[Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
[Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
1248.105 Error PathFindAlgorithm.cpp abstractNodeIt != search.abstractNodes.end() was not true
I have suddenly started receiving this crash tonight. I crashed it 5+ times over. I was bringing a new supply line up, and once I had items in the supply depot, it seemed like it crashed after something tried to make a call to that supply depot. I deleted it, and put down chests. Those chests filled up without issue. I then deleted the road around, and rebuilt it completely, and then put down a new supply depot. That seemed to stop the crashing, however I then put down 5 fluid depots at once, and I crashed again.
Log and dmp is attached.
I have suddenly started receiving this crash tonight. I crashed it 5+ times over. I was bringing a new supply line up, and once I had items in the supply depot, it seemed like it crashed after something tried to make a call to that supply depot. I deleted it, and put down chests. Those chests filled up without issue. I then deleted the road around, and rebuilt it completely, and then put down a new supply depot. That seemed to stop the crashing, however I then put down 5 fluid depots at once, and I crashed again.
Log and dmp is attached.
- Attachments
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- factorio-dump-current.dmp
- (733.79 KiB) Downloaded 164 times
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- factorio-current.log
- (70.43 KiB) Downloaded 164 times
Re: [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Can you provide your save game?
Re: [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Here is the saved game. It might take a few tries to make it crash.
Steps to make it crash:
1) Locate the beaconed plastic setup, there is only one, it has 4 inbound lanes
2) Reverse the four underground coal lines (they are going the wrong direction in the saved game)
3) Once the coal starts flowing, run sound to the supply depot. Wait for crash. If it is going to crash, it will be within the 10K that land into the box.
4) If no crash, repeat a few times.
Steps to make it crash:
1) Locate the beaconed plastic setup, there is only one, it has 4 inbound lanes
2) Reverse the four underground coal lines (they are going the wrong direction in the saved game)
3) Once the coal starts flowing, run sound to the supply depot. Wait for crash. If it is going to crash, it will be within the 10K that land into the box.
4) If no crash, repeat a few times.
- Attachments
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- crash_at_plastic_supply_depot.zip
- (12.39 MiB) Downloaded 172 times
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
I managed to reliably replicate this error by doing the following with the attached save:
* Open Coal Request Depot right next to the player
* Place a single transport drone in the requester
* Crash in title occurs almost immediately
* Open Coal Request Depot right next to the player
* Place a single transport drone in the requester
* Crash in title occurs almost immediately
- Attachments
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- krastorio2-01.zip
- Save file right before placing drone
- (7.23 MiB) Downloaded 168 times
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- factorio-current.log
- (30.52 KiB) Downloaded 179 times
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Do you also have the Transport Drones mod installed? Because if you do then I have the same issue and can provide more logs and save data replicating the crash.
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
My bug report is also related: viewtopic.php?f=7&t=84329
Post includes savefile shortly before the crash as the transport drone is about to pathfind and crash.
Post includes savefile shortly before the crash as the transport drone is about to pathfind and crash.
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- Burner Inserter
- Posts: 7
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
We've the same issue in 0.18.21 with Transport Drones.
Let me know if I can provide any additional useful information.
First one is a save file I've managed to save when our server crashed. It crashes the game upon loading
Let me know if I can provide any additional useful information.
First one is a save file I've managed to save when our server crashed. It crashes the game upon loading
- Attachments
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- multi_recover.zip
- (13.45 MiB) Downloaded 145 times
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- mod-list.json
- (7.61 KiB) Downloaded 162 times
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- factorio-previous.log
- (49.6 KiB) Downloaded 153 times
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- factorio-dump-previous.dmp
- (572.41 KiB) Downloaded 135 times
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Here's another save file datapoint, if it's helpful. Game version is 0.18.21, the only mods included are the three drone mods (Mining, Construction, Transport), all at their most recent updates.
To reproduce, just stand around doing nothing for ~20-30 seconds after the game loads.
There's a few smelting arrays if you go straight down from where the save starts which were just upgraded from Yellow Belt to Red Belt; I suspect that the iron depots becoming much more active may be the relevant bit.
To reproduce, just stand around doing nothing for ~20-30 seconds after the game loads.
There's a few smelting arrays if you go straight down from where the save starts which were just upgraded from Yellow Belt to Red Belt; I suspect that the iron depots becoming much more active may be the relevant bit.
- Attachments
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- mod-list.json
- (3.56 KiB) Downloaded 151 times
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- factorio-dump-current.dmp
- (715.71 KiB) Downloaded 119 times
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- factorio-current.log
- (9.04 KiB) Downloaded 154 times
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- _autosave3.zip
- (7.51 MiB) Downloaded 135 times
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Thanks, should be fixed in 0.18.22.
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Awesome! Thanks for the quick response and may the main bus bus ride again!
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- Burner Inserter
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- Contact:
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Thanks for the great work you do developing this game! Taking a look at issues that happens only with mods and fixing in the base game it's rare to see in any other game and always much appreciated!
Could you give some hint on what was the main cause of the issue? I've been trying to figure out what ultimately made our game save to break like this. We ran it for days without problems so it has to do with some new road or building with built, but I just can't find it even after dozen and dozen of tries deleting random roads.
I can't wait to try it in the next release!
Could you give some hint on what was the main cause of the issue? I've been trying to figure out what ultimately made our game save to break like this. We ran it for days without problems so it has to do with some new road or building with built, but I just can't find it even after dozen and dozen of tries deleting random roads.
I can't wait to try it in the next release!
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
"Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions."JambyStrikesAgain wrote: ↑Thu Apr 30, 2020 7:45 am Could you give some hint on what was the main cause of the issue?
There are 10 types of people: those who get this joke and those who don't.