[0.12.12] [kovarex] Save and Autosave crash

This subforum contains all the issues which we already resolved.
Post Reply
MakiabelMFE
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat May 16, 2015 6:30 am
Contact:

[0.12.12] [kovarex] Save and Autosave crash

Post by MakiabelMFE »

Fixed, for now
Alright, after some time checking everything again, apparently every mod wasn't working perfectly, after some trial and error Natural Evolution among other mods were causing the game to crash after loading the save. As soon as I disabled them all saves are working perfectly.
Sorry to bother!
I'm not entirely sure as if this is a game mechanic and I just misunderstood something, but I thought that even though you might die you can always load back from a back up save.

Anyway, looking forward to hearing back about it! Thank you for taking the time to read!.

waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by waduk »

Have similar issue with different mod, it's mod problem due 0.12.11+ changes, crashing a on loading from newly saved file, you didn't have to die to test this.
Just save the file manually then re-load it, if it crash then it's not game-mechanic/autosave related bug, isn't it ?
Obviously if you want to test it, don't overwrite your current save file !

User avatar
Adil
Filter Inserter
Filter Inserter
Posts: 945
Joined: Fri Aug 15, 2014 8:36 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by Adil »

Mine happens during loading saves.
A mod named commandcontrol causes it.
crashlog
The code which might be related is
code
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

User avatar
Adil
Filter Inserter
Filter Inserter
Posts: 945
Joined: Fri Aug 15, 2014 8:36 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by Adil »

MakiabelMFE wrote: Natural Evolution among other mods
Is natural evolution even updated to 12.11? Could you list other mods that are causing this?

Edit: whoops, doublepost? Doublepost!
I'v modified the mod code to see which action caused the crash and got zero results:
code

The stdoutput didn't have any of those added messages:
Log
Though in this log there's this "terminate called after throwing an instance of 'lua_longjmp*' " line
Last edited by Adil on Wed Oct 21, 2015 2:57 pm, edited 1 time in total.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by waduk »

Adil wrote:
MakiabelMFE wrote: Natural Evolution among other mods
Is natural evolution even updated to 12.11? Could you list other mods that are causing this?
You're not replying to me, but i'm gonna answer it anyway.

Mine was AutoTrash 0.0.51, but it has been fixed in 0.0.52

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

Re: [0.12.12] Save and Autosave crash

Post by kovarex »

Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.

MakiabelMFE
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat May 16, 2015 6:30 am
Contact:

Re: [0.12.12] Save and Autosave crash

Post by MakiabelMFE »

Adil wrote:...
Hey, thanks for answering!. As far as I've read on Natural Evolution's board, it should be working as I understand. As of right now, all of NE's mods and Autofill, Autotrash (0.0.52 fixed it already though), BigWoodenPowerpole, Command Control, Cyberchest, F-Item Destroyer, FastFilterFill, ForceFields, Guntrains, Personal Roboport Fix and UniqueBacker Names.

Some of these are disabled because they haven't been updated yet. Though, some, as NE's actually load just fine but as soon as it was disabled every save went back to normal. (on top of disabling the already listed others).

So it might be another one, but I'm not sure. Been playing for 2 hours straight already with those mods disabled and no issues at all, can save and load just fine.

kovarex wrote:Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.
Sure!, I'll do that asap, I'll edit this comment when I got them all.

Alright here's a .zip with the mods I have disabled, as of right now, everything running smoothly. (Besides waiting on some localised.name updates for other mods but no issues still)

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by Choumiko »

kovarex wrote:Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.
As for AutoTrash it was https://github.com/Choumiko/AutoTrash/a ... 0.0.51.zip
I did screw up copy/pasting:

Code: Select all

 global["logistics-config"][player.name] = global["logistics-config"] or {}
It's called in on_player_created (global["logistics-config"] is set to {} beforehand). A serpent.dump after starting a new game had something along

Code: Select all

global["logistics-config"].Choumiko = global["logistics-config"]
at the end. Looks like some sort of circular thing could happen when Factorio tries to load that after saving the first time.
Crash log ended before writing a stacktrace.

User avatar
Adil
Filter Inserter
Filter Inserter
Posts: 945
Joined: Fri Aug 15, 2014 8:36 pm
Contact:

Re: [0.12.12] Save and Autosave crash

Post by Adil »

Aww shoot, there appears to be several touched by me:
commandcontrol_1.1.2.zip
(8.46 KiB) Downloaded 225 times
- there was a clumsy update attempt of a code I don't really understand, can't provide much support. I guess 'll understand if no one will wish to dive into this either.
Unlimited_upgrades_file_was_here - this one was crashing due to pcall bug covered in other thread. (And a bunch of typos during testing :? ) I guess I'll take it down as unneeded distraction.
Guntrains seem to be working properly though.
Sorry if not informative, got to go.
Last edited by Adil on Wed Oct 21, 2015 7:03 pm, edited 3 times in total.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

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

Re: [0.12.12] [kovarex] Save and Autosave crash

Post by kovarex »

Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.

User avatar
cube
Former Staff
Former Staff
Posts: 1111
Joined: Tue Mar 05, 2013 8:14 pm
Contact:

Re: [0.12.12] [kovarex] Save and Autosave crash

Post by cube »

I think this might be two unrelated bugs at the same time. The stack trace looks suspiciously similar to https://forums.factorio.com/forum/vie ... =7&t=17208 duplicates.

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

Re: [0.12.12] [kovarex] Save and Autosave crash

Post by kovarex »

kovarex wrote:Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.
Thanks for the help, the issue is now fixed, and the above structure is working properly and loadable in 0.12.13

MakiabelMFE
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat May 16, 2015 6:30 am
Contact:

Re: [0.12.12] [kovarex] Save and Autosave crash

Post by MakiabelMFE »

kovarex wrote:
kovarex wrote:Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.
Thanks for the help, the issue is now fixed, and the above structure is working properly and loadable in 0.12.13
That's awesome, thanks a lot for the quick response! that was pretty fast!.

Post Reply

Return to “Resolved Problems and Bugs”