Advanced Machine and Belt Mk++ causing CTD
I don't have many details on this, so here's a bunch of debug information.
I'll respond to this post with the actual crash in a few minutes.
My mod profile, three most recent FactoryGame log files, and a bunch more information is in these three ZIP files.
Solution:Jump to solution
You have Advanced Machine and Belt Mk++ installed, which is known to cause CTD related to
UFGVertexAnimatedMeshComponent
30 Replies
Solution
You have Advanced Machine and Belt Mk++ installed, which is known to cause CTD related to
UFGVertexAnimatedMeshComponent
and the mod is already marked as damaged btw
It says something about reading something around the start of RAM, but failing.
(Most recent was at address 0x00…0044)
Here's the callstack:
It only happens when I go to the constructors while they’re crafting. (They have crafting adapters)
Should I provide the save file?
No need. It's an issue that the mod author must fix, and they're already aware of it
Ok.
I’ll provide it so people can do more debugging/possibly get very confused as to what’s even going on in the save.
Figured out that it only occurs IF you use the tablet to request the crafting for some reason. Crafting terminal only it is then!:
Crash:
(RR&D Digital Storage mod)
Digital Storage isn't the culprit. Start a new save with only Advanced Machine mod installed and then start a constructor, you'll see the exact same crash
I know. I’m just saying that Digital Storage causes the other mod to crash the game, but only when requesting a craft from the tablet.
It’s weird.
“It doesn’t work… why?”
Or in this case:
“It crashes only when this happens but not the other thing, why?”
Because Advanced Machine is buggy. Digital Storage is only triggering the bug
I’m going to see if I can write something that makes the game just not care about
EXCEPTION_ACCESS_VIOLATION
…
Oh fun, you have to modify either the mod or the whole engine’s crash handler.That is not feasible. You could try to use hooks to cancel executing the function that crashes if the conditions for the crash to occur are met, but even that is just a quick and dirty workaround which may have other unintended consequences (which I do not know about).
I see in the callstack that the crash occurs in
UFGVertexAnimatedMeshComponent::UpdateEffectTimeline()
, and, judging by the very low memory address, it looks like something is a NULL pointer (NULL is 0, so 0x44 is most likely the offset being accessed through the NULL pointer - this can be useful when digging around with a decompiler). If this crash happens with a specific buildable (or buildables), then odds are that something is not set correctly in those buildables (can happen when game updates introduce/change how things work). However, if EVERY buildable causes a crash when using Digital Storage's tablet to request a craft, then chances are something went wrong in Digital Storage.
Does this problem occur when using vanilla (non-modded) constructors ONLY?I’m using exclusively Mk. 10 constructors from the damaged mod.
Right now I’m testing to see if version 2.2.0 is damaged or not. (Latest version is 2.2.1)
I don't think a downgrade will help, but then again it's your time
In theory, if I call a specific Windows API before the engine does, I might be able to override the default UnhandledExceptionHandler and use my own. I would just have to know where to call it and what to not allow to run.
Not feasible.
Who knows. Maybe. I just have to test it.
Either that or I just don’t load those chunks, and hope nothing breaks.
Program memory injection might work too.
Pause execution->Replace null pointers with not-null-> resume execution
Just have to know what to replace it with.
That might very well be the reason I've said "not feasible" twice.
Mk. 10 refineries will also crash the game with the same issue.
Did you try using vanilla buildings?
Just for testing purposes.
I switched from the Mk. 10 refineries to Instant Refineries.
No crashes.
Okay, so it would seem that it's a problem with the
Advanced Machine and Belt Mk++
mod
Oh, I just noticed this message at the beginning of the thread.Now we know that these and maybe more cause crashes:
1. Mk. * Constructors
2. Mk. 10 Refineries
I'm pretty sure it's a problem with the mod itself, vertex animations were introduced with 1.0
Most Mk. 10 machines crash the game.