[0.12.4] [kovarex] map editor creates corrupted map sometimes

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JohnyDL
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[0.12.4] [kovarex] map editor creates corrupted map sometimes

Post by JohnyDL »

When loading a custom map either into a new scenario or into the map editor I get a crash I've had it a few times with and without mods and on versions 12.2 and 12.4 (tried updating to see if resolved issue) and it doesn't happen to all maps only on ones where I've placed solar pannels and/or accumulators (as far as I can tell). I've enclosed a non modded crash log that I forced. I could upload the map too.


log file

Oxyd
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Re: [0.12.4] map crash

Post by Oxyd »

Yes, please upload the map.

JohnyDL
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Re: [0.12.4] map crash

Post by JohnyDL »

map that works:
Island1.zip
Vanilla map unedited
(1.73 MiB) Downloaded 74 times
map that gave the log above:
Island2.zip
Vanilla map with edits
(2.82 MiB) Downloaded 66 times
The map with mods that allerted me to the problem:
Island.zip
original modded map that caused me problems
(4.85 MiB) Downloaded 57 times
mods.zip
mods for the modded map
(2.16 MiB) Downloaded 71 times
and it's log file
log file

Oxyd
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Re: [0.12.4] map crash

Post by Oxyd »

These don't appear to be valid Factorio saves, and none of them can be loaded. Are you sure you posted the right files?

FishSandwich
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Re: [0.12.4] map crash

Post by FishSandwich »

Oxyd wrote:These don't appear to be valid Factorio saves, and none of them can be loaded. Are you sure you posted the right files?
They are custom scenarios. :P

JohnyDL
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Re: [0.12.4] map crash

Post by JohnyDL »

You might have to unzip them, I couldn't upload the blueprint.bat levels as .bat extensions aren't allowed and they need to be in the scenarios folder.

%AppData%\Roaming\Factorio\scenarios\<name of level>\blueprint.bat

the name of level must only contain the characters a-z A-Z 0-9

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Re: [0.12.4] [kovarex] map editor creates corrupted map sometimes

Post by kovarex »

After some fiddling, I was able to reproduce the map corruption related to editing in the map editor on the edge of generated land. I was able to fix it.

So it is fixed for 0.12.5. You need to recreate the scenario in the map editor, but it shouldn't happen again (hopefully).

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