[0.12.4] Crash on Autosave (Log file)

This subforum contains all the issues which we already resolved.
Post Reply
RiotLight
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Aug 20, 2015 9:06 am
Contact:

[0.12.4] Crash on Autosave (Log file)

Post by RiotLight »

Just had a crash when the game tried to auto save
log file

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by kovarex »

Hmm, strange.

Can you reproduce it?
Can you provide the previous autosave?
Were you building transport belts or viewing blueprint at that time?

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by boro »

I also had a crash on autosave at the start of a custom map.
log file
It crashed while/after saving this file
https://www.dropbox.com/s/sjgcxkd63l9tu ... 2.zip?dl=0

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by boro »

and again
log file
save: https://www.dropbox.com/s/gteqy9lsnrc0k ... 1.zip?dl=0

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by kovarex »

Can you please post the mod folder?

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by boro »

https://www.dropbox.com/sh/xwuofpysl9nm ... hLvfa?dl=0

I deleted an entity description file from dytech because it annoyingly increased the size of the side panel with too long descriptions, I hope that has nothing to do with this.
edit: marathon mod is deactivated.

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by kovarex »

Thank you for the cooperation, I was finally able to reproduce the bug.

I found out, it is caused by the TimeButtons mod. It destroys the gui in the on_save event, which is definitelly a bad idea. So now, instead of crashing, the game shows the script error.

Removing this code should fix the problem, the mod author should probably know about it, as the mod will not be usable at all in 0.12.5 until this is removed.

Code: Select all

game.on_save (function()
	if game.player.gui.top.menu_tb ~= nil then game.player.gui.top.menu_tb.destroy() end
	if game.player.gui.top.tb_frame ~= nil then 
		game.player.gui.top.tb_frame.destroy()
	end
	
	if debug_timebuttons == 1 then game.player.print("DEBUG: SAVE AND CLEAR GUI") end
end)

RiotLight
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Aug 20, 2015 9:06 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by RiotLight »

kovarex wrote:Thank you for the cooperation, I was finally able to reproduce the bug.

I found out, it is caused by the TimeButtons mod. It destroys the gui in the on_save event, which is definitelly a bad idea. So now, instead of crashing, the game shows the script error.

Removing this code should fix the problem, the mod author should probably know about it, as the mod will not be usable at all in 0.12.5 until this is removed.

Code: Select all

game.on_save (function()
	if game.player.gui.top.menu_tb ~= nil then game.player.gui.top.menu_tb.destroy() end
	if game.player.gui.top.tb_frame ~= nil then 
		game.player.gui.top.tb_frame.destroy()
	end
	
	if debug_timebuttons == 1 then game.player.print("DEBUG: SAVE AND CLEAR GUI") end
end)
Just so you know Im not using the TimeButton mod.
Can you reproduce it?
Can you provide the previous autosave?
Were you building transport belts or viewing blueprint at that time?
As far as i remember i wasnt doing anything. I was watching and waiting to see which angle the biters were comming from.
I cannot provide the previous auto save as i played again shortly after my original post. It had actually saved sucessfully and i did not loose any play time. It has not happened again since.

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by kovarex »

Well, it could be some other mod doing that.

Please, report it if it happens again in 0.12.5

User avatar
Ohz
Fast Inserter
Fast Inserter
Posts: 188
Joined: Tue Feb 03, 2015 11:40 am
Contact:

Re: [0.12.4] Crash on Autosave (Log file)

Post by Ohz »

kovarex wrote:Thank you for the cooperation, I was finally able to reproduce the bug.

I found out, it is caused by the TimeButtons mod. It destroys the gui in the on_save event, which is definitelly a bad idea. So now, instead of crashing, the game shows the script error.

Removing this code should fix the problem, the mod author should probably know about it, as the mod will not be usable at all in 0.12.5 until this is removed.

Code: Select all

game.on_save (function()
	if game.player.gui.top.menu_tb ~= nil then game.player.gui.top.menu_tb.destroy() end
	if game.player.gui.top.tb_frame ~= nil then 
		game.player.gui.top.tb_frame.destroy()
	end
	
	if debug_timebuttons == 1 then game.player.print("DEBUG: SAVE AND CLEAR GUI") end
end)
Well that fixed the problem for me (because the problem came from this mod).
I don't know anything about programming but you can save your mod settings on his GUI and then clear it (= destroy it), so I guess "save" is confusing (saving game, or saving mod settings? Whatever just destroy everything).
I'm not english, sorry for my mistakes

Post Reply

Return to “Resolved Problems and Bugs”