Fluid extras crashing with pipeline cap cross (possibly others)

was using a blueprint designer at the time
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Solution:
This stops you doing the illegal things so no more crashes I think: https://discord.com/channels/555424930502541343/599225092953604106/1295518963299647552
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49 Replies
Robb
Robb•2mo ago
@AngryBeaver (FE, CC+) fyi
AngryBeaver
AngryBeaver•2mo ago
Will investigate
Sharkahi
SharkahiOP•2mo ago
doesnt seem to be a 1 off thing, ive been able to crash the game like 3-4 times i think it might be partially due to it being able to place outside of the blueprint designer, i am building some pipes near the edge and i think it might be crossing slighty out of bounds
AngryBeaver
AngryBeaver•2mo ago
and it's placing them in a blueprint?
Sharkahi
SharkahiOP•2mo ago
but it still allows it to place
Sharkahi
SharkahiOP•2mo ago
see
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Sharkahi
SharkahiOP•2mo ago
if its not related, then maybe thats another issue that could be adressed
AngryBeaver
AngryBeaver•2mo ago
Could you try the T junction and the vanilla cross for me?
Sharkahi
SharkahiOP•2mo ago
vanilla cross cant place, but all of yours do allow them to place
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AngryBeaver
AngryBeaver•2mo ago
that's probably the big thing then. I probably have a bad setting or some such cause I'm part way through writing a whole new hologram set and have reverted them to the regular junctions holo while it's still unfinished. but ther emight be a setting I missed. going digging
Sharkahi
SharkahiOP•2mo ago
it doesnt always crash instantly so just now, when i was testing i was placing them fine, i hooked one up, it crashed after around 30 seconds not sure why it takes so long, the first time i crashed it was instantly but yea, placing them at the edge of the blueprint seems to cause something after some time
Sharkahi
SharkahiOP•2mo ago
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Sharkahi
SharkahiOP•2mo ago
heres another debug, prob wont help but ill leave it here
Sharkahi
SharkahiOP•2mo ago
no idea what yall modders use to fix things thanks for the hard work tho :hypers: its not even outside of the blueprint and it just crashed again... :REEEE:
AngryBeaver
AngryBeaver•2mo ago
I was doing exactly the same thing your picture showed and didn't get any crashes
Sharkahi
SharkahiOP•2mo ago
weird
AngryBeaver
AngryBeaver•2mo ago
Are you using AI Packagers anywhere? he's been uppity since 1.0
Sharkahi
SharkahiOP•2mo ago
im not
AngryBeaver
AngryBeaver•2mo ago
any other mods?
Sharkahi
SharkahiOP•2mo ago
yea, i dont see how theyd affect this tho, since im just adding this stuff to a blueprint i made in base 1.0
Sharkahi
SharkahiOP•2mo ago
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Sharkahi
SharkahiOP•2mo ago
uh i got a new thing i did the same thing, placed the cap thing i used before
Sharkahi
SharkahiOP•2mo ago
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Sharkahi
SharkahiOP•2mo ago
that popped up the moment i clicked place
AngryBeaver
AngryBeaver•2mo ago
I'm gonna keep digging but if you can provide your mod profile that might help cause I'm suspicious it's a conflict rather than entirely me.
Sharkahi
SharkahiOP•2mo ago
sure, thanks for trying tho, ill use something else in the time being
AngryBeaver
AngryBeaver•2mo ago
Cause as they stand right now, those junctions are very very close ot vnailla and using a lot of the same code
AngryBeaver
AngryBeaver•2mo ago
so this many issues, especially in CPP like that seems off
Sharkahi
SharkahiOP•2mo ago
maybe ill try removing some other fluid mods? not that many do interact with fluids only ones i can imagine doing anything is fluid sink, di Transportation, and fluid buffer, maybe flex splines but im not actually using any of them yet i get the same crash when your mod is the only mod running
AngryBeaver
AngryBeaver•2mo ago
and I can't reproduce it at all, can you DM me your save?
Sharkahi
SharkahiOP•2mo ago
let me test it in a fully fresh save file first then ill see if its just that specific world
Sharkahi
SharkahiOP•2mo ago
yup
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AngryBeaver
AngryBeaver•2mo ago
okay I finally got the crash. I think I know what I was doing wrong
Sharkahi
SharkahiOP•2mo ago
i just struggled to recreate it but it crashed during an autosave wonder if thats a lead to anything rip main question is, how easy would the fix be and what causes it exactly
AngryBeaver
AngryBeaver•2mo ago
well first I'm gonna fix the hologram problem cause I'm pretty sure that's what's allowing things to enter illegal states that upset stuff
Sharkahi
SharkahiOP•2mo ago
yea not being able to place it out of bounds would be a start lol
AngryBeaver
AngryBeaver•2mo ago
but I'm worried some corrupt data might have gotten into yours or other peoples files?
Sharkahi
SharkahiOP•2mo ago
corrupt?
AngryBeaver
AngryBeaver•2mo ago
just invalid ghost buildables or something that could cause the error.
Sharkahi
SharkahiOP•2mo ago
good luck :pet_ben:
AngryBeaver
AngryBeaver•2mo ago
if you can play without triggering the error without doing anything that might provkoe it on your save that'll let me know if I need to dig for a way to fix something
Sharkahi
SharkahiOP•2mo ago
sure it seems stable apart from building too close to the blueprint edge, yet the crash persists for at least 1 reload / save after the initial crash, otherwise i cant get the crash to occur building 'normally'. that's probably the cause of the first crash i saw when i wasnt testing outside of the blueprint designer bounds. after it crashes a second time, it appears to work as intended
AngryBeaver
AngryBeaver•2mo ago
yeah, that's probably some of that ghost stuff I was worried about, but if it gets cleaned out like that then perfect. I don't need to undertake massive fixing and investigation efforts
Sharkahi
SharkahiOP•2mo ago
hopefully, thanks for helping tho but yea, maybe dont let people build outside the bounds hehe
AngryBeaver
AngryBeaver•2mo ago
currently doing that 😄
Solution
AngryBeaver
AngryBeaver•2mo ago
This stops you doing the illegal things so no more crashes I think: https://discord.com/channels/555424930502541343/599225092953604106/1295518963299647552
Sharkahi
SharkahiOP•2mo ago
The goat
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