[boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
[boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Whilst using the Blueprint Sandboxes mod, in the sandbox, ghost dragging a belt over an underground belt causes the game to crash. This issue was not happening before, but I'm unsure what changed to cause this.
- Attachments
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- Factorio - 2025-02-21 11-13-40.mp4
- (6.45 MiB) Downloaded 20 times
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- factorio-current.log
- (22.88 KiB) Downloaded 16 times
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- Burner Inserter
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- Joined: Sat Dec 28, 2024 9:37 am
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Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Got this exact same crash in that creative world mod twice now, It may be related to that? (2.0.41)
- Attachments
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- factorio-current.log
- (47 KiB) Downloaded 9 times
Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Given that both of those logs contain mods, i will need a save file on which i could reproduce this bug because i suspect there may be scripts involved in the crash.
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- Burner Inserter
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Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Was gonna send the map save at first, forgot lol
I've noticed that it's not just ghost dragging but more where it would replace an underground that's already there (may also be due to the replaced belt being going the other direction)
Edit: I think it is due to going under something, so far I've noticed a trend of it being Beacons Shift+B to open the sandbox
World File: https://drive.google.com/file/d/1w14mBI ... drive_link (45mb)
I've noticed that it's not just ghost dragging but more where it would replace an underground that's already there (may also be due to the replaced belt being going the other direction)
Edit: I think it is due to going under something, so far I've noticed a trend of it being Beacons Shift+B to open the sandbox
World File: https://drive.google.com/file/d/1w14mBI ... drive_link (45mb)
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- Burner Inserter
- Posts: 8
- Joined: Sat Dec 28, 2024 9:37 am
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Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Tested again, This time with only space age (and the two DLC "mods"), and the Sandbox
Crashes only with Green belts and even then not every time, Couldn't get a screenshot but not sure it really applies
Also does not require it to be going under a beacon as I mentioned previously
Posted test world and the log
Crashes only with Green belts and even then not every time, Couldn't get a screenshot but not sure it really applies
Also does not require it to be going under a beacon as I mentioned previously
Posted test world and the log
- Attachments
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- factorio-current.log
- (22.88 KiB) Downloaded 6 times
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- Test.zip
- World File
- (4.37 MiB) Downloaded 5 times
Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Thanks for the report. Issue is now fixed for 2.0.42. Issue was that one of the mods (blueprint sandboxes) was reviving ghosts as soon they were placed and this interfers with part of the smart belt building logic. One piece of smart belt building logic was not checking if entity was invalidated (for example when it was revived by script) and so the crash happened.
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- Burner Inserter
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Re: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Sweet, glad to be of help
Always fun when something weird finds a niche way to crash the game
Always fun when something weird finds a niche way to crash the game