Page 1 of 1

[Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Posted: Sun Oct 20, 2019 12:06 am
by Veden
Uses just the Rampant mod.

Destroy the nest with a nuke either directly north or east of you, game should freeze and produce stack trace.

Re: [boskid][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Posted: Sun Oct 20, 2019 6:59 am
by boskid
https://www.factorio.com/blog/post/fff-317

Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that contains badly aligned goal position does not contain any abstract nodes and there is crash. Fix will be to limit path_resolution_modifier to be not less than -5

Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Posted: Thu Oct 24, 2019 4:11 pm
by Oxyd
Thanks, should be fixed in 0.17.73. There will be no additional limit on path_resolution_modifier.

Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Posted: Thu Oct 24, 2019 5:24 pm
by Veden
boskid wrote:
Sun Oct 20, 2019 6:59 am
https://www.factorio.com/blog/post/fff-317

Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that contains badly aligned goal position does not contain any abstract nodes and there is crash. Fix will be to limit path_resolution_modifier to be not less than -5
Oxyd wrote:
Thu Oct 24, 2019 4:11 pm
Thanks, should be fixed in 0.17.73. There will be no additional limit on path_resolution_modifier.


Much appreciated.