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[boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Sun Dec 29, 2024 7:08 pm
by elmogrita
I am using 2 mods: https://mods.factorio.com/mod/team-starts and https://mods.factorio.com/mod/quality-rocket-parts

I have started 2 games, flown to fulgora and when I mined the ruins the game crashes. I have rolled back to version 2.0.25, which is supposed to be the last version that works with team starts but every time I mine fulgoran ruins, the game still crashes. I am super new, sorry if this isn't the right place for this.
factorio-current.log
log file
(34.33 KiB) Downloaded 16 times
game 4 moment of truth.zip
save file
(6.49 MiB) Downloaded 15 times

Re: [2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Sun Dec 29, 2024 11:29 pm
by boskid
I was able to reproduce the issue by having a player to belong to a script created force, save-load to refresh the gui (specifically for the gui to be rebuilt including right panel) and then merge that script created force to become a player force. This matches one of the log records:

Code: Select all

41042.396 Force player_3 (index 6) deleted.
Issue looks to be related to GUI (specifically CurrentResearchInfo on top of the right panel) not updating ForceID when player changes force.

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Mon Dec 30, 2024 12:00 am
by boskid
Thanks for the report. Issue is now fixed for 2.0.29.

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Mon Dec 30, 2024 10:54 pm
by elmogrita
Wow, I honestly expected to get told it's a mod issue, get over it. You guys rock!

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Mon Dec 30, 2024 11:31 pm
by PennyJim
If the Engine actually crashes, it's always the Engine's fault. Even if the solution is to then tell the mod to not do that by throwing a lua error.

If Factorio is telling you something went wrong, it's a Lua error. If it's a popup saying the game crashed, it's a C++ error.

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Mon Dec 30, 2024 11:44 pm
by boskid
PennyJim wrote: Mon Dec 30, 2024 11:31 pm If it's a popup saying the game crashed, it's a C++ error.
Not always, sometimes it is a save file corruption exploding on a consistency check, memory corruption or chunk generation request at unreasonable position.

Re: [boskid][2.0.23] Crash mining fulgora ruins (ForceManager::getForceDataChecked; Force with ID 6 doesn't exist.)

Posted: Mon Dec 30, 2024 11:48 pm
by PennyJim
I knew about the chunk generation request
I thought about it while writing that

I still forgot to mention it..


Also IO problems are a myth (aka I've been lucky enough to not have much issue with them. Most I've had is my backup drive filesystem got a tad corrupt which was easily fixable with fsck)