McCovican
McCovican
SMSatisfactory Modding
Created by McCovican on 3/6/2025 in #help-using-mods
SML 3.10.0 Access Violation, Internationalization\Text.cpp
Even post-RR&D update (and I've tried launching without any of their mods), I'm still getting an immediate crash on launch. Works fine when rolled back to 3.9.1. It also works on my minimal dev profile, so it is just a "conflict" with an un-updated mod somewhere. Usual log vomit attached. I've tried it a couple of times, going through a few possible suspect mods. It of course resulted in different things immediately preceding the fatal, but the one consistent has been:
LogNativeHookManager: Display: Size of member pointer is 16
LogNativeHookManager: Display: Attempting to discover AFGSkySphere::BeginPlay at 00007FFDC2DC5310
LogNativeHookManager: Display: Attempting to resolve virtual function AFGSkySphere::BeginPlay. This adjustment: 0x0, virtual function table offset: 0x3a8
LogNativeHookManager: Display: Successfully resolved virtual function thunk AFGSkySphere::BeginPlay at 00007FFDC2DC5310 to function implementation at 00007FFDBFF5B930
LogNativeHookManager: Display: Hooking function AFGSkySphere::BeginPlay: Provided address: 00007FFDC2DC5310, resolved address: 00007FFDBFF5B930
LogNativeHookManager: Display: Overriding AFGSkySphere::BeginPlay at 00007FFDBFF5B930 to 00007FFDC2DC7C10
LogNativeHookManager: Display: Successfully hooked function AFGSkySphere::BeginPlay at 00007FFDBFF5B930
LogNativeHookManager: Display: Size of member pointer is 16
LogNativeHookManager: Display: Attempting to discover AFGSkySphere::BeginPlay at 00007FFDC2DC5310
LogNativeHookManager: Display: Attempting to resolve virtual function AFGSkySphere::BeginPlay. This adjustment: 0x0, virtual function table offset: 0x3a8
LogNativeHookManager: Display: Successfully resolved virtual function thunk AFGSkySphere::BeginPlay at 00007FFDC2DC5310 to function implementation at 00007FFDBFF5B930
LogNativeHookManager: Display: Hooking function AFGSkySphere::BeginPlay: Provided address: 00007FFDC2DC5310, resolved address: 00007FFDBFF5B930
LogNativeHookManager: Display: Overriding AFGSkySphere::BeginPlay at 00007FFDBFF5B930 to 00007FFDC2DC7C10
LogNativeHookManager: Display: Successfully hooked function AFGSkySphere::BeginPlay at 00007FFDBFF5B930
There's a couple of crash logs in that dump. The older one calls out KBFL in the trace ― so it seems most of the Kyrium mods (except, ironically, Blueprints Extensions) are bust, as they depend on KPrivateCodeLib, which depends on KBFL. The newer log is where I'm at now, even after removing all the Kyrium mods. Not sure which mod is causing is here. It's still Internationalization\Text.cpp it's crashing on, but the rest of the trace doesn't narrow it down further for me. Throwing this out there more in the hope an actual programmer will recognize what this is from and save me from having to binary-search my way out of it. Which is a tomorrow-me problem tbh.
19 replies
SMSatisfactory Modding
Created by McCovican on 2/9/2025 in #help-using-mods
Power Checker: CTD in Blueprint Designer
cc: @Marcio Neves Looks like I'm fairly consistently getting a CTD when using the Power Checker in a blueprint. It only crashes when I'm actually working in the BP Designer. Buildings placed using these blueprints do not cause a crash. It seems most likely to crash after a BP with an existing Power Checker in it is loaded. However, it will not always crash immediately. If I do precisely nothing in-game, it will keep running (seemingly?) indefinitely. But once I resume building (even non-electrical components), it will eventually crash. I currently have a compound with multiple BP Designers (all stock Mk.3). Since I was working on this last night (comparing multiple different possibilities for walls/roofs/etc), I had this BP loaded into several different BP Designers. All have a Power Checker in the same place, with the same wiring. Loading up this save, with those buildings already loaded and present in the BP Designers, does not cause a crash. But once I load that BP into an empty Designer, the crashes resume again. Also, intriguingly, clearing any one of those BP Designers of the buildings from last night will also lead to a crash. Same stacktrace in both scenarios. In the debug log attached, I loaded the game, loaded a BP with a Power Checker, and was working on some metal framing elsewhere in the structure when it crashed. Interestingly, I first noticed this crash intermittently some weeks ago, but it stopped happening before I could track it down. Even up until last night, where I spent hours working on these BPs with absolutely no crash. Loaded it up today, and it's right back to crashing again.
3 replies
SMSatisfactory Modding
Created by McCovican on 1/22/2025 in #help-using-mods
Update Notifier: Notifying for Mod Already Updated [Factory_Prop_Mod]
No description
22 replies
SMSatisfactory Modding
Created by McCovican on 1/13/2025 in #help-using-mods
Build Menu Organiser ― Missing Items
@Andre Aquila <Aquila Industrial> Sorry to bother you, but I'm having a problem with BMO. Buildables (both modded & vanilla) that I've unlocked late game are sometimes not showing up in BMO at all (they still show in the game's build menu, but nowhere in the /bm configuration interface ― I did double-check with BMO's search function). Is there a way of... force-refreshing the menu or something like that? (I've tried fully restarting the game ― as well as unloading the mod, entering the game, saving, exiting, and re-enabling the mod ― which just resets all my menu customisations, but still doesn't fix the missing items) I have an unconfirmed suspicion about what's causing it ― I think the commonality with the items that aren't showing up is that the game is adding them to subcategories which BMO thinks no longer exist, ie: previously I've selected all the items of a particular subcategory and moved them to another parent category. Items I've unlocked later in the game then default to those original subcategory placements, but BMO isn't checking because it thinks those subcategories now exist elsewhere? Log & modlist attached in case they're relevant.
8 replies