Here is a link to a crash report. i cant post it on here because of character limit. Factorio crashes every time i try to convert any of my last 5 saves in map editor. i can convert older saves no problems (3 or 4 days old). Ive checked for mod updates which hasnt helped.
https://www.dropbox.com/s/5apa11hyk44eb ... t.log?dl=0
[kovarex] [0.16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
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Re: [16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
Post a save with the issue please.
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Re: [16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
this save i cant convert, and it seems like i cant even load it now
https://www.dropbox.com/s/7aw5v0pi60h4r ... 7.zip?dl=0
This is the most recent save i can load
https://www.dropbox.com/s/um89jxlirpepl ... 3.zip?dl=0
https://www.dropbox.com/s/7aw5v0pi60h4r ... 7.zip?dl=0
This is the most recent save i can load
https://www.dropbox.com/s/um89jxlirpepl ... 3.zip?dl=0
Re: [kovarex] [0.16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
The crash is related to strict check added recently.
The check (that is done when changing mod versions or factorio version) is checking, that there is never a transport belt entity over another, as the automatic connections could cause desyncs, as it could connect to one or another when loading the game.
In this case, it is the splitter on location {-146, 128.5} that collides with underground belt at {-145.5, 128.5}.
I can easily fix the map, but the point of this check is to find out, how can be this problematic situation avoided in the first place.
Do you have any ideas how could it happen?
The check (that is done when changing mod versions or factorio version) is checking, that there is never a transport belt entity over another, as the automatic connections could cause desyncs, as it could connect to one or another when loading the game.
In this case, it is the splitter on location {-146, 128.5} that collides with underground belt at {-145.5, 128.5}.
I can easily fix the map, but the point of this check is to find out, how can be this problematic situation avoided in the first place.
Do you have any ideas how could it happen?
Re: [kovarex] [0.16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
I made some testing, and the only hole that I found (and fixed for 0.16.42 was this):
Make a splitter, mark it for deconstruction, build (by script) underground belt on top of it.
This should be only allowed for the ghost building, but not for the script (non-ghost) building.
Did you do this, or is there some other way how to break it?
Make a splitter, mark it for deconstruction, build (by script) underground belt on top of it.
This should be only allowed for the ghost building, but not for the script (non-ghost) building.
Did you do this, or is there some other way how to break it?
Re: [kovarex] [0.16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
Anyway, I re-activate the migration that removes invalid entities for the next version. Lets see if it happens again.
Re: [kovarex] [0.16.41] Crash converting save: "BuildCheckResult::Buildable was not true"
I have a similar problem, I played a continuation of a save with a marathon mod. It worked for a while I played for about 6 hours on 4-5 sessions, but all the saves crash now.
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- Marathon nulled.zip
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