[1.0.0] Crash loading save: "Active entities count doesn't match."

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Muppet9010
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[1.0.0] Crash loading save: "Active entities count doesn't match."

Post by Muppet9010 »

When this save is loaded it crashes the game with: Active entities count doesn't match.

Logs attached.
Save: https://www.dropbox.com/s/9y48tem9nkfnc ... h.zip?dl=0

The mods can all be synced from the save as with the mod settings. That is how I got them for testing this issue originally.
One of the mod isn't published or public, however, the save game crashes equally without the mod. Plus it doesn't have any prototype data in it.

Code: Select all

Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (2122): Map::checkActiveEntitiesCountConsistency
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (2141): Map::checkConsistency
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (1231): Map::setupEntities
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (1247): Map::setupEntities
c:\cygwin64\tmp\factorio-build-eisait\src\scenario\scenario.cpp (308): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-eisait\src\scenario\parallelscenarioloader.cpp (151): ParallelScenarioLoader::doLoad
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB0AF07BD4)
00007FFB0AF07BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB0B22CE51)
00007FFB0B22CE51 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  52.221 Error Map.cpp:2122: Active entities count doesn't match. Current: 83746, expected 83747.
Logger::writeStacktrace skipped.
  52.221 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Attachments
factorio-current.log
(70.28 KiB) Downloaded 58 times
factorio-dump-current.dmp
(583.08 KiB) Downloaded 57 times

Rseding91
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Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Post by Rseding91 »

Thanks for the report however the save file you linked doesn't have any mods on it. And loading it it loads without any crashing.
If you want to get ahold of me I'm almost always on Discord.

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Muppet9010
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Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Post by Muppet9010 »

corrected save file: https://www.dropbox.com/s/esv4dtxht6fzw ... 2.zip?dl=0

sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.

Rseding91
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Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Post by Rseding91 »

I've fixed the underlying issue but the save is in an inconsistent state. I might be able to salvage the save but if you can live without it then that's also fine.
If you want to get ahold of me I'm almost always on Discord.

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