+4 votes
556 views
in Bug Report by (120 points)
I found a very consistent bug. My friend has a semi-large factory around hub. Worked fine to play around the area. After going on an adventure to search for quartz, I can't come near the hub again or it will crash the game. It happens when I come around 1000-1500m ish meters close. (I don't really know the exakt lenght)

When I rejoin, I have to run the opposite direction before the hub (or something near it) renders or it will crash again. Out in the wild I can play for as long as I want. But when I come close to the hub again, around the same lenght, it crashes with the same error. So I'm basically banned from the factory. :) See crash diagnostics below. I would love to send the save file for further error searching, please mail me if you want it.

Version: 101873

Assertion failed: tCheckVal == 5 [File:C:\Jenkins\workspace\I_BuildVersion-staging\FactoryGame\Source\FactoryGame\Private\Buildables\FGBuildableConveyorBase.cpp] [Line: 1957] CR:769: Check sum post large package. Value was: 7, but intended was 5 : Data: FF2BFDEFD8420B804906FC6874403020140C870E50 : 167 num bits \kcr:CheckSumTest\

FactoryGame_Win64_Shipping!FDebug::AssertFailed() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\private\misc\assertionmacros.cpp:429]

FactoryGame_Win64_Shipping!FConveyorBeltItems::NetDeltaSerialize() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\buildables\fgbuildableconveyorbase.cpp:1958]

FactoryGame_Win64_Shipping!FObjectReplicator::ReceivedBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datareplication.cpp:743]

FactoryGame_Win64_Shipping!UActorChannel::ProcessBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:2489]

FactoryGame_Win64_Shipping!UActorChannel::ReceivedBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:2347]

FactoryGame_Win64_Shipping!UChannel::ReceivedSequencedBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:323]

FactoryGame_Win64_Shipping!UChannel::ReceivedNextBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:730]

FactoryGame_Win64_Shipping!UChannel::ReceivedRawBunch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\datachannel.cpp:417]

FactoryGame_Win64_Shipping!UNetConnection::ReceivedPacket() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\netconnection.cpp:1731]

FactoryGame_Win64_Shipping!UNetConnection::ReceivedRawPacket() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\netconnection.cpp:1019]

FactoryGame_Win64_Shipping!UIpNetDriver::TickDispatch() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:596]

FactoryGame_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,AFGCharacterPlayer,void __cdecl(float)>::ExecuteIfSafe() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:679]

FactoryGame_Win64_Shipping!TBaseMulticastDelegate<void,double>::Broadcast() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:974]

FactoryGame_Win64_Shipping!UWorld::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\leveltick.cpp:1349]

FactoryGame_Win64_Shipping!UGameEngine::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\engine\private\gameengine.cpp:1367]

FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [c:\jenkins\workspace\i_buildversion-staging\factorygame\source\factorygame\private\fggameengine.cpp:8]

FactoryGame_Win64_Shipping!FEngineLoop::Tick() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:3703]

FactoryGame_Win64_Shipping!GuardedMain() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\launch.cpp:216]

FactoryGame_Win64_Shipping!GuardedMainWrapper() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]

FactoryGame_Win64_Shipping!WinMain() [c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]

FactoryGame_Win64_Shipping!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]

kernel32

ntdll
by (110 points)
+1
same issue here, incredibly annoying.
For me, it happens every ~15min.
Makes the game almost unplayable since it requires a restart of the player who hosts the game.
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