Random crashes

I’ve been enjoying this game so far, but after playing for a couple of hours I start getting random crashes with no error message.
System information:

Edition Windows 11 Home
Version 23H2
Installed on ‎10/‎6/‎2023
OS build 22631.3880
Experience Windows Feature Experience Pack 1000.22700.1020.0
Device name PC2023
Processor 13th Gen Intel(R) Core™ i9-13900K 3.00 GHz
Installed RAM 64.0 GB (63.7 GB usable)
Device ID F6D91BA0-8382-4606-8EF4-57701D666B9C
Product ID 00326-10000-00000-AA040
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display

GPU: NVIDIA GeForce RTX 2060

These crashes occur during gameplay? Did you verify game files and update drivers?

Thanks for responding.

Yes, I have updated the video driver and verified the game files on steam.

To describe what happens as best I can, I will be playing and the game suddenly freezes for a second or two. Sometimes a little window appears with what looks like a blue loading bar moving from left to right, but it’s so brief I can’t make out the details before the game crashes to the desktop. I don’t see any error code or message when it happens.

This is an occasional thing, happening from anywhere from thirty minutes to a few hours of play time. The game can be relaunched and played after it happens thus far. The issue has occurred with more than one game set up/settlement and can be very early or later in the development of a particular settlement.

Ok, next time it happens, look in:
C:\Users\USERNAME\AppData\Local\Temp

This folder may be set to hidden by default in your folder options, so make sure to enable hidden items. Inside this directory, you will find a folder called Crash_Date_Bunch of Numbers (ex. Crash_2022-08-02_171459771).

Hello,

I’m experiencing a similar issue: I’m getting random crashes, sometimes a few seconds after loading a game, sometimes after a longer time. I haven’t been able to determine what action in the game triggers the crashes, but the most recent ones were while I was exploring the map (though an earlier one was just clicking on a building, and another one was hovering to get info, so no clear relationship). I haven’t noticed any freeze, nor the little window with the blue loading bar that @ELWagner mentioned.

You’ll find attached all the files which might be of use (except the save file since it’s apparently too big to be shared here, but the issue seems save independant).
DxDiag.txt (118.3 KB)
Crashes.zip (284.2 KB)

Edit: build is v0.9.3a

Okay, I’ll do that. I found the latest crash data, dmp file type, but I don’t seem to have any way of attaching it to this post.

Upload it to something like Google Drive and then copy and paste the share link here.

Thanks for sharing those files. Looking through your crash dumps, it’s unclear what the issue is. A slight majority of the crashes appear to be happening during “garbage collection” where unused objects are being freed from RAM. I’m not sure what that indicates, however. Perhaps running a trustworthy RAM analyzer might show something. Also, if you’re running any type of over-clocking, I would highly recommend you disable that and try playing again. Sorry that it’s not more clear what the exact problem is.

I’m also experiencing constant crashes, can’t play the game. This wasn’t an issue previously with the same setup and started on 0.9.3, sometimes it will crash before finishing the map load, or in some cases after it already loaded.

Here’s the link to the most recent crash file via dropbox

https://www.dropbox.com/scl/fi/73y9yaebcx8jq4bdid44n/crash.dmp?rlkey=qt9alamob9ibke3o7jgcraz4b&st=2rd4aa0a&dl=0

Thanks for sharing those. This is similar to the other report … crashing in garbage collection code. Unfortunately, this is in Unity’s IL2CPP code. It seems to indicate memory is corrupt in their generated code and when it goes to do a garbage cleanup, it is crashing in native code.

The good news is that this seems to be the same crash as other reports. The bad news is that since it is crashing in Unity’s IL2CPP code (the native code that runs in a compiled build), we don’t have much control on what’s happening there. It’s possible the next FF release will not aggravate the issue.

We will try to see if we can figure out anything else beyond that.

Thanks for looking into it!

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