Inventory Crash?
Unsure of the cause, but I have used the bot FICSIT Fred and both of my last 2 crashes were from this - sometimes doing nothing, sometimes it seems when placing conveyors?
I've not got too deep into troubleshooting yet but the crashes are becoming more frequent and it seems the debug tool suggested is outdated
I thought I had found the culprit when disabling and re-enabling mods and I've removed some but issue still persists randomly
72 Replies
Automated responses for Commander Slav™ (222110143448350730)
assertionfaileditemclass
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it!
Key Details for SMMDebug-2025-08-19-00-05-50.zip
Crash found in FactoryGame.log
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Crash found in FactoryGame_bc9a80c4_Local_Stable_WindowsClient.log
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I would post the modlist, but upon trying to copy and paste, it does not work :smack:
yeahh the button is broken and we haven't pushed a fix for it yet. the logs have a mod list
did it only start happening recently? have you added a mod that adds new containers or something?
It all started after I started using mods, which is a given that a mod is the cause - I have around 64-66 mods but nothing jumps out that I can say is the problem
I'm semi-familiar with troubleshooting games but this one has me stumped
@Rex do you know if updating the debugger would be just a recompile or is there something bigger required?
oh wait, I do have the mod from Andre Aquila that makes vanilla containers 100 slots?
I guess I could export the profile, assuming that carries mods with it like other loaders
It's happening on items being pulled from an inventory, could be an odd interaction between a modded building and SnapOn
This issue happened before snap on but I wonder if it is
Zoop spawn for vanilla machines?
I don't know if those are counted as "modded" or not
oh fuck
I think I found it
Nope that specifically spawns vanilla machines so they'll persist if you remove the mod
Container Screen from Andre Aquila is reported broken on 1.1
I must've overlooked that
Ah suprised Fred didn't point that out
I'll start there and report back in a few hours if I get along that far
Edit: Checked all other mods, that was the only one that seems logical to be the problem
I don't remember
But I should update it
I looked breifly and it's using c++ hooking of course, can't tell at a glance if it's the kind that needs updating to the new hooking system or not, I think not
Isn't the new hooking system the BP hooking kind?
It's using regular C++ hooking
I can look after I sleep
Ok so I just connected a conveyor belt, that mod is gone and I just crashed, this was connecting to a storage from Zoop Spawn for vanilla, but the mod page states it as vanilla as previously mentioned
lemme run this crash through fred
Fred said same type of crash
My conveyor belts are upgraded from a mod to run 2k through them, I'll have to figure out which, not sure if that's the problem
Oh, enhanced conveyors, but I'm not sure if that would be problem or not
ok, I crashed again this time I was picking up a smart splitter
First crash log from 20 min ago
This one now
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it!
-# Responding to
assertionfaileditemclass
triggered by @Commander Slav™This was after removing the mod that was said to be broken
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it!
-# Responding to
assertionfaileditemclass
triggered by @Commander Slav™I guess if it is a conveyor belt issue, it could be any of the mods that touch the conveyors which would be 2-3 to my knowledge
it sounds like Rex may be able to fix the debugger mod tomorrow
ok I will hold off till then
Thanks for the speedy help though
This is another
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it!
-# Responding to
assertionfaileditemclass
triggered by @Commander Slav™I just opened an assembler and crashed
It seems it may be related to items traveling on the conveyor belt?
(Known crash AssertionFailedItemClass) Something has caused an inventory to run an invalid operation. It's probably not clear from your crash log which mod and/or building are at fault, but you can temporarily install the Inventory Tick Crash Debugger mod to troubleshoot this further. Remember to read the directions on the mod page about how to use it!
-# Responding to
assertionfaileditemclass
triggered by @Commander Slav™So it seems it was ehhanced conveyours? I'll try reaching out to the dev tomorrow because the belt configs were really nice
I also made a post in the enhanced conveyor mod discord as it seems that was likely the culprit, but will double check things later today
For some reason the crash logs do not show the callstack
Oh, but the first ones do
Okay, OnItemsRemoved is a thing my mod already hooks
Do you use any FIFO containers mod? Maybe that's causing issues
Or
ContainerScreen
I deleted container screen
But issues still persist
The logs from midnight are long after that mod was removed
I'll be on soon and report any crashes if they happen
I'm not sure what Fifo container is
The only other mod with custom container would be the one that merges all the boxes that drop when inventory is full but I don't even think it's placed down in the world
I noticed the tick mod was updated
I will try to produce a crash and then follow the instructions
Ok, I got a crash that was prevented by the tickinventory mod, will upload information
@Rex [they/them] Sorry if this ping is inappropriate - Just figured you'd want to know
I guess it's becoming more unstable, I got a crash after removing a vanilla storage container which seems to be the common culprit for all of this
If you look for
LogInvCrashDebug
in the log, you get the info about what caused the issue. In this case, it's an Industrial Storage Container.
"OWNER LOC" are the coordinates of the affected buildable. They're in centimetres (in-game map shows metres), 100 cm = 1 m
That seems like a new crash: [2025.08.19-17.11.53:590][659]LogWindows: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771]
So I've removed the Zooping mod and since then, I have had 0 crashes
Which kinda sucks because it was really nice
So I guess somehow, containers from that mod, were causing some kind of fit? I'm not sure how
Zoop Spawn for Vanilla machines - unless another mod was interacting with it
yeah this one wasn't detected by the logger
Yeah I kinda found that out but I wasn't sure so I decided to wait but plugging those coordinates in, the X & Z it takes me out to the ocean with nothing built there
unless I did the conversion wrong
It won't
Got it
X and Y, because Z is vertical
o
oops
1 sec
Unreal is Z-up
Gotcha
Ok, I got the correct coordinates now doing the math
lemme go to that storage container and see
Please show me what is connected to that container
so this is a vanilla placed container, but beforehand it was placed from the zoop mod, but here is the setup

It is a Mk2 manufacturer from the industrial evolution lite mod
Into mk6 belts
They're all belted, right?
Just in case, dismantle the container and rebuild the belts
correct, but be mindful, I did this after the crash on a save 5 minutes prior - what I just posted
sure
So, was doing this what started the crashes?
Just want to make sure I don't miss any crucial details
I'm wondering what might have caused the container to start failing
Connecting a belt to some kind of inventory, whether it be a merger, crate, etc
I have all my old logs if I need to dig back
It just seems at random, connecting a conveyor belt to [xyz] would cause the crahs, so something with the handshake between the two I'd imagine?
I can jump back a save, re enable the zoop mod and see if I can produce a crash?
It wasn't consistent like if I do this, it will crash
It was at random
I don't need to reproduce the crash, I just want it fixed
It's hard to know why these things start crashing
likewise
Yeah, I've dumped hundreds of hours into modding other games, just haven't touched anything unreal since UE3
It's a concurrency problem, the thing is, it shouldn't happen by design (when buildables are connected using belts/lifts, as opposed to directly to each other)
Makes sense
I haven't had a crash in 2 hours since removing that Zoop mod for reference
and I've just been doing what I would do normally
Cool
Oh, did you roll back the save?
Yes, 5 minutes
I didn't use the save with the ticklogger crash
Ah, that also works
but the problem still stands, if I add that mod back, to find out what is going wrong where
I have no problem with further testing if need be because I'd really like to use that mod as it's very convenient
Sounds good
I initially made the inventory tick crash debugger mod to help someone who was having intermittent crashes for a VERY long time, which turned out to be caused by a snapped on splitter (using the SnapOn mod, but a long time ago where it directly connected splitters/mergers to buildables) in a factory that had been built a long time ago (that's when the crashes started)
ah
yeah this issue was an issue before I was using snapOn
and prior to modding my 400hour save, I very rarely ever experienced crashes
I mean, maybe less than 5 times tops?
The main advantage of the mod is logging what caused the issue, otherwise the crash logs wouldn't help much. Crash logs are like "something is wrong somewhere in your factory" :LUL:
Yeah, unfortunately it can't be as cut and dry
Modding is a gift and a curse
Modder's curse is a real thing! When you can't enjoy a game anymore because you're busy making mods
alright so to recap, I will add back the zoop mod, try to use the industrial crates, see if I can produce any different results
I don't know what changed but I haven't crashed since this message but I haven't needed to use zoop a lot yet either
If you do find that particular zoop mod starts crashing again you could always try this one, it works a little differently so I haven't found it to be crashy or buggy in the same way at all
>mod Zoopables!
Fred Mod Search™
Zoopables!
Adds Zoop-able machines, conveyor attachments, and more!
EA: :white_check_mark:
EXP: :white_check_mark:
Last Updated <t:1752314675:R>
Created by Bababooie
If this isn't the mod you were looking for, try a different spelling.
Thanks, I'll check this out
any updates?
So far, I've booted up a new save with a friend, on a server, no crashes yet but I would say for now, I would say maybe mark this as unsolved but archive it in case I need to come back we have all this to reference
I'm hosting the server in house on an old desktop of mine - Win 10 - Running all the mods I had in singleplayer, we are about 20 hours in - Just for reference sake mentioning all of this