Epp
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
Once you disassemble all the existing direct-connected splitters/mergers, of course
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
Of course, the fix is just to prevent you from doing what you did here, but at least the game shouldn't crash anymore 🙂
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
Ok, fixed in 0.5.2 which is now on the mod manager.
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
I think I got it fixed. Building for release now
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
Yep, it's connecting them. 🤦♂️ Give me a bit and I'll test out a fix.
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
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
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
It wasn't an intended scenario but stuff tends to slip through
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
That is theoretically possible with AutoLink - I'm looking at it now.
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
Do you know/remember how you built that one?
58 replies
SMSatisfactory Modding
•Created by Joey Joel on 11/2/2024 in #help-using-mods
Inventory tick crash debugger triggered
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.
58 replies
SMSatisfactory Modding
•Created by Rdc74656 on 10/28/2024 in #help-using-mods
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000 crash happens randomly
Honestly, keep a lot of auto-saves anyway. My friends and I have hit corruption issues playing on a dedicated server with no mods, as well.
55 replies
SMSatisfactory Modding
•Created by Rdc74656 on 10/28/2024 in #help-using-mods
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000 crash happens randomly
It's also important to know that improperly-interracting mods can permanently corrupt things. When I was testing, I had a bug where I accidentally added belts twice and was hitting weird crashes when I deconstructed, seemingly at random. I had to revert to an earlier save to keep testing because the errors of the past were cemented into the game with no real way to undo it. If you're playing with mods, keep a LOT of auto-saves.
55 replies
SMSatisfactory Modding
•Created by Rdc74656 on 10/28/2024 in #help-using-mods
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000 crash happens randomly
^That said, if anybody's ever reading this and has ideas, I'm always open to hearing I should be hooking into different places in the code. Right now, I just have after hooks into AFGBuildableHologram::ConfigureComponents (and some child classes) to handle individual construction and AFGBlueprintHologram::Construct to handle blueprint construction.
55 replies
SMSatisfactory Modding
•Created by Rdc74656 on 10/28/2024 in #help-using-mods
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000 crash happens randomly
The unfortunate thing about writing mods like this is you have to find a place in the control flow to add your behavior and the intuitive or documented places don't always work (like, I found multiple places where I was handed partially-complete belts). So there could very easily be timing issues based on when each mod does its thing.
What AutoLink does with belts is actually pretty straightforward - it just finds a good connector, (if necessary) removes the belt from the AFGBuildableSubsystem, calls connect, then (if necessary) re-adds it to the subsystem to rebuild the chain actor. It feels a little bit nonstandard in that it can remove and re-add a belt in the same frame and I obviously can't promise it's fool-proof, but it also feels about as close to standard as it can be without being integrated into the native game.
55 replies
SMSatisfactory Modding
•Created by Rdc74656 on 10/28/2024 in #help-using-mods
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000 crash happens randomly
It's definitely conceivable but, if that debug info is correct, there are over 100 mods installed and I'd lean more towards a mod conflict than any one particular mod.
55 replies
SMSatisfactory Modding
•Created by Epp on 9/30/2024 in #help-developing-mods
How do I test my 1.0 mod on Windows dedicated server?
Thank you, super helpful - that worked!
9 replies