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[Rseding91] [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction"
Posted: Fri Nov 29, 2024 4:56 pm
by mineblow
not sure what has caused "Trying to cancel deconstruction of an entity not marked for deconstruction" crash. been afk for 8+ hours. seems to happen right after autosave 1
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Fri Nov 29, 2024 7:19 pm
by mineblow
all mods can be removed and will still crash with same error
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Fri Nov 29, 2024 9:17 pm
by Rseding91
I can see when I load the save there's a locomotive that's scheduled to be deconstructed by the logistic network but it's not actually marked for deconstruction. This should be impossible to happen yet somehow in your save it happened. Given you were not at the computer for the last how ever many hours the chances are low - but do you know of any way to make this happen in a new save file?
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Fri Nov 29, 2024 9:34 pm
by mineblow
i do not and i have no idea how it even happened. nor a fix for it. if i load up auto save 1 or 2 which is 5 and 10 min before. as soon as i hit game time 197:50 i think it was it'll crash. so i assume it was marked before then. newest actual save i have was 15 hours before.
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Fri Nov 29, 2024 10:52 pm
by mineblow
managed to solve this. took a decon planner filter for trains and marked all which didnt red x them guessing cause there in auto mode. then held shift and went back over seems to stopped crashing. still unsure what caused it in the first place. ill report back if happens again. so far afked another hour further then was able to.
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Fri Nov 29, 2024 11:45 pm
by Rseding91
I’ll add a check for the next release that will catch it happening earlier if it does happen again.
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Sat Nov 30, 2024 4:09 am
by mineblow
just got the same crash out of no where. i have not marked anything for deconstruction since last update. so im still not sure what would be causing it
Re: [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction" (Locomotive, modded)
Posted: Sun Dec 01, 2024 7:05 am
by mineblow
i seemed to figure out what is happening i think. still been expercieing the same crash off and on decon marking then unmarking seems so solve it for a while. almost all locomotics on nauvis are unremoveable. cant mark them with decon planner or remove by hand. the train currently being loaded at mine E572 just south of main base on nauvis if you force the interrupt to go to the depot as soon as it gets there the bots will decon it with it being marked (causes the crash this time) im not sure what would have caused most trains to being unbreakable / cant put them into manual mode either.
upon more testing im unable to exactly catch the train being removed on video. i just happened to be looking at the depot stack when that one got removed.
i now believe this to be a mod causing this issue. ill report it to them
https://mods.factorio.com/mod/Noxys_Mul ... nal_Trains
if you disable that mod then load into the save can now remove locos, but if you just red x one the bots will remove both locos and crash.
i am unable to add attachments to this reply. so ive added them to google drive
https://drive.google.com/drive/folders/ ... sp=sharing
Re: [Rseding91] [2.0.23] Crash "Trying to cancel deconstruction of an entity not marked for deconstruction"
Posted: Sun Dec 01, 2024 4:48 pm
by Rseding91
Actually I figured out how it could happen and it's mod related but an engine bug that we didn't handle mods could do what they did. So it will be fixed for the next release.