Thread: 1 -> Exception: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.get_Item(Int32 index)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.SpawnShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, IMyEntity target, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.CheckThenFireShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, Vector3D collisionNormal, Vector3 naturalGrav, Vector3 artificialGrav, Vector3 totalGrav, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.FireAllShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, List`1 Definitions, IMyEntity OwningEntity, Vector3D collisionNormal, Boolean CollisionNormalValid, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.VPFMissile.Close()
at VanillaPlusFramework.Missiles.VPFMissile.DetonateMissile(IMyMissile missile, Vector3D CurrentPosition, Single radius, Single damage, Boolean doExplosionFX, MyEntity HitEntity)
at VanillaPlusFramework.Missiles.VPFMissile.PD_DetectHostiles(Boolean detectMissiles)
at VanillaPlusFramework.Missiles.VPFMissile.Update()
at VanillaPlusFramework.Missiles.MissileLogic.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)
2025-07-09 20:20:26.935 - Thread: 1 -> Exception occurred: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.get_Item(Int32 index)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.SpawnShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, IMyEntity target, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.CheckThenFireShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, Vector3D collisionNormal, Vector3 naturalGrav, Vector3 artificialGrav, Vector3 totalGrav, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.FireAllShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, List`1 Definitions, IMyEntity OwningEntity, Vector3D collisionNormal, Boolean CollisionNormalValid, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.VPFMissile.Close()
at VanillaPlusFramework.Missiles.VPFMissile.DetonateMissile(IMyMissile missile, Vector3D CurrentPosition, Single radius, Single damage, Boolean doExplosionFX, MyEntity HitEntity)
at VanillaPlusFramework.Missiles.VPFMissile.PD_DetectHostiles(Boolean detectMissiles)
at VanillaPlusFramework.Missiles.VPFMissile.Update()
at VanillaPlusFramework.Missiles.MissileLogic.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)
2025-07-09 20:20:26.936 - Thread: 1 -> Showing message
2025-07-09 20:20:26.937 - Thread: 1 -> MyInitializer.OnCrash
2025-07-09 20:20:26.937 - Thread: 1 -> var exception = System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.get_Item(Int32 index)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Beams.Beams.GenerateBeam(Vector3D StartPos, Vector3D Forwards, Nullable`1 Velocity, BeamDefinition& Definition, IMyEntity OwnerEntity, Int32 layers, Int32 GL_Layer, Int32 SPL_RecursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.SpawnShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, IMyEntity target, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.CheckThenFireShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, ShrapnelDefinition Definition, IMyEntity OwningEntity, Vector3D collisionNormal, Vector3 naturalGrav, Vector3 artificialGrav, Vector3 totalGrav, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.Shrapnel.FireAllShrapnel(MatrixD WorldMatrix, Nullable`1 velocity, List`1 Definitions, IMyEntity OwningEntity, Vector3D collisionNormal, Boolean CollisionNormalValid, Nullable`1 isArmed, IMyEntity target, Single missileHP, IMyMissileGunObject missileowner, Int32 recursionLayer)
at VanillaPlusFramework.Missiles.VPFMissile.Close()
at VanillaPlusFramework.Missiles.VPFMissile.DetonateMissile(IMyMissile missile, Vector3D CurrentPosition, Single radius, Single damage, Boolean doExplosionFX, MyEntity HitEntity)
at VanillaPlusFramework.Missiles.VPFMissile.PD_DetectHostiles(Boolean detectMissiles)
at VanillaPlusFramework.Missiles.VPFMissile.Update()
at VanillaPlusFramework.Missiles.MissileLogic.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)