[Rseding91] [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

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sbenza
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[Rseding91] [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by sbenza »

Factorio itself is crashing with a segfault when starting a new game or loading an old one when BlackMarket and Omnimatter mods are both loaded.

Code: Select all

  47.624 Error CrashHandler.cpp:520: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x0000000100a1a572 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:510)
#1  0x0000000100a07d1d in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in factorio) (CrashHandler.cpp:173)
#2  0x0000000100a08cd4 in CrashHandler::commonSignalHandler(int) (in factorio) (CrashHandler.cpp:522)
#3  0x0000000100a07c49 in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:535)
#4  0x00007fff91a8b52a in 0x00007fff91a8b52a
#5  0x0000000000000039 in 0x00000039 (in factorio)
#6  0x00000001005cd100 in Technology::getNumResearchUnits() const (in factorio) (Technology.cpp:220)
#7  0x00000001009ac66d in LuaTechnology::luaReadResearchUnitCount(lua_State*) (in factorio) (LuaTechnology.cpp:274)
#8  0x00000001009adb4c in LuaBinder<LuaTechnology>::processCommonLuaIndex(lua_State*, LuaTechnology*, bool) (in factorio) (LuaBinder.hpp:210)
#9  0x0000000100cc3e47 in LuaBinder<LuaTechnology>::callWrapper(lua_State*) (in factorio) (LuaBinder.hpp:326)
#10 0x0000000100d17c68 in luaD_precall(lua_State*, lua_TValue*, int) (in factorio) + 504
#11 0x0000000100d180ab in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 59
#12 0x0000000100d2c900 in luaV_gettable(lua_State*, lua_TValue const*, lua_TValue*, lua_TValue*) (in factorio) + 368
#13 0x0000000100d2e5cc in luaV_execute(lua_State*) (in factorio) + 2492
#14 0x0000000100d180d7 in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 103
#15 0x0000000100d188cd in luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long) (in factorio) + 93
#16 0x0000000100d0e018 in lua_pcallk(lua_State*, int, int, int, int, int (*)(lua_State*)) (in factorio) + 216
#17 0x000000010089e336 in LuaGameScript::setup() (in factorio) (LuaGameScript.cpp:472)
#18 0x0000000100054928 in Scenario::loadFactory(Filesystem::Path const*, Filesystem::Path const&, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool, ProgressObserver*, bool, InputListener*) (in factorio) (Scenario.cpp:257)
#19 0x0000000100052051 in AppManager::createGame(ScenarioExecutionContext const&, std::__1::function<void ()>) (in factorio) (AppManager.cpp:504)
#20 0x0000000100075400 in InGenerateMapDialog::process(AppManager*) (in factorio) (functional:1873)
#21 0x000000010004c94f in AppManager::process() (in factorio) (vector:633)
#22 0x000000010075e455 in MainLoop::prePrepare() (in factorio) (MainLoop.cpp:430)
#23 0x000000010075e046 in MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:517)
#24 0x0000000100758b1e in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::__1::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:332)
#25 0x000000010074caff in _al_mangled_main (in factorio) (Main.cpp:1127)
#26 0x0000000100e30857 in +[AllegroAppDelegate app_main:] (in factorio) (osx_app_delegate.m:230)
#27 0x00007fff8c238c44 in 0x00007fff8c238c44
#28 0x00007fff927a199d in 0x00007fff927a199d
#29 0x00007fff927a191a in 0x00007fff927a191a
#30 0x00007fff9279f351 in 0x00007fff9279f351
I can reproduce this crash in latest stable and latest experimental.

The minimal list of mods to cause this:

Code: Select all

   0.939 Loading mod core 0.0.0 (data.lua)
   0.971 Loading mod base 0.16.36 (data.lua)
   1.227 Loading mod rso-mod 3.6.5 (data.lua)
   1.317 Loading mod BlackMarket 1.0.36 (data.lua)
   1.419 Loading mod omnilib 2.0.5 (data.lua)
   1.531 Loading mod omnimatter 2.0.4 (data.lua)
   1.632 Loading mod base 0.16.36 (data-updates.lua)
   1.735 Loading mod rso-mod 3.6.5 (data-updates.lua)
   1.827 Loading mod omnilib 2.0.5 (data-updates.lua)
   1.917 Loading mod omnimatter 2.0.4 (data-updates.lua)
   2.009 Loading mod omnilib 2.0.5 (data-final-fixes.lua)
   2.112 Loading mod omnimatter 2.0.4 (data-final-fixes.lua)
Full log https://pastebin.com/ETAWzabk

Loewchen
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Re: [16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Loewchen »

Post the save that runs the mod constellation that crashes or post your ziped mods folder please.

sbenza
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Re: [16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by sbenza »

It crashes on creating a new game. Attached the mods I currently have active, but it fails with a much smaller set. The list is posted above.
Attachments
mods.zip
(73.24 MiB) Downloaded 116 times

Rseding91
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Re: [16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Rseding91 »

Thanks for the report however I can't reproduce any crash.

I loaded 16.36 with the mods folder you provided and generated a new map and it doesn't crash.
If you want to get ahold of me I'm almost always on Discord.

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Re: [16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Lumus »

I am getting the same crash on 0.16.36 (macOS) with the below mods:

- FNEI
- Omnilib
- Omnimatter
- RSO

I can create a game, build stuff and play for up to 20 minutes, but as soon as I hit 'T' to get the research tree come up I get a crash.

Mod maker believes it may potentially be OS specific.

Rseding91
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Re: [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Rseding91 »

For me it doesn't crash when I open the technology GUI. Do you have a save where you can reproduce it every time?
If you want to get ahold of me I'm almost always on Discord.

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Re: [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Lumus »

Hi Rseding91

I have attached a test save that I just created and have triggered the bug with, however I can replicate the bug every single time from a brand new map without a save (I've noted the steps below).

I've also attached the most recent log which should hopefully give you an idea of my setup, as well as screenshots showing the UI state the moment I tap T, and FNEI showing missing keys. (Possibly these are causing the tech tree to fail, as all modded fluids show missing key?)

Originally I was using the GOG Galaxy version of 0.16.36, however I manually downloaded the game (both "stable" .36 and "experimental" .43) from factorio.com and the bug is triggered in both also.

Mods I'm using:
  • - base
    - FNEI (crash occurs without FNEI active as well)
    - omnilib
    - omnimatter
    - rso-mod
To trigger the bug:
  • Make sure that the mods listed above are installed and active. Using latest versions currently available on the mod portal at time of writing. (Version numbers noted)
    Click Play -> New Game
    Leave all defaults unchanged and click generate to start the game.
    Cancel any dialogs or prompts until you're at the point where you can start walking around.
    Do anything other than press T and the game works fine.
    Press T
    ... boom?
Following the above steps I'm able to reproduce the bug every single time with my current setup.
Attachments
TestOmniSave.zip
(1.49 MiB) Downloaded 79 times
factorio-previous.log
(9.51 KiB) Downloaded 84 times
FNEI Missing Key 2
FNEI Missing Key 2
Screen Shot 2018-05-16 at 07.55.10.png (193.55 KiB) Viewed 2792 times
FNEI Missing Key 1
FNEI Missing Key 1
Screen Shot 2018-05-16 at 07.54.44.png (270.36 KiB) Viewed 2792 times
UI State
UI State
Screen Shot 2018-05-16 at 07.46.44.png (1.86 MiB) Viewed 2792 times

sbenza
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Re: [Rseding91] [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by sbenza »

I wanted to report that something changed in the mods and this no longer fails for me.

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Re: [Rseding91] [0.16.36] Crash with specific mods: " Technology::getNumResearchUnits()"

Post by Lumus »

I am still experiencing the crash on 0.16.36, however it no longer occurs in the latest experimental update 0.16.45.

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