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:
You have Advanced Machine and Belt Mk++ installed, which is known to cause CTD related to UFGVertexAnimatedMeshComponent
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30 Replies
Solution
Acxd
Acxd5mo ago
You have Advanced Machine and Belt Mk++ installed, which is known to cause CTD related to UFGVertexAnimatedMeshComponent
Acxd
Acxd5mo ago
and the mod is already marked as damaged btw
Alexm
AlexmOP5mo ago
It says something about reading something around the start of RAM, but failing. (Most recent was at address 0x00…0044)
Acxd
Acxd5mo ago
Here's the callstack:
Acxd
Acxd5mo ago
Alexm
AlexmOP5mo ago
It only happens when I go to the constructors while they’re crafting. (They have crafting adapters) Should I provide the save file?
Acxd
Acxd5mo ago
No need. It's an issue that the mod author must fix, and they're already aware of it
Alexm
AlexmOP5mo ago
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.
Alexm
AlexmOP5mo ago
Figured out that it only occurs IF you use the tablet to request the crafting for some reason. Crafting terminal only it is then!:
Alexm
AlexmOP5mo ago
Alexm
AlexmOP5mo ago
(RR&D Digital Storage mod)
Acxd
Acxd5mo ago
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
Alexm
AlexmOP5mo ago
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?”
Acxd
Acxd5mo ago
Because Advanced Machine is buggy. Digital Storage is only triggering the bug
Alexm
AlexmOP5mo ago
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.
Rex
Rex5mo ago
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?
Alexm
AlexmOP5mo ago
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)
Rex
Rex5mo ago
I don't think a downgrade will help, but then again it's your time
Alexm
AlexmOP5mo ago
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.
Rex
Rex5mo ago
Not feasible.
Alexm
AlexmOP5mo ago
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.
Rex
Rex5mo ago
That might very well be the reason I've said "not feasible" twice.
Alexm
AlexmOP5mo ago
Mk. 10 refineries will also crash the game with the same issue.
Rex
Rex5mo ago
Did you try using vanilla buildings? Just for testing purposes.
Alexm
AlexmOP5mo ago
I switched from the Mk. 10 refineries to Instant Refineries. No crashes.
Rex
Rex5mo ago
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.
Alexm
AlexmOP5mo ago
Now we know that these and maybe more cause crashes: 1. Mk. * Constructors 2. Mk. 10 Refineries
Rex
Rex5mo ago
I'm pretty sure it's a problem with the mod itself, vertex animations were introduced with 1.0
Alexm
AlexmOP5mo ago
Most Mk. 10 machines crash the game.

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