#Architect desk appears to break autochest ability to fill aging barrels.

1 messages · Page 1 of 1 (latest)

steep dune
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Problem: if I use architect desk to move any part of my autochest setup, the chain system breaks. For example: I move some of my aging barrels into the lineup for my autochests, suddenly items cannot be automatically placed into those barrels and sometimes, several barrels. If I move my kegs from one side to the other with the desk, the barrels placed that aren't full won't take in any new items.

Repro steps: have autochest setup. Move things into or around within the autochest flanks. Things won't be grabbed up anymore. The amount of machines affected seems to be random.

The fix I have found: pull up the entire system, every machine, and lay it all down again at once. Do not ever use the desk to move things again. Things then work just fine.

Repro rate: 100%

Game version: 1.1-1198

Platform: Steam, M&K

Specs:
Ryzen 9 3950x
2080ti Gigabyte Windforce
Win 10
32GB RAM

Additional info: will be uploading save file. I also have 2 recordings of this process, but they're bound to be large and I'd need to either compress and chunk it up or send it some other way. All items needed are in my chests in front of my house.

steep dune
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Update: apparently this can just happen without desk. Was working fine, but then as I finally got things put down to move on with my game, it wasn't filling barrels, even if I moved them. Freshly made, never been touched by the desk at all ones seem to work fine? Either way, when trying to figure it out, my game crashed.

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LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

ProjectCoral_Win64_Shipping!FD3D11DynamicRHI::GetQueryData()
ProjectCoral_Win64_Shipping!FD3D11DynamicRHI::RHIGetRenderQueryResult()
ProjectCoral_Win64_Shipping!TMapBase<FPrimitiveComponentId,FPrimitiveFadingState,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPrimitiveComponentId,FPrimitiveFadingState,0> >::EmplaceByHash<FPrimitiveComponentId const & __ptr64>()
ProjectCoral_Win64_Shipping!TGraphTask<FetchVisibilityForPrimitivesTask>::ExecuteTask()
ProjectCoral_Win64_Shipping!FHZBBuildPS::ModifyCompilationEnvironmentImpl()
ProjectCoral_Win64_Shipping!FSceneRenderer::ComputeViewVisibility()
ProjectCoral_Win64_Shipping!FDeferredShadingSceneRenderer::InitViews()
ProjectCoral_Win64_Shipping!FDeferredShadingSceneRenderer::Render()
ProjectCoral_Win64_Shipping!FRendererModule::RenderPostResolvedSceneColorExtension()
ProjectCoral_Win64_Shipping!FViewUniformShaderParameters::operator=()
ProjectCoral_Win64_Shipping!FRHICommand<FRHICommandTransferTextures,FRHICommandTransferTexturesString857>::ExecuteAndDestruct()
ProjectCoral_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
ProjectCoral_Win64_Shipping!RenderingThreadMain()
ProjectCoral_Win64_Shipping!FRenderingThread::Run()
ProjectCoral_Win64_Shipping!FRunnableThreadWin::Run()

steep dune
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Also, when I tossed out all my barrels and made fresh ones, it works fine. No idea how that fits in

steep dune
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Nevermind. It is absolutely not fixed and just breaks after a few in game days