I've been getting this error when closing the game every other time or so.
Fatal error: [File:D:\BuildAgent\work\Staging\Project\Engine\Source\Runtime\CoreUObject\Private\UObject\ReferenceChainSearch.cpp] [Line: 2006] Fatal world leaks detected. Logging first error, check logs for additional information (Garbage) (async) Abiotic_Item_Dropped_C /Game/Maps/Facility.Facility:PersistentLevel.Abiotic_Item_Dropped_C_2147325917 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^ This reference is preventing the old World from being GC'd ^ -> UObject* UObject::Outer = (Garbage) Level /Game/Maps/Facility.Facility:PersistentLevel -> UObject* UObject::Outer = (Garbage) (standalone) World /Game/Maps/Facility.Facility
This has only happened since the update to the new style. Can any other users report if they're getting the same issues?
The only crash I know of is if you break something that has a multiplier and exit the world immediately it crashes after exiting (because there's a tiny delay between multiplied loot drops I think it keeps trying to drop things after the world unloads which it doesn't like) But that only gives the generic "Fatal Error" popup with no info
This particular Abiotic_Item_Dropped_C one is new to me, unfortunately these errors are kind of hard to debug but I'll see if I can figure it out. If you happen to notice any patterns with when it crashes or not let me know
Looks like a few nodes like these hydro ones have their loot pool set with wrong captialization ("ResourceNode_Hydropanel" when it should be "resourcenode_hydropanel"), I'll add a workaround for next release
(In the meantime I think you could actually add the capitalized version manually in the config, like "ResourceNode_Hydropanel = 10.000000" / "ResourceNode_HydroPipes = 10.000000")
Can confirm. Doesn't affect Lab Rats, Sappers, or Captains.
Edit: I notice Captains can drop Frag Grenades, which are introduced at Hydro even when Captains are introduced in Manufacturing. Maybe the thing all three have in common is that their drop tables change based on progression?
Yeah a couple NPCs have custom loot logic that overrides the normal DropLoot function I have a fix but it causes weird crashes due to (I think) a bug in ue4ss, so I can't really release it until that's figured out
Picked up the update. Doesn't seem to be an obvious way to make specific things drop more then the global multiplier now, but the addition of it multiplying harvest drops from butchery is probably worth the tradeoff. (I wonder if smashing vending machines counts? Or buying coffees/slushies. Guess I'll find out!)
Edit: Updating the mod made everything stop getting multiplied. Trying a new save file to see if that helps. Edit 2: Broken in new save too. Reverting to 0.2.0 prior to 'janky workaround'. I don't see the autogenerated files that are supposed to be appearing. Edit 3: Reverted to 0.1.1 and re-used my saved config from before I upgraded. Works fine again. It seems the problem is that the new version relies on autogenerating config files, which are failing to generate for me. Generating a set of config files and then including them in the download may work as a manual fix for now.
Are you sure you're looking in the right folder for the configs? They should be in the same folder as AbioticFactor-Win64-Shipping.exe eg. ".../steamapps/common/AbioticFactor/AbioticFactor/Binaries/Win64/ResourceMultiplier_nodes.toml"
If they're not there maybe if you manually create an empty file with the same name it might be able to write to it? It's supposed to create the files if they doesn't exit but maybe there's something different with your setup that breaks it
Another thing to check could be the UE4SS log to see if the mod is actually starting or if there's an error or something: If you open ".../steamapps/common/AbioticFactor/AbioticFactor/Binaries/Win64/ue4ss/UE4SS.log" and search for "ResourceMultiplier" there should be some stuff getting logged when it loads/saves configs
Ah, it looks like they were spawning there. I was looking in the Mod folder, since that's where the config file was originally. The Global multiplier there doesn't seem to do anything if the others aren't adjusted. I'll try updating it and messing with the generated config files.
Is there a reason why they new tomls are in a new directory over where the config used to be, by the way?
Edit: Happened to be foggy weather when I loaded in with the new version. Killed a Symphonist,had the appropriate number of items drop from the drop multiplier. Seems to work for enemy drops.
Edit 2: Salvaging a robot worked as expected. Salvaged a pair of alien enemies, got mostly Bio Scrap for those rolls, but that could have been bad luck. Seems to be working for the most part there, too.
Doesn't seem to affect the amount from harvested plants in a farming plot, but that's fine. I just need to copy over my values from the old config for things above the global amount and it should be good. Thanks for the help.
I set drop multiplier for butchery to 5 and butchering a security bot seems to make a memory leak as it dies over and over, continuing to spawn it drops about five times every second. Pls fix. It happens for the security bot on lvl3 that you kill with the electrified water but I haven't tested for the others.
Hey thanks for the report! Apparently things like electric water/chopinator keep damaging the corpse even after it's destroyed Added a workaround in v0.2.1, if anyone comes across any side effects or other issues lmk :)
Sorry, I didn't understand your comment.-- Uncomment a row and change the number to change the multiplier for that loot table-- Ex. if you set "container_woodcrate_office" to 10.0, the wood crates in the office sector will drop 10x the itemsI thought it should be like this-- ["resourcenode_ammo_556"] = 1.0, -- Micronode_556Change to-- ["resourcenode_ammo_556"] = 10.5,Increase the amount of 5.56 by 10 timesBut it didn't work
Yeah that should work, but currently the mod only affects specifically "resource nodes" NOT like enemy drops So it would only affect 5.56 items that are like pre-placed in the world on tables and such (affecting other kinds of drops is kind of hard right now due to modding limitations, but I'm looking into it)
I'm glad that you solved the problem of resource drops. We finally don't have to worry about the lack of a specific resource. But the problem is that NPC resource drops can only adjust the global multiplier at present, but I only want to increase the drop rate of one resource. How can I write code to increase the drop amount of only one resource?
Love this mod. Deem it essential. Have fiddled with the various values to my personal satisfaction extensively. I hope it gets updated with more resources affected by multiplication- The crates in reactors that drop arcane scrap are currently in dire need for me.
If you enable the ue4ss console in UE4SS-settings.ini the mod prints the id of any resource nodes whenever they drop loot (or you can also look in AbioticFactor/Binaries/Win64/ue4ss/UE4SS.log) So if you break one of the new crates, you should be able to then look in the log to find the id, then you can add a new line with it to specific_multipliers in the lua
(at some point I'll regenerate the default list but for now it's at least technically possible)
37 comments
Fatal error: [File:D:\BuildAgent\work\Staging\Project\Engine\Source\Runtime\CoreUObject\Private\UObject\ReferenceChainSearch.cpp] [Line: 2006]
Fatal world leaks detected. Logging first error, check logs for additional information
(Garbage) (async) Abiotic_Item_Dropped_C /Game/Maps/Facility.Facility:PersistentLevel.Abiotic_Item_Dropped_C_2147325917
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ This reference is preventing the old World from being GC'd ^
-> UObject* UObject::Outer = (Garbage) Level /Game/Maps/Facility.Facility:PersistentLevel
-> UObject* UObject::Outer = (Garbage) (standalone) World /Game/Maps/Facility.Facility
This has only happened since the update to the new style. Can any other users report if they're getting the same issues?
But that only gives the generic "Fatal Error" popup with no info
This particular Abiotic_Item_Dropped_C one is new to me, unfortunately these errors are kind of hard to debug but I'll see if I can figure it out.
If you happen to notice any patterns with when it crashes or not let me know
(In the meantime I think you could actually add the capitalized version manually in the config, like "ResourceNode_Hydropanel = 10.000000" / "ResourceNode_HydroPipes = 10.000000")
Lab Rats don't seem to be subject to neither butchery nor loot multiplier drops.
Edit: Affects Captains as well, but someone else has already mentioned it I believe
Edit: I notice Captains can drop Frag Grenades, which are introduced at Hydro even when Captains are introduced in Manufacturing. Maybe the thing all three have in common is that their drop tables change based on progression?
I have a fix but it causes weird crashes due to (I think) a bug in ue4ss, so I can't really release it until that's figured out
Edit: Updating the mod made everything stop getting multiplied. Trying a new save file to see if that helps.
Edit 2: Broken in new save too. Reverting to 0.2.0 prior to 'janky workaround'. I don't see the autogenerated files that are supposed to be appearing.
Edit 3: Reverted to 0.1.1 and re-used my saved config from before I upgraded. Works fine again. It seems the problem is that the new version relies on autogenerating config files, which are failing to generate for me. Generating a set of config files and then including them in the download may work as a manual fix for now.
eg. ".../steamapps/common/AbioticFactor/AbioticFactor/Binaries/Win64/ResourceMultiplier_nodes.toml"
If they're not there maybe if you manually create an empty file with the same name it might be able to write to it?
It's supposed to create the files if they doesn't exit but maybe there's something different with your setup that breaks it
Another thing to check could be the UE4SS log to see if the mod is actually starting or if there's an error or something:
If you open ".../steamapps/common/AbioticFactor/AbioticFactor/Binaries/Win64/ue4ss/UE4SS.log" and search for "ResourceMultiplier" there should be some stuff getting logged when it loads/saves configs
Is there a reason why they new tomls are in a new directory over where the config used to be, by the way?
Edit: Happened to be foggy weather when I loaded in with the new version. Killed a Symphonist,had the appropriate number of items drop from the drop multiplier. Seems to work for enemy drops.
Edit 2: Salvaging a robot worked as expected. Salvaged a pair of alien enemies, got mostly Bio Scrap for those rolls, but that could have been bad luck. Seems to be working for the most part there, too.
Doesn't seem to affect the amount from harvested plants in a farming plot, but that's fine. I just need to copy over my values from the old config for things above the global amount and it should be good. Thanks for the help.
I set drop multiplier for butchery to 5 and butchering a security bot seems to make a memory leak as it dies over and over, continuing to spawn it drops about five times every second. Pls fix. It happens for the security bot on lvl3 that you kill with the electrified water but I haven't tested for the others.
Added a workaround in v0.2.1, if anyone comes across any side effects or other issues lmk :)
So it would only affect 5.56 items that are like pre-placed in the world on tables and such
(affecting other kinds of drops is kind of hard right now due to modding limitations, but I'm looking into it)
(or you can also look in AbioticFactor/Binaries/Win64/ue4ss/UE4SS.log)
So if you break one of the new crates, you should be able to then look in the log to find the id, then you can add a new line with it to specific_multipliers in the lua
(at some point I'll regenerate the default list but for now it's at least technically possible)