TierOverflowLib v1.0.0 (10/19/2024) game CL#372858, Win10 - crashes on savegame load/new game start

Abridged crash stack:
Version: 372858, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000309

FactoryGameSteam_SML_Win64_Shipping!USubsystemActorManager::SpawnSubsystemActor()
FactoryGameSteam_SML_Win64_Shipping!USubsystemActorManager::RegisterSubsystemActor()
FactoryGameSteam_SML_Win64_Shipping!UGameWorldModule::RegisterConstructionPhaseContent()
FactoryGameSteam_SML_Win64_Shipping!UGameWorldModule::DispatchLifecycleEvent()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::DispatchLifecycleEvent()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::ConstructModules()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::InitializeModules()
FactoryGameSteam_SML_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,USubsystemActorManager,void __cdecl(FActorsInitializedParams const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
FactoryGameSteam_Engine_Win64_Shipping!TMulticastDelegate<void __cdecl(UWorldPartition *),FDefaultDelegateUserPolicy>::Broadcast()
FactoryGameSteam_Engine_Win64_Shipping!UWorld::InitializeActorsForPlay()
FactoryGameSteam_Engine_Win64_Shipping!UEngine::LoadMap()
Version: 372858, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000309

FactoryGameSteam_SML_Win64_Shipping!USubsystemActorManager::SpawnSubsystemActor()
FactoryGameSteam_SML_Win64_Shipping!USubsystemActorManager::RegisterSubsystemActor()
FactoryGameSteam_SML_Win64_Shipping!UGameWorldModule::RegisterConstructionPhaseContent()
FactoryGameSteam_SML_Win64_Shipping!UGameWorldModule::DispatchLifecycleEvent()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::DispatchLifecycleEvent()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::ConstructModules()
FactoryGameSteam_SML_Win64_Shipping!UWorldModuleManager::InitializeModules()
FactoryGameSteam_SML_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,USubsystemActorManager,void __cdecl(FActorsInitializedParams const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
FactoryGameSteam_Engine_Win64_Shipping!TMulticastDelegate<void __cdecl(UWorldPartition *),FDefaultDelegateUserPolicy>::Broadcast()
FactoryGameSteam_Engine_Win64_Shipping!UWorld::InitializeActorsForPlay()
FactoryGameSteam_Engine_Win64_Shipping!UEngine::LoadMap()
Steps to reproduce: - enable mod (can be the only enabled mod) - run game - create new game or load/continue @HolographicWings
Solution:
just tried and i confirm
Jump to solution
65 Replies
Kad
KadOP4mo ago
I don't know why I installed it - since you called it a lib, it probably doesn't do much on its own, and SMM is actually kinda good at managing dependencies. But I did, and this is what happened. :)
genetic-orange
genetic-orange4mo ago
hey, thanks for the report, i will investigate so you do have the crash on new game too ?
Kad
KadOP4mo ago
Let me know if you need more info from me. I'm willing to debug. I first noticed the crash when I went to start a new game - I just learned mods were once again a thing. Once it crashed once or twice on new game, I figured: maybe some mod has an issue with the onboarding, as there are things that happen just once in the game at that time. So I created a new game with no mods, made planetfall, saved, exited, and re-enabled mods.
genetic-orange
genetic-orange4mo ago
hmm can i see the exact settings you put when created a new game ?
Kad
KadOP4mo ago
Choosing "Continue" gets the exact same crash. Since I suspected the mods did this, I forewent changing any mod settings, and only used two advanced options: - unlock alts automatically - unlock all in the shop Let me try without any advanced settings.
genetic-orange
genetic-orange4mo ago
interesting i get the crash when the mod is installed with the mod manager but not when installed manually
Kad
KadOP4mo ago
Creating a new game without advanced settings (just pick location + name + go) - no change, same crash. (only SML and TOL enabled)
genetic-orange
genetic-orange4mo ago
and indeed checksum of files isn't same Oo when installed manually and with tool
Kad
KadOP4mo ago
Are there any files to the mod that SMM might fail to package/deploy? Anyway, let me know if I can help in any way. Ping me directly if you need to, I have everything muted to hell. :D
genetic-orange
genetic-orange4mo ago
heh WinMerge doesn't cooperate, it says different, but when i click on the files to see the details it finally says same
Kad
KadOP4mo ago
I personally use Meld - I like the visuals, and it behaves the same on Windows and macOS.
genetic-orange
genetic-orange4mo ago
my bad it compared date too
genetic-orange
genetic-orange4mo ago
No description
genetic-orange
genetic-orange4mo ago
when using tool and manual install the checksum return they are same again installed with SMM = crash installed manually = works WTFF can you try something ?
Kad
KadOP4mo ago
?
genetic-orange
genetic-orange4mo ago
install the mod again, go in the Mods folder in the satisfactory install folder and rename TierOverflowLib to Windows then try to start a game
genetic-orange
genetic-orange4mo ago
No description
genetic-orange
genetic-orange4mo ago
to
genetic-orange
genetic-orange4mo ago
No description
Kad
KadOP4mo ago
Yeah, I'm there.
genetic-orange
genetic-orange4mo ago
just rename it Windows and run it Oo
Kad
KadOP4mo ago
No crash.
Kad
KadOP4mo ago
No description
genetic-orange
genetic-orange4mo ago
and you started the game successfully ? what the hell
Kad
KadOP4mo ago
Yes, that's the view from the Mods menu in-game.
Kad
KadOP4mo ago
No description
genetic-orange
genetic-orange4mo ago
@Robb (Now™) can i bother you one moment ? EDIT : sorry for panic ping, found the issue
Kad
KadOP4mo ago
If I rename it to Windows1, it also loads.
genetic-orange
genetic-orange4mo ago
i tried to keep default name and add a random letter it seems to crash only when named TierOverflowLib
Kad
KadOP4mo ago
Yup. Works as TierOverflowLib1.
No description
Kad
KadOP4mo ago
No description
genetic-orange
genetic-orange4mo ago
i'm mega confused
Kad
KadOP4mo ago
Is it possible that you have some sort of path overlap? Your mod tries to create a TierOverflowLib path somewhere, but SML already has that path in because it loaded the mod? If SML overwrites that path with its own, it could lead to crap-not-found at instance time?
genetic-orange
genetic-orange4mo ago
but why SML would use this folder ?
Kad
KadOP4mo ago
Because that's the mod name?
genetic-orange
genetic-orange4mo ago
rex pointed something interesting if the name is renamed, it will not find the assets
Kad
KadOP4mo ago
According to the screenshot above, it will. That icon is in /modname/Resources. If it can display it in-game, it must've found the folder. Unless it's the mod itself that won't find the assets, and not the game/SML.
genetic-orange
genetic-orange4mo ago
i think i found, and that's really idiot from me
Kad
KadOP4mo ago
Share? :D
Solution
genetic-orange
genetic-orange4mo ago
just tried and i confirm
genetic-orange
genetic-orange4mo ago
a field got empty
genetic-orange
genetic-orange4mo ago
No description
genetic-orange
genetic-orange4mo ago
this one which load all the mod was empty, i have no idea of why, i maybe missclicked
Kad
KadOP4mo ago
A simple enough bug to fix.
genetic-orange
genetic-orange4mo ago
i re-readed everything before to upload, so i may miss clicked on the cross
Kad
KadOP4mo ago
Hey, it did not delete database in production. :D
genetic-orange
genetic-orange4mo ago
sorry for the issue and thanks for the report
Kad
KadOP4mo ago
(like that one guy who wrote his own code parser, and comments broke everything)
genetic-orange
genetic-orange4mo ago
about the mod itself, it's a lib yes, alone it don't add anything
Kad
KadOP4mo ago
I'm happy to help. :) So no point in installing it. If a mod requires it, it will be installed by SMM, correct?
genetic-orange
genetic-orange4mo ago
yeah, if a mod use it, it should be automatically installed as a lib i though that was an obscure issue in the c++ code, i panicked xD
Kad
KadOP4mo ago
It's fine. :D Also, I've found that story - it's on the daily wtf, at /articles/the-inner-json-effect
Robb
Robb4mo ago
@HolographicWings in the future, the stack trace did point to the problem being the subsystem but yeah it was entirely in SML code
genetic-orange
genetic-orange4mo ago
thanks, just had a panic moment x)
genetic-orange
genetic-orange4mo ago
i will update it, but i want to add a config setting to release a proper 1.0.1
Robb
Robb4mo ago
updated the compatibility info
genetic-orange
genetic-orange4mo ago
i don't find how to make a config entry in the docs, i try to understand how the example mod do it
Robb
Robb4mo ago
is your config a client side cosmetic thing or a server side functionality thing (should be session setting instead)
genetic-orange
genetic-orange4mo ago
client side
Robb
Robb4mo ago
yeah I should really clean up the config example 🙃 it is like 4 years old from when Nog made it
genetic-orange
genetic-orange4mo ago
i don't even see where the struct of the example is used x)
Robb
Robb4mo ago
it isn't, it's for an alternate config approach that I basically never use because you can't bind events to the config changing er, no it's for c++ access and examplemod has no C++
genetic-orange
genetic-orange4mo ago
@Kad updated feel free to test a setting were also added to force the buttons to show even without new tiers
Kad
KadOP4mo ago
Yup, there it is.
No description
Kad
KadOP4mo ago
Much better. :D
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