Modular Stations crash on joining server
Whenever I join our dedicated server, I get the following crash.
My friend is unaffected.
Platform: Steam
Game version: 1.1.0.5 (experimental)
I tried reinstalling the game and mods so everything is "clean". (incl. directory wipe after uninstall)
Server files/mods are up to date.
Solution:Jump to solution
I ended up pushing another version (1.2.5) which fixed another issue and kept the possible fix, so you don't need to download the special version above to test the possible fix any more
51 Replies
CC @nary_believe
I believe to have found a possible issue, still strange to me that my friend is unaffected:
[2025.06.09-10.27.25:683][849]ModularStations: Verbose: ========AFGBuildableFactory_sparkball::BeginPlay() called on Build_TrainGantryMiddle_C_2147472684 which has 2 power connections========
[2025.06.09-10.27.27:210][849]LogWindows: Error: === Critical error: ===
[2025.06.09-10.27.27:210][849]LogWindows: Error:
[2025.06.09-10.27.27:210][849]LogWindows: Error: Fatal error!
[2025.06.09-10.27.27:210][849]LogWindows: Error:
[2025.06.09-10.27.27:210][849]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000160
Ah yeah this is a mistake
I think I know the issue
After reloading a save it's fixed temporarily
We did found another issue with the gantries on multiplayer.
If my friend selects it to get the blueprint, my game crashes.
This also happens vice versa
Yeah so what's going on is I am trying to refactor Modular Stations to make it even more modular
But it's not ready yet and 1.1 is happening
So I'm trying to maintain two versions of the mod without proper version control
and in this case one of the "re-factored" changes that isn't actually ready made it into the release version
Ah gotcha, understandable, just happy to help with development
We'll avoid the gantries, tomorrow is 1.1 release anyway and we'll swap to stable 🙂
Would you want to test out an attempted fix?
I'm working on it right now
Sure, I can install it on the server later today and report back
I just uploaded a version 1.2.2. It will be live in a few minutes once the virus scanner is done with it.
Actually hm. I might not have fixed it. Let me test a little bit more.
OK, I scrubbed the version 1.2.2 and uploaded a version 1.2.3 which I think actually fixes this
Updated now, rebooting my server 🙂
@nary_believe Loaded into the server without any issues.
My friend is joining momentarily to check on the gantry blueprint crash
Fingers crossed!
He crashed as soon as I selected the gantry
Oh shoot. Same error message?
Version: 415558, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Client, IsUsingMods: Yes, IsSaveGameEdited: No
Assertion failed: mCachedAttachmentPoints.Num() > 0 [File:C:\SatisfactoryModLoader\Mods\ModularStations\Source\ModularStations\FGMiddleGantryHologram.cpp] [Line: 36]
FactoryGameEGS_Engine_Win64_Shipping!AActor::DispatchBeginPlay() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:4249]
FactoryGameEGS_Engine_Win64_Shipping!UActorChannel::ProcessBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:3239]
FactoryGameEGS_Engine_Win64_Shipping!UActorChannel::ReceivedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:2987]
FactoryGameEGS_Engine_Win64_Shipping!UChannel::ReceivedSequencedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:564]
FactoryGameEGS_Engine_Win64_Shipping!UChannel::ReceivedNextBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:1026]
FactoryGameEGS_Engine_Win64_Shipping!UChannel::ReceivedRawBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:674]
FactoryGameEGS_Engine_Win64_Shipping!UNetConnection::DispatchPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:3635]
FactoryGameEGS_Engine_Win64_Shipping!UNetConnection::ReceivedPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:2999]
FactoryGameEGS_Engine_Win64_Shipping!UNetConnection::ReceivedRawPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:1903]
FactoryGameEGS_OnlineSubsystemUtils_Win64_Shipping!UIpNetDriver::TickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Plugins\Online\OnlineSubsystemUtils\Source\OnlineSubsystemUtils\Private\IpNetDriver.cpp:1080]
FactoryGameEGS_Engine_Win64_Shipping!UNetDriver::InternalTickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetDriver.cpp:1604]
FactoryGameEGS_Engine_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,ADefaultPawn,void cdecl(float),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
FactoryGameEGS_Engine_Win64_Shipping!TMulticastDelegate<void cdecl(float),FDefaultDelegateUserPolicy>::Broadcast() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
FactoryGameEGS_Engine_Win64_Shipping!UWorld::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1361]
FactoryGameEGS_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1796]
FactoryGameEGS_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameEGS_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameEGS_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameEGS_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameEGS_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameEGS_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameEGS_Win64_Shipping!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
You're both on version 1.2.3?
(of the mod)
Yes
Hmmmmm
[2025.06.09-15.47.58:603][462]LogWindows: Error: appError called: Assertion failed: mCachedAttachmentPoints.Num() > 0 [File:C:\SatisfactoryModLoader\Mods\ModularStations\Source\ModularStations\FGMiddleGantryHologram.cpp] [Line: 36]
[2025.06.09-15.47.58:603][462]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2025.06.09-15.47.59:258][462]LogWindows: Error: === Critical error: ===
[2025.06.09-15.47.59:258][462]LogWindows: Error:
These are his logs, last is from factorygame.log
Yeah the hologram and the buildable aren't playing nicely together because I've got my versions crossed somehow
I'm just fighting with the compiler on something else but I'll give this another go in a minute
You only get these errors in multiplayer?
He's joining the discord so he can help
Yes, we get them on multiplayer, we don't really play singleplayer, so that's unknoiwn 😛
Would you mind trying? You can create a new save and use Advanced Game Settings to make everything enabled and free from the get-go
If I click the blueprint for the gantry, he crashes, the same vice versa ... so I guess it's not really an issue in singleplayer
If one of us is online solo, nobody crashes
Interesting. Sounds like a multiplayer issue for sure then
so far, it's only the gantry 'middle'
Yeah, that is the one that I wrote my own hologram class for
I'm guessing that this error was introduced in version 1.2.0 which I released on June 2nd
We only installed the mods yesterday, so i dont know about that haha
The failing code is trying to create attachment points for snapping of the gantry
It asks the gantry which attachment points it has, then filters out all of the ones that aren't of the special "middle gantry" snapping point that the hologram cares about for snapping, and then checks that that leaves at least one snapping point
It's failing because for some reason there aren't any snapping points when it does its check
If you want, I can quickly hop into a channel and stream, so you can see exactly what we're doing and when the crash happens, it
it's always the same.
Sure, why not
Voice channel 2
Thanks for being willing to put in the time!
It has been attached to this message.
-# Responding to
Crash found in message.txt
triggered by @I'm just KenNo, it is not only a multiplayer issue. Singleplayer same crashes happen for me everytime I try to build Middle Gantry.
Hmmm that's odd, when I tried this yesterday in SP, it build it just fine 🤔 .
I did not try it after the mod patch though
Also @Miki86 keep in mind that the official patch for experimental involved build gun/ hologram changes, which might have broken the mod.
Yeah I have noticed. Extreme lagging especially when I try to mass delete foundations.
@nary_believe slight update, we no longer crash each others game anymore.
The 'user' crashes
How did you solve the issue?
I've fixed the issue which was happening on single player but not the one on multiplayer
I think that this was actually a different bug, rather than a mutation of the original bug. The base-game update caused a different crash for any user who selected a Middle Gantry and that crash prevented the multiplayer issue you were observing from occurring.
I've just pushed a prerelease version (1.2.5-pre) which might fix the multiplayer issue. I'm not sure though, it might cause other problems. Would you mind testing it?
The link is https://ficsit.app/mod/ModularStations/version/6U7eFuT5zvo7UM
Unfortunately I cannot test it until Thursday
Solution
I ended up pushing another version (1.2.5) which fixed another issue and kept the possible fix, so you don't need to download the special version above to test the possible fix any more
I saw I updated it too
Will try when my mate is online
Should be tonight
"tonight" has no meaning on the internet 😉
It's 9pm here 😂
@nary_believe Gantries work 🥳
Just FYI, we discovered that waving crashes the client, which might have to do with HonkBack ... all other emotes work tho 😂
Haha that must be HonkBack
So technically, they honk back so hard it crashes the game
Aggressive
Pretty hardcore honking 🪿
@nary_believe since gantries seem to be fixed, this can be closed 🙂
Sweet! I think the issue creator needs to mark the solution rather than me though
Wrong tag
sorry
@nary_believe anything else I need to do to close it?