Open FeepingCreature opened 7 months ago
I'm unable to reproduce the issue. Are you 100% certain you started it with the in-dev version? That means after installing the version you have not started the game via SMM, but instead directly (or you started it via SMM with the developer profiler).
This occurred for me directly after recovering a save inaccessible due to #290 via use of the development build from Jenkins run 77; a connected client performed the action, and it took down the listen server but not the client.
We're in the same game. So I'm confident I got in-dev because my game stopped crashing on connect.
Could it have something to do with the Build Gun Utilities mod?
(edit: Sorry I didn't try to repro explicitly but it takes me ten minutes every time I start the game on Proton because there's a 90% chance it crashes before reaching the menu.)
Well... It could have to do something with that Mod, simply try it without the mod and you will see.
Also Linux is not officially supported. So there is that.
Sure I mean, feel free to close this, especially since you can't repro. We don't exactly want to go and crash the game so we can try to get it back up for ten minutes either. :P Still, if somebody else runs into it, that crash line will be in Google now.
To me the point of a bug report is not even so much getting the issue fixed (though that would be great) as having a public record that it happened.
Correction: Build Gun Utilities was downloaded but we didn't actually have it installed anymore. My apologies. None of the other mods should mess with the deconstruct gun.
Maybe it only happens if a non-host client does it in multiplayer?
Also Linux is not officially supported. So there is that.
The crash only occurred on the non-Linux host machine, for the record.
Describe the bug
When deconstructing a train station attached to a computer with a network wire, the network wire is left behind. When trying to deconstruct the computer afterwards, the game segfaults with:
Version: 269772, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, IsUsingMods: Yes, IsSaveGameEdited: No
Assertion failed: O != 0 [File:C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\UHT\FINNetworkCircuitNode.gen.cpp] [Line: 330]
FactoryGame_FicsItNetworks_Win64_Shipping!IFINNetworkCircuitNode::Execute_GetConnected() [C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\UHT\FINNetworkCircuitNode.gen.cpp:330] FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCircuit::IsNodeConnected_Internal() [C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Source\FicsItNetworks\Private\Network\FINNetworkCircuit.cpp:179]
To Reproduce
As far as I remember:
Expected behavior
The network wire is removed along with the train station. Alternately, it can still be removed separately.
Additional context
This is on development Jenkins #77.