Search found 6 matches

by ReisingerS
Wed Nov 27, 2024 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)
Replies: 10
Views: 871

Re: [2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)


Ok i managed to reproduce the crash, the most suspicious part is that the save file when loaded is consistent however after about a minute it becomes inconsistent which is quite serious indicator of a bug.

-- edit:

It looks like the crash is caused by the "spawn-belt" at [gps=-10.5,-37.5,gleba ...
by ReisingerS
Wed Nov 27, 2024 5:40 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)
Replies: 10
Views: 871

Re: [2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)

Loewchen wrote: Wed Nov 27, 2024 5:38 pm
ReisingerS wrote: Wed Nov 27, 2024 5:36 pm https://drive.google.com/file/d/1ovboMf ... drive_link

As requested.
To be sure, this crashes for you by just loading and waiting?
YesSir !
by ReisingerS
Wed Nov 27, 2024 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)
Replies: 10
Views: 871

Re: [2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)


Without a save file there is not much that can be done, however it already feels like the save file will be inconsistent with items on a transport line having inconsistent positions outside of the range. Log says: one of the items is spoiling into a trigger result (probably a biter egg) which ...
by ReisingerS
Wed Nov 27, 2024 5:27 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)
Replies: 10
Views: 871

[boskid][2.0.21] Crash "TransportLine.cpp:1628: Bad logic." (TransportLine::getOwningEntity)

Without warning the game started to crash after running it for a few minutes, even when staying idle ( just waiting for it to crash ) :( :(

Is it possible to identify the offending tile so I can evict it ?

0.000 2024-11-27 18:37:33; Factorio 2.0.21 (build 80595, win64, steam, space-age)
0.000 ...

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