Inventory tick crash debugger triggered

Been experiencing semi-regular Assertion failed itemclass crashes for 3 days now.
Error: appError called: Assertion failed: itemClass [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGInventoryComponent.cpp] [Line: 1410]
Error: appError called: Assertion failed: itemClass [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGInventoryComponent.cpp] [Line: 1410]
They aren't tied to a specific area or action, sometimes the game runs for 2 hours before it happens, other times it crashes 3 minutes into loading the save. I finally had the inventory tick crash debugger trigger, so I would really appreciate some help. I've tried the reduction of belt render distance, tried isolating areas I was working on when the crashing started using the interactive map tools, so far no luck. Mods list: ... for some reason SMM isn't letting me copy my mods list, so here's the most recent one I have ...
SWSMod Name Mod Reference Version
Auto - Sort Inventory AutoSort 3.1.0
Auto Upload to Dimensional Depot AutoUpload 1.0.2
AutoLink AutoLink 0.4.4
Community Basic Tracks CommunityBasicTracks 1.0.4
Construction Preferences ConstructionPreferences 1.4.5
Crash Site Beacons CrashSiteBeacons 3.0.4
Crash Site Vanisher CrashSiteVanisher 1.0.10
Doggo Transportation DoggoTransportation 1.0.3
Efficiency Checker Mod EfficiencyCheckerMod 2.5.4
Faster Manual Crafting Redux FasterManualCraftingRedux 2.3.2
Fluid Extras AB_FluidExtras 1.0.7
GameTime GameTime 1.0.13
Gateways Extension GatewaysExtension 1.2.0
Infinite Nudge InfiniteNudge 2.1.4
Infinite Zoop InfiniteZoop 1.8.13
Linear Motion LinearMotion 2.0.34
Modular Load Balancers LoadBalancers 1.11.4
No New Label NoNewLabel 1.0.4
No Z Fighting NoZFighting 1.2.4
Organized Crates OrganizedCrates 2.0.7
Remove Empty Dimensional Stacks RemoveEmptyDimensionalStocks 1.0.1
Shorter Hard Drive Research ShortenHardDriveResearch 1.2.0
Small Awesome Sink SmallAwesomeSink 1.0.9
SWSMod Name Mod Reference Version
Auto - Sort Inventory AutoSort 3.1.0
Auto Upload to Dimensional Depot AutoUpload 1.0.2
AutoLink AutoLink 0.4.4
Community Basic Tracks CommunityBasicTracks 1.0.4
Construction Preferences ConstructionPreferences 1.4.5
Crash Site Beacons CrashSiteBeacons 3.0.4
Crash Site Vanisher CrashSiteVanisher 1.0.10
Doggo Transportation DoggoTransportation 1.0.3
Efficiency Checker Mod EfficiencyCheckerMod 2.5.4
Faster Manual Crafting Redux FasterManualCraftingRedux 2.3.2
Fluid Extras AB_FluidExtras 1.0.7
GameTime GameTime 1.0.13
Gateways Extension GatewaysExtension 1.2.0
Infinite Nudge InfiniteNudge 2.1.4
Infinite Zoop InfiniteZoop 1.8.13
Linear Motion LinearMotion 2.0.34
Modular Load Balancers LoadBalancers 1.11.4
No New Label NoNewLabel 1.0.4
No Z Fighting NoZFighting 1.2.4
Organized Crates OrganizedCrates 2.0.7
Remove Empty Dimensional Stacks RemoveEmptyDimensionalStocks 1.0.1
Shorter Hard Drive Research ShortenHardDriveResearch 1.2.0
Small Awesome Sink SmallAwesomeSink 1.0.9
Solution:
I think I have removed the only two pairs I had setup like this, so far no crashes. I'll make this as resolved. Resolution tl;dr A merger to splitter pair had been set up with a direct connection (connection of 0 belts long) see image. This was possible due to some unintended behavior of AutoLink, as of AutoLink 0.5.2 this behaviour is prevented and should no longer cause Assertion failed Itemclass crashes....
Jump to solution
43 Replies
FICSIT-Fred
FICSIT-Fred2mo ago
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it! -# Responding to assertionfaileditemclass triggered by @Joey Joel
Inventory Tick Crash Debugger - SMR
PLEASE READ THE MOD DESCRIPTION IN FULL BEFORE USING
sjhoward
sjhoward2mo ago
@Rex any guidance on finding/interpreting the debug output? Nothings jumping out at me
Rex
Rex2mo ago
The mod didn't log anything, I'll need the crash info in %LOCALAPPDATA/FactoryGame/Saved/Crashes/UECC-Windows-5FC80D034C7AE5847DBB9E9C7996A9BF_0000/CrashContext.runtime-xml
Joey Joel
Joey JoelOP2mo ago
Thy wish is my command
Rex
Rex2mo ago
Okay, that happened inside a conveyor chain actor's Factory_Tick(), that's why the mod didn't catch it
Joey Joel
Joey JoelOP2mo ago
Any followup actions I can take to investigate?
Rex
Rex2mo ago
Not sure right now, do you use or have you used SnapOn? Also you said the mod triggered, so you got the popup? Look in the logs in %LOCALAPPDATA/FactoryGame/Saved/Logs/ for LogInvCrashDbg
Joey Joel
Joey JoelOP2mo ago
No I haven't used SnapOn. I do have AutoLink installed tho (unsure if relevant but they sound like they do a similar thing)
sjhoward
sjhoward2mo ago
Could it be auto link?
Rex
Rex2mo ago
Could be but I've never used it cc @Epp
Joey Joel
Joey JoelOP2mo ago
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: INVALID INVENTORY ITEM CAUGHT
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: ON THREAD 'Background Worker #13' (37580)
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: FUNCTION CALL: OnItemsAdded(StorageInventory, 0, 1, NULL)
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: COMPONENT: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorAttachmentMerger_C_2146649179.StorageInventory
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: COMPCLASS: /Script/FactoryGame.FGInventoryComponent
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: INV OWNER: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorAttachmentMerger_C_2146649179
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: OWNER CLS: /Game/FactoryGame/Buildable/Factory/CA_Merger/Build_ConveyorAttachmentMerger.Build_ConveyorAttachmentMerger_C
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: OWNER LOC: X=7600.000 Y=270200.000 Z=-3800.000
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: CANCELLING EXEC TO AVOID CRASH
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: INVALID INVENTORY ITEM CAUGHT
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: ON THREAD 'Background Worker #13' (37580)
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: FUNCTION CALL: OnItemsAdded(StorageInventory, 0, 1, NULL)
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: COMPONENT: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorAttachmentMerger_C_2146649179.StorageInventory
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: COMPCLASS: /Script/FactoryGame.FGInventoryComponent
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: INV OWNER: /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorAttachmentMerger_C_2146649179
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: OWNER CLS: /Game/FactoryGame/Buildable/Factory/CA_Merger/Build_ConveyorAttachmentMerger.Build_ConveyorAttachmentMerger_C
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: OWNER LOC: X=7600.000 Y=270200.000 Z=-3800.000
[2024.11.02-21.10.15:130][293]LogInvCrashDbg: Error: CANCELLING EXEC TO AVOID CRASH
Rex
Rex2mo ago
Yep, that's what the mod printed. Could you please go to the coordinates in OWNER LOC (note: they are in centimetres) and send a screenshot of the merger and its surroundings?
Joey Joel
Joey JoelOP2mo ago
Oh dear, haven't used the coords in game yet, but I'm sure I should be able to. brb
Rex
Rex2mo ago
I think the coords in game are divided by 100
sjhoward
sjhoward2mo ago
Surely it might be easier to use SCIM?
Rex
Rex2mo ago
Or if you have OrthoMap, look at the coordinates there
Joey Joel
Joey JoelOP2mo ago
SCIM says they're well outside the map border
No description
Rex
Rex2mo ago
X axis has one digit too many
Joey Joel
Joey JoelOP2mo ago
Oh duh, I'm using orthomap now to go in game
Rex
Rex2mo ago
IIRC the coords in OrthoMap are also in centimetres I should know better, I made that mod
Epp
Epp2mo ago
AutoLink doesn't touch inventories and just uses the game's high-level APIs to trigger its built-in chain actor rebuilding. There could theoretically be a race condition that leaves something corrupt... It would help to know how you built the specific merger that's causing the crash. You're also using a pretty old version of AutoLink and I'd recommend you upgrade, though I know of no reproducible corruption cases in any version.
Joey Joel
Joey JoelOP2mo ago
should be this merger then
No description
Epp
Epp2mo ago
Do you know/remember how you built that one?
Rex
Rex2mo ago
Why is it so close to another merger?
Joey Joel
Joey JoelOP2mo ago
Pretty sure I set these all up before belt connections Thought they looked pretty neat as a single structure, it's a splitter
Rex
Rex2mo ago
Ah, how are they connected?
Joey Joel
Joey JoelOP2mo ago
I'm like half convinced it's autolink connecting them
Rex
Rex2mo ago
I would try separating them because the belt between the splitter and merger would be zero length
Joey Joel
Joey JoelOP2mo ago
Yea no belt in there
No description
Rex
Rex2mo ago
Can you connect a belt to that port? Now that the splitter is gone, there shouldn't be anything connected
Joey Joel
Joey JoelOP2mo ago
Yes
No description
Rex
Rex2mo ago
Okay, then I'm pretty sure the merger and the splitter were directly attached to each other
Epp
Epp2mo ago
That is theoretically possible with AutoLink - I'm looking at it now. It wasn't an intended scenario but stuff tends to slip through
sjhoward
sjhoward2mo ago
People build in... Different... Ways 😆
Epp
Epp2mo ago
I noticed SnapOn when I was researching to make AutoLink and did notice it say it had crashes at random times. So if they're directly connected, that may just be something the game can't handle. Still looking
Rex
Rex2mo ago
Yes, direct connections seem to cause race conditions because conveyors are multithreaded
Joey Joel
Joey JoelOP2mo ago
For science! :birdbounce: I had another merger splitter pair setup in exactly the same way, pulled those apart as well, lets see if new crashes happen
Rex
Rex2mo ago
I originally made the inventory tick crash debugger mod to help someone figure out why this crash kept happening. Turns out there was a snapped-on splitter somewhere and they didn't even remember about it
Epp
Epp2mo ago
Yep, it's connecting them. 🤦‍♂️ Give me a bit and I'll test out a fix.
Joey Joel
Joey JoelOP2mo ago
Glad my bold factory building incompetence was helpful in a way! :3HC_dance: Thanks all for the help :neko_happ: :BlobLoveGay:
Epp
Epp2mo ago
I think I got it fixed. Building for release now Ok, fixed in 0.5.2 which is now on the mod manager. Of course, the fix is just to prevent you from doing what you did here, but at least the game shouldn't crash anymore 🙂 Once you disassemble all the existing direct-connected splitters/mergers, of course
Solution
Joey Joel
Joey Joel2mo ago
I think I have removed the only two pairs I had setup like this, so far no crashes. I'll make this as resolved. Resolution tl;dr A merger to splitter pair had been set up with a direct connection (connection of 0 belts long) see image. This was possible due to some unintended behavior of AutoLink, as of AutoLink 0.5.2 this behaviour is prevented and should no longer cause Assertion failed Itemclass crashes.
Rex
Rex2mo ago
Existing cases can still cause crashes, these must be deconstructed manually
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