[15.18] Crash with modded collision_mask issue with train

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evildogbot100
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[15.18] Crash with modded collision_mask issue with train

Post by evildogbot100 »

Mod used :
Bugged Mod in my attachment

How to recreate :
place a locomotive on rail, then place another train part overlapping the locomotive, the game just crashed afterwards.
Attachments
factorio-current.log
(7.25 KiB) Downloaded 110 times
Bugged-mod_0.1.0.zip
(854 Bytes) Downloaded 107 times

Loewchen
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Re: [15.18] Crash with modded collision_mask issue with train

Post by Loewchen »

Code: Select all

   0.004 2017-06-06 08:41:12; Factorio 0.15.18 (build 30150, win64, steam)
   0.004 Operating system: Windows 10 (version 1507 RTM) 
   0.004 Program arguments: "D:\DATAfolder\Documents\KTO Juni\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "2820" 
   0.004 Read data path: D:/DATAfolder/Documents/KTO Juni/Steam/steamapps/common/Factorio/data
   0.005 Write data path: C:/Users/user/AppData/Roaming/Factorio
   0.005 Binaries path: D:/DATAfolder/Documents/KTO Juni/Steam/steamapps/common/Factorio/bin
   0.019 System info: [CPU:        Intel(R) Core(TM) i5-3317U CPU @ 1.70GHz, 4 cores, RAM: 6046MB]
   0.020 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 90.3226%] [MultiSampling: OFF] [Screen: 255]
   0.022 Available display adapters: 1
   0.022  [0]: \\.\DISPLAY1 - Intel(R) HD Graphics 4000 {0x05, [0,0], 1366x768, 32bit, 40Hz}
   0.023 Create display on adapter 0. Size 1280x720 at position [33, 6].
   0.093 Initialised Direct3D:[0] Intel(R) HD Graphics 4000; driver: igdumdim64.dll 10.18.10.4358
   0.102     Video memory size (dedicated video/dedicated system/shared system/available): 32/0/1760/1788 MB
   0.148 DSound: Starting _dsound_update thread
   0.148 DSound: Enter _dsound_update; tid=8708
   0.150 Device reset internal.
   0.157 Desktop composition is active.
   0.157 Graphics settings preset: medium
   0.158 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 25%] [DXT: false]
   0.511 Loading mod core 0.0.0 (data.lua)
   0.540 Loading mod base 0.15.18 (data.lua)
   1.176 Loading mod Bugged-mod 0.1.0 (data.lua)
   1.266 Loading mod base 0.15.18 (data-updates.lua)
   1.366 Checksum for core: 368996287
   1.367 Checksum of base: 3838408653
   1.367 Checksum of Bugged-mod: 1207908511
   2.186 Info PlayerData.cpp:56: Local player-data.json available, timestamp 1496709672
   2.186 Info PlayerData.cpp:61: Cloud player-data.json available, timestamp 1496657629
   2.527 Loaded shader file D:/DATAfolder/Documents/KTO Juni/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
   2.528 Loaded shader file D:/DATAfolder/Documents/KTO Juni/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
   2.558 Initial atlas bitmap size is 8192
   2.578 Created atlas bitmap 8192x8187
   2.604 Created atlas bitmap 8192x8187
   2.604 Created atlas bitmap 8192x2175
   2.605 Created atlas bitmap 8192x2101
   2.606 Created atlas bitmap 8192x3317
   2.606 Created atlas bitmap 8192x761
   2.616 Atlases were not loaded from disk cache.
  24.227 Sprites loaded
  28.466 Sprite atlas cached.
  29.877 Loading sounds...
  34.896 Custom inputs active: 0
  34.997 Factorio initialised
  47.699 Info BlueprintLibrary.cpp:47: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709720; records:
  47.889 Loading Level.dat: 1038552 bytes.
  47.889 Info Scenario.cpp:134: Map version 0.15.18-0
  47.990 Info BlueprintLibrary.cpp:190: Loaded library shelves:
  47.990 Info BlueprintLibrary.cpp:679: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709716; records:
  47.993 Info BlueprintLibrary.cpp:47: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709720; records:
  48.000 Checksum for script C:/Users/user/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 282129324
  48.003 Checksum for script __Bugged-mod__/control.lua: 0
  64.534 Info BlueprintLibrary.cpp:47: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709737; records:
  64.752 Loading Level.dat: 900628 bytes.
  64.752 Info Scenario.cpp:134: Map version 0.15.18-0
  64.842 Info BlueprintLibrary.cpp:190: Loaded library shelves:
  64.842 Info BlueprintLibrary.cpp:679: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709733; records:
  64.843 Info BlueprintLibrary.cpp:47: Loaded external blueprint storage: playerIndex = 65535, nextRecordID = 0; timestamp = 1496709737; records:
  64.848 Checksum for script C:/Users/user/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2231661163
  64.851 Checksum for script __Bugged-mod__/control.lua: 0
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-vzvxto\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-vzvxto\src\util\logger.cpp (364): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-vzvxto\src\util\logger.cpp (421): Logger::logStacktrace
c:\cygwin64\tmp\factorio-vzvxto\src\entity\rollingstock.cpp (910): RollingStock::Carriage::setRailState
c:\cygwin64\tmp\factorio-vzvxto\src\entity\rollingstock.cpp (974): RollingStock::Carriage::tryToFinishSearchingForBackJoint
c:\cygwin64\tmp\factorio-vzvxto\src\entity\rollingstock.cpp (979): RollingStock::Carriage::tryToFinishSearchingForBackJoint
c:\cygwin64\tmp\factorio-vzvxto\src\entity\rollingstock.cpp (957): RollingStock::Carriage::setup
c:\cygwin64\tmp\factorio-vzvxto\src\entity\rollingstock.cpp (52): RollingStock::setup
c:\cygwin64\tmp\factorio-vzvxto\src\entity\cargowagon.cpp (38): CargoWagon::setup
c:\cygwin64\tmp\factorio-vzvxto\src\manualbuilder.cpp (673): ManualBuilder::buildItem
c:\cygwin64\tmp\factorio-vzvxto\src\controller\godcontroller.cpp (758): GodController::buildItem
c:\cygwin64\tmp\factorio-vzvxto\src\gameactionhandler.cpp (530): GameActionHandler::buildItem
c:\cygwin64\tmp\factorio-vzvxto\src\gameactionhandler.cpp (263): GameActionHandler::actionPerformed
c:\cygwin64\tmp\factorio-vzvxto\src\input\inputhandler.cpp (55): InputHandler::flushToListeners
c:\cygwin64\tmp\factorio-vzvxto\src\input\inputhandler.cpp (47): InputHandler::flushActions
c:\cygwin64\tmp\factorio-vzvxto\src\gameactionhandler.cpp (305): GameActionHandler::update
c:\cygwin64\tmp\factorio-vzvxto\src\mainloop.cpp (830): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-vzvxto\src\mainloop.cpp (706): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-vzvxto\src\util\workerthread.cpp (35): WorkerThread::loop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\thr\xthread (247): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelDesyncReportCreator * __ptr64),ParallelDesyncReportCreator * __ptr64>,std::default_delete<std::tuple<void (__cdecl*)(ParallelDesyncReportCreator * __ptr64),ParallelDesyncReportCreator * __ptr64> > > >::_Run
c:\program files (x86)\microsoft visual studio 14.0\vc\include\thr\xthread (210): std::_Pad::_Call_func
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE5F612D92)
00007FFE5F612D92 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE5F959F64)
00007FFE5F959F64 (ntdll): (filename not available): RtlUserThreadStart
  84.796 Error RollingStock.cpp:910: Rolling stock count isn't 0 when it should.
Logger::writeStacktrace skipped.
  84.796 Error CrashHandler.cpp:106: Map tick at moment of crash: 826
  84.796 Error Util.cpp:80: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.

Rseding91
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Re: [15.18] Crash with modded collision_mask issue with train

Post by Rseding91 »

The problem is the game doesn't support trains overlapping and because of the collision mask change they don't collide and thus overlap.
If you want to get ahold of me I'm almost always on Discord.

Rseding91
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Re: [15.18] Crash with modded collision_mask issue with train

Post by Rseding91 »

I've added an error message at startup when rolling stocks have invalid collision masks so it won't crash the game after the next version of 0.15.
If you want to get ahold of me I'm almost always on Discord.

evildogbot100
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Re: [15.18] Crash with modded collision_mask issue with train

Post by evildogbot100 »

It doesn't crash when the overlapping rolling stocks are on different rail and different rail_category. Can you please not remove this possibility?

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