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[0.16.28] Crash: "GroupBehavior::execute"

Posted: Sat Mar 10, 2018 3:57 pm
by mcproprot
The game is crashing every now and then with the same error:
#6 0x0000000000a00f74 in GroupBehavior::execute() at /tmp/factorio-build-fdDdiM/src/AI/GroupBehavior.cpp:136 (discriminator 1)
Crash log:
https://pastebin.com/6S8gu7XC
Modpack:
http://www.mediafire.com/file/hizxcthl503xn4g/mods.rar

Re: [16.28] Crash: "GroupBehavior::execute"

Posted: Sat Mar 10, 2018 4:03 pm
by Loewchen
Post the dump and your save please.

Re: [16.28] Crash: "GroupBehavior::execute"

Posted: Sat Mar 10, 2018 4:13 pm
by mcproprot

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Tue Mar 13, 2018 3:47 pm
by Oxyd
So do I just load the save and wait or do I have to do something specific for the crash to happen? I've let it run for about 10 minutes and it hasn't crashed yet.

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Tue Mar 13, 2018 4:01 pm
by mcproprot
It crashed randomly and frequently with the same error. Perhaps it has something to do with it being played multiplayer?

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Tue Mar 13, 2018 5:28 pm
by Oxyd
Shouldn't be related to multiplayer. Just to be sure, though, I let it run in multiplayer as well, but it didn't crash either.

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Tue Mar 13, 2018 5:54 pm
by mcproprot
i have no clue why its not crashing for you i should add in multiplayer then someone crashed everyone crashed with the same error

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Sat Mar 17, 2018 4:20 pm
by Rseding91
mcproprot wrote:i have no clue why its not crashing for you i should add in multiplayer then someone crashed everyone crashed with the same error
Can you give the exact save and mods required to reproduce the crash? The save you gave has mods that aren't in the mods you uploaded and the mods you uploaded have mods that aren't in the save.

Re: [0.16.28] Crash: "GroupBehavior::execute"

Posted: Sat Mar 17, 2018 5:06 pm
by Rseding91
Nevermind, I was able to figure out what in code was broken and it's now fixed for the next version of 0.16.