Epp
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
If the issues are all fixed for you, would you mind marking the thread as solved so it closes?
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Ok, I just uploaded v0.3.0 that should fix the issue.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Oh, I see, sorry. For some reason I assumed a crash but you were just saying it stops working altogether. I think the fact that this is still the crash thread led me to believe there was another crash. In any case, I've reproduced and am hunting it down.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Huh, it didn't occur to me to test out dying! That log file doesn't seem to have the crash in it, though. There should be older game logs right next to it and one of the recent ones should have the stack trace - can you look for it? I'll test on my end, too.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Just pushed v0.2.1. It fixes a minor bug with conveyor lifts and also fixes that inappropriate debug dump call, which was leading to the crash. I still don't know why it hit that code path but it definitely shouldn't crash (like that) anymore. And if there's a real problem there, it will show itself eventually.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Oops, that's an #ifdef and it's supposed to be an #if. Will fix that too
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Yeah, exactly. I can't explain how it got there in a single player game... haven't seen that.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Interesting. Well, that crash is in some debugging code that I was pretty sure I had disabled. I need to make another minor bugfix so I'll double check that and make sure it's disabled for the next release.
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
And what did you mean by "coming back"?
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Are you playing on a server?
36 replies
SMSatisfactory Modding
•Created by GrahamKracker on 2/8/2025 in #help-using-mods
Crash in Long Reach when looking at drop pod coming back
Thanks for the report... that's fishy. I've been playing with it all day, including using some Drop Pods and it hasn't crashed, but that's definitely a crash in the mod's code.
36 replies
SMSatisfactory Modding
•Created by Epp on 1/27/2025 in #help-developing-mods
How to do config for per-player server-honored options
So, yes, that solution worked - I created an RCO to send updates to the server, subscribed to the OnPropertyValueChanged of each config value, and then sent updates via the RCO. It turns out it seems like not everything needed to be sent to the server but I still mirrored both config values locally and on the server to minimize risk of bugs. The GameWorldModule is a tiny bit funky and self-referential because I just didn't want to deal with adding more layers. But the mod itself is pretty simple so most of the code is scaffolding to get the config to work in almost pure C++.
It's now open source if anybody wants an example: https://github.com/Epp-s-Satisfactory-Mods/LongReach
9 replies
SMSatisfactory Modding
•Created by Epp on 1/27/2025 in #help-developing-mods
How to do config for per-player server-honored options
Ok, I’m gonna leave this open while I play with an RCO solution and will update when I figure it out
9 replies
SMSatisfactory Modding
•Created by Epp on 1/26/2025 in #help-developing-mods
Mod Configuration Not Appearing in UI
Holy crap that fixed it! Thanks! And thanks for the note about spinbox - I didn't realize you could still manually input numbers, so I'll play with it
8 replies
SMSatisfactory Modding
•Created by Epp on 1/26/2025 in #help-developing-mods
Mod Configuration Not Appearing in UI
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8 replies
SMSatisfactory Modding
•Created by Epp on 1/26/2025 in #help-developing-mods
Mod Configuration Not Appearing in UI
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8 replies
SMSatisfactory Modding
•Created by Epp on 12/14/2024 in #help-developing-mods
Saving per-player data on a dedicated server
Ok, I can confirm that the issue was fundamentally about network serialization. Once I expanded the enum, everything "just worked" the way I expected and I no longer need a SCS hook for custom per-player save data.
21 replies
SMSatisfactory Modding
•Created by Epp on 12/14/2024 in #help-developing-mods
Saving per-player data on a dedicated server
Also, I was using untracked enums to try the simplest approach - gotta see how it breaks to know how to fix it. I hoped it would just pass values through like in C# and raw C++ and it mostly did until serialization. For sure, I was caught off-guard by the saving and the network serialization behavior but I feel like I understand the rationale for it now and that feels good.
21 replies
SMSatisfactory Modding
•Created by Epp on 12/14/2024 in #help-developing-mods
Saving per-player data on a dedicated server
Yes, it's ERepresentationType and I've already worked (almost) ALL the way around it. 🙂 I don't think RT_Other solves my problem because I'm not actually adding new things; I'm just altering the behavior of the existing resources in the map, mapmenu, and compass. On the map screen, in particular, often all I have to go on is the representation type, so it was easiest to extend that rather than try to track/pipe objects into brand new places.
I'm glad to hear you want to get rid of it, though. I assume you would just let each UFGActorRepresentation directly return things like its map category instead of inferring it from the representation type? That would be amazing and would have made my mod much easier.
21 replies
SMSatisfactory Modding
•Created by Epp on 12/14/2024 in #help-developing-mods
Saving per-player data on a dedicated server
I haven't fully confirmed but I'm pretty sure this is actually an obscure PEBKAC issue. When CopyProperties didn't work, I added tracing to see what was actually being sent and received by the server and they didn't match. I did some engine investigation:
https://discord.com/channels/555424930502541343/862002356626128907/1317632645395386379
Because I'm sending enum values outside of the known range of the enum, the network serialization truncates the values. And my saving code isn't saving anything because it doesn't recognize those values as things it needs to save.
I think I have at least two options:
1) Hook engine code to tell it to use a full byte for this specific enum type
2) Expand the Enum with my custom values like what Crash Site Beacons does.
(1) sounds like a can of worms I really don't want to open so I will probably go with (2). I've been resistant to it for fear of conflicting with mods like Crash Site Beacons but, now that I know a lot more about how UE serializes things (enum names to save files and minimal bits over the network), I think the only way it could break is if the client and server ever initialize two mods that expand the SAME enum in DIFFERENT orders. It looks like load order should be deterministic for a given mod set so even that shouldn't happen.
I might STILL need to CopyProperties and will follow up here either way when I figure that out.
21 replies