[Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

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Staplergun
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[Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Thu Feb 28, 2019 4:35 am

I receive a hard crash whenever rotating a pipe-to-ground entity. This has been narrowed down to what I believe to be specifically ones that do not have a surface connection port, because I can rotate pipe-to-grounds with more than one underground port and a surface port just fine.

I rotate one of my mod's underground pipes and the game proceeds to hard crash. The larger picture shows a four way connector crashing, and the smaller picture shows a inline underground extension I attempted to rotate which would have connected the top and bottom pipe to it, and it crashed.

Attached are the crash dumps and logs, along with my mods prototype file for the underground pipe t1 (the yellow ones)

https://imgur.com/a/ydWQ44H

Code: Select all

   0.000 2019-02-27 23:21:48; Factorio 0.17.2 (build 43076, win64, steam)
   0.000 Operating system: Windows 10 (build 17763) 
   0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.001 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.001 Write data path: C:/Users/stapl/AppData/Roaming/Factorio [386635/952895MB]
   0.001 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.006 System info: [CPU: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz, 12 cores, RAM: 6725/32692 MB, page: 8870/37556 MB, virtual: 4336/134217727 MB, extended virtual: 0 MB]
   0.006 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.009 Available displays: 1
   0.009  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 Ti {0x05, [0,0], 3440x1440, 32bit, 60Hz}
   0.048 Display: 0 -> Adapter: 0, Output: 0
   0.119 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080 Ti; driver: nvldumdx.dll 25.21.14.1771
   0.119   D3D Feature Level: 11.1, DXGI 1.5+
   0.119   [Local Video Memory] Budget: 9457MB, CurrentUsage: 2MB, Reservation: 0/5007MB
   0.119   [Non-Local Vid.Mem.] Budget: 14711MB, CurrentUsage: 0MB, Reservation: 0/7764MB
   0.119   Tiled resources: Tier 2
   0.119   Unified Memory Architecture: No
   0.119   BGR 565 Supported: Yes
   0.119   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.150 Desktop composition is active.
   0.150 Graphics settings preset: very-high
   0.150   Dedicated video memory size 11127 MB
   0.150 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality]
   0.150                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]
   0.175 DSound: Starting _dsound_update thread
   0.175 DSound: Enter _dsound_update; tid=3756
   0.516 Loading mod core 0.0.0 (data.lua)
   0.568 Loading mod base 0.17.2 (data.lua)
   0.717 Loading mod underground-pipe-pack 0.16.66 (data.lua)
   0.810 Loading mod base 0.17.2 (data-updates.lua)
   0.883 Checksum for core: 3928040144
   0.883 Checksum of base: 1471520011
   0.883 Checksum of underground-pipe-pack: 602088378
   1.233 Loading sounds...
   1.297 Info PlayerData.cpp:69: Local player-data.json unavailable
   1.297 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1544573603
   1.400 Initial atlas bitmap size is 16384
   1.422 Created atlas bitmap 16384x16384 [no-crop]
   1.425 Created atlas bitmap 16384x11500 [none]
   1.425 Created atlas bitmap 16384x2116 [decal]
   1.426 Created atlas bitmap 16384x3808 [low-object]
   1.426 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   1.427 Created atlas bitmap 16384x6592 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]
   1.427 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]
   1.427 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   1.427 Created atlas bitmap 16384x748 [alpha-mask]
   1.429 Created atlas bitmap 16384x12628 [shadow, linear-magnification, alpha-mask]
   1.429 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
   2.004 Parallel Sprite Loader initialized (threads: 11)
   7.651 Sprites loaded
   7.683 Generated mipmaps for atlas of size 16384x3808
   7.705 Generated mipmaps for atlas of size 16384x1888
   7.716 Generated mipmaps for atlas of size 16384x6592
   7.727 Generated mipmaps for atlas of size 16384x480
   7.738 Generated mipmaps for atlas of size 16384x456
   7.749 Generated mipmaps for atlas of size 16384x1264
   7.752 Custom inputs active: 4
   7.800 Factorio initialised
  30.538 Loading Level.dat: 1254123 bytes.
  30.538 Info Scenario.cpp:147: Map version 0.17.2-4
  30.570 Checksum for script C:/Users/stapl/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 3981119991
  30.576 Checksum for script __underground-pipe-pack__/control.lua: 1297449214
  41.780 Info AppManagerStates.cpp:1764: Saving finished
 183.793 Error CrashHandler.cpp:376: Exception Code: c0000005, Address: 0x00007ff6a79bcf74
ModuleBase: 0x00007ff6a7740000, ImageSize: 01559000, RelativeAddress: 0027cf74
 183.793 Error CrashHandler.cpp:382: Access Violation: Read at address 0000000000000010
 183.793 Error CrashHandler.cpp:396: Exception Context:
rax=0000000000000000, rbx=0000020fa07eb9a0, rcx=0000000000000005,
rdx=0000020fa07eb9a0, rsi=0000000000000001, rdi=0000000000000000,
rip=00007ff6a79bcf74, rsp=000000981d30f210, rbp=0000000000000000,
 r8=0000020f00578401,  r9=0000000000000000, r10=0000000000000000,
r11=0000000000000000, r12=0000000000000001, r13=0000020fa0898cc0,
r14=0000020fa1073818, r15=0000000000000000
 183.793 Crashed in C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff6a7740000 - 0x00007ff6a8c99000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-mvynrh\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logger.cpp (405): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logger.cpp (515): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\crashhandler.cpp (169): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\crashhandler.cpp (423): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D255584C)
00007FF9D255584C (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D63380CB)
00007FF9D63380CB (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D631FD36)
00007FF9D631FD36 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D633468F)
00007FF9D633468F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D6294BEF)
00007FF9D6294BEF (ntdll): (filename not available): RtlWalkFrameChain
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D63333FE)
00007FF9D63333FE (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-build-mvynrh\src\fluid\fluidmanager.cpp (91): FluidManager::countAndMarkVisitedRecursive
c:\cygwin64\tmp\factorio-build-mvynrh\src\fluid\fluidmanager.cpp (234): FluidManager::moveOut
c:\cygwin64\tmp\factorio-build-mvynrh\src\fluid\fluidbox.cpp (477): FluidBox::setup
c:\cygwin64\tmp\factorio-build-mvynrh\src\entity\pipetoground.cpp (194): PipeToGround::setDirection
c:\cygwin64\tmp\factorio-build-mvynrh\src\entity\entity.cpp (1575): Entity::rotate
c:\cygwin64\tmp\factorio-build-mvynrh\src\manualbuilder.cpp (160): ManualBuilder::rotateEntity
c:\cygwin64\tmp\factorio-build-mvynrh\src\gameactionhandler.cpp (321): GameActionHandler::actionPerformed
c:\cygwin64\tmp\factorio-build-mvynrh\src\input\inputhandler.cpp (61): InputHandler::flushActions
c:\cygwin64\tmp\factorio-build-mvynrh\src\gameactionhandler.cpp (364): GameActionHandler::update
c:\cygwin64\tmp\factorio-build-mvynrh\src\mainloop.cpp (1058): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-build-mvynrh\src\mainloop.cpp (931): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\workerthread.cpp (42): WorkerThread::loop
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl LogitechLEDController::*)(void),LogitechLEDController *>,std::default_delete<std::tuple<void (__cdecl LogitechLEDController::*)(void),LogitechLEDController *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D61681F4)
00007FF9D61681F4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D62FA251)
00007FF9D62FA251 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 185.077 Error CrashHandler.cpp:174: Map tick at moment of crash: 3952
 185.077 Error Util.cpp:97: 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.
 208.948 Uploading log file
 208.953 Error CrashHandler.cpp:221: Heap validation: success.
 208.954 Creating crash dump.
 209.146 CrashDump success
Attachments
underground-pipes-t1.lua
(13.64 KiB) Downloaded 9 times
factorio-previous.log
(8.83 KiB) Downloaded 5 times
factorio-dump-previous.dmp
(826.87 KiB) Downloaded 4 times
factorio-dump-current.dmp
(703.2 KiB) Downloaded 4 times
factorio-current.log
(8.96 KiB) Downloaded 6 times

Dominik
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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Dominik » Thu Feb 28, 2019 2:30 pm

Can you give me the complete mod please? This fails on not having the items. I am not very familiar with modding, sorry :)

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Thu Feb 28, 2019 3:39 pm

No problem. I'll get it hooked up for you in its current state.

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Fri Mar 01, 2019 2:42 am

Here's the mod
Attachments
underground-pipe-pack_0.16.66.zip
(5.35 MiB) Downloaded 7 times

Staplergun
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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Fri Mar 01, 2019 2:28 pm

Hard crash when placing a pump that has underground only connections between a pipe-to-ground and another pump that has only underground connections.
Attachments
factorio_2019-03-01_09-26-09.png
factorio_2019-03-01_09-26-09.png (730.69 KiB) Viewed 593 times
factorio-previous.log
(7.71 KiB) Downloaded 5 times
factorio-dump-previous.dmp
(743.6 KiB) Downloaded 4 times

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Fri Mar 01, 2019 2:31 pm

Hard crash when connecting two different pipe networks together with underground connections. (Rotated this time)
Attachments
factorio-dump-current.dmp
(756.28 KiB) Downloaded 5 times
factorio-current.log
(9.13 KiB) Downloaded 7 times
factorio_2019-03-01_09-29-19.png
factorio_2019-03-01_09-29-19.png (926.58 KiB) Viewed 591 times

Dominik
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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Dominik » Thu Mar 07, 2019 11:53 am

Hi, I have been doing some improvements of the underground pipes and now they are in a good enough form to get to this. There are functions that are just not supported for multiple underground connections so I will have to re/write them.
I don't understand what some of your pipes do. What is a pipe coupler, underground segment, 4-to-4 pipe?

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Staplergun » Thu Mar 07, 2019 4:35 pm

The items are irrelevant as they are custom intermediates of the actual entities.

A 4-4 pipe is a regular pipe that has four underground connections also.

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Recon777 » Tue Mar 12, 2019 1:19 am

Dominik wrote:
Thu Mar 07, 2019 11:53 am
Hi, I have been doing some improvements of the underground pipes and now they are in a good enough form to get to this. There are functions that are just not supported for multiple underground connections so I will have to re/write them.
I don't understand what some of your pipes do. What is a pipe coupler, underground segment, 4-to-4 pipe?
Dominik, I highly recommend checking out the full mod in 0.16 because it worked brilliantly there. You should be able to examine all his code and see exactly what is going on in a working state as-designed. Hopefully, that will lead you toward what has been broken in 0.17

Personally, I consider this mod an indispensable addition to the game. It allows for some truly fantastic builds. I wish you the best in solving the current dilemma so we can get this masterpiece back online in our current games.

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Dominik » Thu Mar 14, 2019 4:43 pm

Hi, so I have largely rewritten the underground connection logic and everything seems to work now as it should. Even stuff around the pump that did not work before either. Give it a shot and let me know :)

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Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Post by Recon777 » Fri Mar 15, 2019 12:52 am

Dominik wrote:
Thu Mar 14, 2019 4:43 pm
Hi, so I have largely rewritten the underground connection logic and everything seems to work now as it should. Even stuff around the pump that did not work before either. Give it a shot and let me know :)
Still a rotation problem as reported here.
Also, even loading a save with Stapler's items will crash the game, even if they were not rotated.

I recommended disabling rotation in the mod itself as an interim solution, but the save load crash makes the whole thing not work anyway.

[edit]

Okay now that I have my hands on the latest copy of the mod, I'm able to load simple saves. Will try to break it.

But I definitely can confirm that if I take an underground L connection and rotate it 4 times, the game just disappears. Crashes hard with no error message or log.

[edit 2]

Right. So it was a bit of a miscommunication between me and Stapler. He said he could not load his "old" saves. But new saves do load fine apparently. This means that for some reason, something in his 0.16 saves will crash the game hard now. So I recommend just making it known that 0.16 saves won't load with this version of the mod. But the rotation issue is still a thing.

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