The crash happened twice in an hour, placing a rail signal usually works fine, so not easy to reproduce.
Attached is the log and the save.
[kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAreAll
[kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAreAll
- Attachments
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- factorio-previous.log
- (13.13 KiB) Downloaded 7 times
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- no_qual.zip
- (12.1 MiB) Downloaded 5 times
Re: [2.0.13] Crash on repathing after placing a rail signal
From this autosave, the game should crash in ~1 minute.
- Attachments
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- _autosave2.zip
- (12.14 MiB) Downloaded 4 times
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Re: [2.0.13] Crash on repathing after placing a rail signal (RailChainSignal::setup -> LuaEventDispatcher::checkEventsAr
Same with this save, the game crashes completelly after I put a new signal on a track.
I tried uninstalling all mods that added trains, also on this save I heavilly use the interrupt to manage the train pathfinding.
Hope it helps, I cannot add more train routes and I am running out of stone, wish me luck.
Update: If I interrupt the tracks and allow almost all the trains to stop by allowing them to repath to my depots (there is an interrupt triggered when destination is not reachable),the moment almost all trains are stopped I can safelly edit the track signals without crashing. Then I can build again these tracks and everything starts moving.
I've tried removing the "No path" interrupt on all trains with no luck, so it seems it's not caused by this. Something is happening with the train pathfinding when I have more than 20 trains running simultaneously.
Edit: Confirming it has been fixed on experimental 2.0.14
I tried uninstalling all mods that added trains, also on this save I heavilly use the interrupt to manage the train pathfinding.
Hope it helps, I cannot add more train routes and I am running out of stone, wish me luck.
Update: If I interrupt the tracks and allow almost all the trains to stop by allowing them to repath to my depots (there is an interrupt triggered when destination is not reachable),the moment almost all trains are stopped I can safelly edit the track signals without crashing. Then I can build again these tracks and everything starts moving.
I've tried removing the "No path" interrupt on all trains with no luck, so it seems it's not caused by this. Something is happening with the train pathfinding when I have more than 20 trains running simultaneously.
Edit: Confirming it has been fixed on experimental 2.0.14
- Attachments
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- _autosave2.zip
- (50.94 MiB) Downloaded 2 times
Re: [kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAr
I am moving this to resolved since in 2.0.14 that is already released (currently in experimental branch) this issue should not happen.
Re: [kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAr
Thank you very much for fixing this so fast !!!