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script.on_runtime_mod_setting_changed(onRuntimeModSettingChanged)
First, the game pauses while generating/loading. Then there's a crash dialog asking if I want to see a log (excerpted below). Then, weirdly, the game UI continues to be visible with the paused generating/loading screen. It responds to no input. I have to kill the process to get rid of it.
Crash log excerpt:
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83.606 Error CrashHandler.cpp:232: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x000000010087b5b2 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:408)
#1 0x000000010086c99d in CrashHandler::writeStackTrace() (in factorio) (CrashHandler.cpp:106)
#2 0x000000010086c92e in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:237)
#3 0x00007fffcbceab3a in 0x00007fffcbceab3a
#4 0x000000000000000b in 0x0000000b (in factorio)
#5 0x0000000100b4de90 in LuaBinder<LuaCustomTable>::callWrapper(lua_State*) (in factorio) (LuaBinder.hpp:312)
#6 0x0000000100bd546a in luaD_precall(lua_State*, lua_TValue*, int) (in factorio) + 746
#7 0x0000000100bd58fb in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 59
#8 0x0000000100bd5f2e in luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long) (in factorio) + 94
#9 0x0000000100bd7f83 in GCTM(lua_State*, int) (in factorio) + 243
#10 0x0000000100bd74ae in luaC_freeallobjects(lua_State*) (in factorio) + 190
#11 0x0000000100be3772 in close_state(lua_State*) (in factorio) + 34
#12 0x00000001007d26ec in LuaGameScript::LuaGameScript(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, PackagePath const&, PackagePath const&, PackagePath const&, Mod const*, LuaRemote*, LuaCommandProcessor*, LuaSettings*, LuaEventDispatcher*, Scenario*, Map&) (in factorio) (LuaState.hpp:20)
#13 0x00000001007645a0 in LuaContext::createScript(Mod const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, PackagePath const&, bool) (in factorio) (LuaContext.cpp:194)
#14 0x00000001007638c7 in LuaContext::LuaContext(PackagePath const&, PackagePath const*, MapDeserialiser*, TargetDeserialiser*, std::__1::vector<Mod*, std::__1::allocator<Mod*> > const&, Scenario*, Map&) (in factorio) (LuaContext.cpp:41)
#15 0x0000000100755b31 in Scenario::createLuaContext(bool, PackagePath const*, MapDeserialiser*, Scenario&, TargetDeserialiser*) (in factorio) (Scenario.cpp:418)
#16 0x00000001000496a8 in Scenario::loadFactory(boost::filesystem::path const*, boost::filesystem::path const&, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool, ProgressObserver*, bool, InputListener*) (in factorio) (Scenario.cpp:230)
#17 0x0000000100750b26 in ParallelScenarioLoader::doLoad(ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool) (in factorio) (ParallelScenarioLoader.cpp:116)
#18 0x0000000100b2f4a9 in void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (*)(ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool), ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool> >(void*) (in factorio) (thread:358)
#19 0x00007fffcbcf49af in 0x00007fffcbcf49af
#20 0x00007fffcbcf48fb in 0x00007fffcbcf48fb
#21 0x00007fffcbcf4101 in 0x00007fffcbcf4101