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
KadOP2mo 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. :)
firm-tan
firm-tan2mo ago
hey, thanks for the report, i will investigate so you do have the crash on new game too ?
Kad
KadOP2mo 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.
firm-tan
firm-tan2mo ago
hmm can i see the exact settings you put when created a new game ?
Kad
KadOP2mo 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.
firm-tan
firm-tan2mo ago
interesting i get the crash when the mod is installed with the mod manager but not when installed manually
Kad
KadOP2mo ago
Creating a new game without advanced settings (just pick location + name + go) - no change, same crash. (only SML and TOL enabled)
firm-tan
firm-tan2mo ago
and indeed checksum of files isn't same Oo when installed manually and with tool
Kad
KadOP2mo 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
firm-tan
firm-tan2mo 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
KadOP2mo ago
I personally use Meld - I like the visuals, and it behaves the same on Windows and macOS.
firm-tan
firm-tan2mo ago
my bad it compared date too
firm-tan
firm-tan2mo ago
No description
firm-tan
firm-tan2mo 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
KadOP2mo ago
?
firm-tan
firm-tan2mo 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
firm-tan
firm-tan2mo ago
No description
firm-tan
firm-tan2mo ago
to
firm-tan
firm-tan2mo ago
No description
Kad
KadOP2mo ago
Yeah, I'm there.
firm-tan
firm-tan2mo ago
just rename it Windows and run it Oo
Kad
KadOP2mo ago
No crash.
Kad
KadOP2mo ago
No description
firm-tan
firm-tan2mo ago
and you started the game successfully ? what the hell
Kad
KadOP2mo ago
Yes, that's the view from the Mods menu in-game.
Kad
KadOP2mo ago
No description
firm-tan
firm-tan2mo ago
@Robb (Now™) can i bother you one moment ? EDIT : sorry for panic ping, found the issue
Kad
KadOP2mo ago
If I rename it to Windows1, it also loads.
firm-tan
firm-tan2mo ago
i tried to keep default name and add a random letter it seems to crash only when named TierOverflowLib
Kad
KadOP2mo ago
Yup. Works as TierOverflowLib1.
No description
Kad
KadOP2mo ago
No description
firm-tan
firm-tan2mo ago
i'm mega confused
Kad
KadOP2mo 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?
firm-tan
firm-tan2mo ago
but why SML would use this folder ?
Kad
KadOP2mo ago
Because that's the mod name?
firm-tan
firm-tan2mo ago
rex pointed something interesting if the name is renamed, it will not find the assets
Kad
KadOP2mo 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.
firm-tan
firm-tan2mo ago
i think i found, and that's really idiot from me
Kad
KadOP2mo ago
Share? :D
Solution
firm-tan
firm-tan2mo ago
just tried and i confirm
firm-tan
firm-tan2mo ago
a field got empty
firm-tan
firm-tan2mo ago
No description
firm-tan
firm-tan2mo ago
this one which load all the mod was empty, i have no idea of why, i maybe missclicked
Kad
KadOP2mo ago
A simple enough bug to fix.
firm-tan
firm-tan2mo ago
i re-readed everything before to upload, so i may miss clicked on the cross
Kad
KadOP2mo ago
Hey, it did not delete database in production. :D
firm-tan
firm-tan2mo ago
sorry for the issue and thanks for the report
Kad
KadOP2mo ago
(like that one guy who wrote his own code parser, and comments broke everything)
firm-tan
firm-tan2mo ago
about the mod itself, it's a lib yes, alone it don't add anything
Kad
KadOP2mo ago
I'm happy to help. :) So no point in installing it. If a mod requires it, it will be installed by SMM, correct?
firm-tan
firm-tan2mo 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
KadOP2mo ago
It's fine. :D Also, I've found that story - it's on the daily wtf, at /articles/the-inner-json-effect
Robb
Robb2mo ago
@HolographicWings in the future, the stack trace did point to the problem being the subsystem but yeah it was entirely in SML code
firm-tan
firm-tan2mo ago
thanks, just had a panic moment x)
firm-tan
firm-tan2mo ago
i will update it, but i want to add a config setting to release a proper 1.0.1
Robb
Robb2mo ago
updated the compatibility info
firm-tan
firm-tan2mo 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
Robb2mo ago
is your config a client side cosmetic thing or a server side functionality thing (should be session setting instead)
firm-tan
firm-tan2mo ago
client side
Robb
Robb2mo ago
yeah I should really clean up the config example 🙃 it is like 4 years old from when Nog made it
firm-tan
firm-tan2mo ago
i don't even see where the struct of the example is used x)
Robb
Robb2mo 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++
firm-tan
firm-tan2mo ago
@Kad updated feel free to test a setting were also added to force the buttons to show even without new tiers
Kad
KadOP2mo ago
Yup, there it is.
No description
Kad
KadOP2mo ago
Much better. :D
No description
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