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:
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
Jump to solution
51 Replies
Acxd
Acxd•4mo ago
CC @nary_believe
I'm just Ken
I'm just KenOP•4mo ago
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
nary_believe
nary_believe•4mo ago
Ah yeah this is a mistake I think I know the issue
I'm just Ken
I'm just KenOP•4mo ago
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
nary_believe
nary_believe•4mo ago
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
I'm just Ken
I'm just KenOP•4mo ago
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 🙂
nary_believe
nary_believe•4mo ago
Would you want to test out an attempted fix? I'm working on it right now
I'm just Ken
I'm just KenOP•4mo ago
Sure, I can install it on the server later today and report back
nary_believe
nary_believe•4mo ago
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
I'm just Ken
I'm just KenOP•4mo ago
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
nary_believe
nary_believe•4mo ago
Fingers crossed!
I'm just Ken
I'm just KenOP•4mo ago
He crashed as soon as I selected the gantry
nary_believe
nary_believe•4mo ago
Oh shoot. Same error message?
I'm just Ken
I'm just KenOP•4mo ago
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
nary_believe
nary_believe•4mo ago
You're both on version 1.2.3? (of the mod)
I'm just Ken
I'm just KenOP•4mo ago
Yes
nary_believe
nary_believe•4mo ago
Hmmmmm
I'm just Ken
I'm just KenOP•4mo ago
[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
nary_believe
nary_believe•4mo ago
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?
I'm just Ken
I'm just KenOP•4mo ago
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 😛
nary_believe
nary_believe•4mo ago
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
I'm just Ken
I'm just KenOP•4mo ago
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
nary_believe
nary_believe•4mo ago
Interesting. Sounds like a multiplayer issue for sure then
I'm just Ken
I'm just KenOP•4mo ago
so far, it's only the gantry 'middle'
nary_believe
nary_believe•4mo ago
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
I'm just Ken
I'm just KenOP•4mo ago
We only installed the mods yesterday, so i dont know about that haha
nary_believe
nary_believe•4mo ago
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
I'm just Ken
I'm just KenOP•4mo ago
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.
nary_believe
nary_believe•4mo ago
Sure, why not
I'm just Ken
I'm just KenOP•4mo ago
Voice channel 2
nary_believe
nary_believe•4mo ago
Thanks for being willing to put in the time!
I'm just Ken
I'm just KenOP•4mo ago
Version: 415558, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: Yes, IsSaveGameEdited: No

Assertion failed: mCachedAttachmentPoints.Num() > 0 [File:C:\SatisfactoryModLoader\Mods\ModularStations\Source\ModularStations\FGMiddleGantryHologram.cpp] [Line: 36]

FactoryGameSteam_Engine_Win64_Shipping!AActor::DispatchBeginPlay() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:4249]
FactoryGameSteam_Engine_Win64_Shipping!UActorChannel::ProcessBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:3239]
FactoryGameSteam_Engine_Win64_Shipping!UActorChannel::ReceivedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:2987]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedSequencedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:564]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedNextBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:1026]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedRawBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:674]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::DispatchPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:3635]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::ReceivedPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:2999]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::ReceivedRawPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:1903]
FactoryGameSteam_OnlineSubsystemUtils_Win64_Shipping!UIpNetDriver::TickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Plugins\Online\OnlineSubsystemUtils\Source\OnlineSubsystemUtils\Private\IpNetDriver.cpp:1080]
FactoryGameSteam_Engine_Win64_Shipping!UNetDriver::InternalTickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetDriver.cpp:1604]
FactoryGameSteam_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]
FactoryGameSteam_Engine_Win64_Shipping!TMulticastDelegate<void __cdecl(float),FDefaultDelegateUserPolicy>::Broadcast() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
FactoryGameSteam_Engine_Win64_Shipping!UWorld::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1361]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1796]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameSteam_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Version: 415558, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: Yes, IsSaveGameEdited: No

Assertion failed: mCachedAttachmentPoints.Num() > 0 [File:C:\SatisfactoryModLoader\Mods\ModularStations\Source\ModularStations\FGMiddleGantryHologram.cpp] [Line: 36]

FactoryGameSteam_Engine_Win64_Shipping!AActor::DispatchBeginPlay() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:4249]
FactoryGameSteam_Engine_Win64_Shipping!UActorChannel::ProcessBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:3239]
FactoryGameSteam_Engine_Win64_Shipping!UActorChannel::ReceivedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:2987]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedSequencedBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:564]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedNextBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:1026]
FactoryGameSteam_Engine_Win64_Shipping!UChannel::ReceivedRawBunch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\DataChannel.cpp:674]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::DispatchPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:3635]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::ReceivedPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:2999]
FactoryGameSteam_Engine_Win64_Shipping!UNetConnection::ReceivedRawPacket() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetConnection.cpp:1903]
FactoryGameSteam_OnlineSubsystemUtils_Win64_Shipping!UIpNetDriver::TickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Plugins\Online\OnlineSubsystemUtils\Source\OnlineSubsystemUtils\Private\IpNetDriver.cpp:1080]
FactoryGameSteam_Engine_Win64_Shipping!UNetDriver::InternalTickDispatch() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\NetDriver.cpp:1604]
FactoryGameSteam_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]
FactoryGameSteam_Engine_Win64_Shipping!TMulticastDelegate<void __cdecl(float),FDefaultDelegateUserPolicy>::Broadcast() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
FactoryGameSteam_Engine_Win64_Shipping!UWorld::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1361]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1796]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameSteam_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I'm just Ken
I'm just KenOP•4mo ago
FICSIT-Fred
FICSIT-Fred•4mo ago
It has been attached to this message. -# Responding to Crash found in message.txt triggered by @I'm just Ken
Miki86
Miki86•3mo ago
No, it is not only a multiplayer issue. Singleplayer same crashes happen for me everytime I try to build Middle Gantry.
I'm just Ken
I'm just KenOP•3mo ago
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.
Miki86
Miki86•3mo ago
Yeah I have noticed. Extreme lagging especially when I try to mass delete foundations.
I'm just Ken
I'm just KenOP•3mo ago
@nary_believe slight update, we no longer crash each others game anymore. The 'user' crashes
Miki86
Miki86•3mo ago
How did you solve the issue?
nary_believe
nary_believe•3mo ago
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
I'm just Ken
I'm just KenOP•3mo ago
Unfortunately I cannot test it until Thursday
Solution
nary_believe
nary_believe•3mo ago
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'm just Ken
I'm just KenOP•3mo ago
I saw I updated it too Will try when my mate is online Should be tonight
sjhoward
sjhoward•3mo ago
"tonight" has no meaning on the internet 😉
I'm just Ken
I'm just KenOP•3mo ago
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 😂
nary_believe
nary_believe•3mo ago
Haha that must be HonkBack
I'm just Ken
I'm just KenOP•3mo ago
So technically, they honk back so hard it crashes the game
nary_believe
nary_believe•3mo ago
Aggressive
I'm just Ken
I'm just KenOP•3mo ago
Pretty hardcore honking 🪿 @nary_believe since gantries seem to be fixed, this can be closed 🙂
nary_believe
nary_believe•3mo ago
Sweet! I think the issue creator needs to mark the solution rather than me though
I'm just Ken
I'm just KenOP•3mo ago
Wrong tag sorry @nary_believe anything else I need to do to close it?

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