To reproduce:
- Create a new world (ctrl+shift+click New Game)
- Run the following commands:
Code: Select all
-- create a new player (run twice so it actually happens) /c character = game.player.surface.create_entity{name="character", position={0,2}} -- read the value of your player's cursor_ghost field /c ghost = game.player.character.cursor_ghost -- assign the cursor_ghost value to another character's cursor_ghost field /c character.cursor_ghost = ghost
- The game crashes (not a Lua error)
The crash log is attached; at first glance it appears to be a null pointer dereference in GameStateAdapter::setGhostCursor.