[0.11.17] Crash in custom scenario map

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Klonan
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[0.11.17] Crash in custom scenario map

Post by Klonan »

So i posted ealier about using the map editor. I made a custom scenario, 2 roboports, on player team, one enemy team, a few lines of rails (set to neutral team) and a bunch of resources each side. Im getting a crash consistantly when loading the custom scneario or loading the map from a save file. I think it may have to do with the enemy team roboport.

These were the last liens in the crash log

Code: Select all

c:\factorio-deploy\libraries\stackwalker\stackwalker.cpp (1058): StackWalker::ShowCallstack
c:\factorio-deploy\src\util\logger.cpp (216): Logger::writeStacktrace
c:\factorio-deploy\src\util\logger.cpp (229): Logger::logStacktrace
c:\factorio-deploy\src\util\crashhandler.cpp (79): CrashHandler::writeStackTrace
c:\factorio-deploy\src\util\crashhandler.cpp (88): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6CDCCE8A)
00007FFB6CDCCE8A (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F991368)
00007FFB6F991368 (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F9724A6)
00007FFB6F9724A6 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F983B1D)
00007FFB6F983B1D (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F948407)
00007FFB6F948407 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F982CAA)
00007FFB6F982CAA (ntdll): (filename not available): KiUserExceptionDispatcher
c:\factorio-deploy\src\logistics\logisticnetwork.cpp (298): LogisticNetwork::update
c:\factorio-deploy\src\force\forcedata.cpp (194): ForceData::update
c:\factorio-deploy\src\map\map.cpp (1137): Map::update
c:\factorio-deploy\src\game.cpp (114): Game::update
c:\factorio-deploy\src\scenario\scenario.cpp (708): Scenario::update
c:\factorio-deploy\src\mainloop.cpp (209): MainLoop::gameUpdateStep
c:\factorio-deploy\src\mainloop.cpp (288): MainLoop::updateLoop
c:\factorio-deploy\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF72E92D113)
00007FF72E92D113 (Factorio): (filename not available): boost::`anonymous namespace'::thread_start_function
f:\dd\vctools\crt\crtw32\startup\threadex.c (376): _callthreadstartex
f:\dd\vctools\crt\crtw32\startup\threadex.c (354): _threadstartex
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6D1D16AD)
00007FFB6D1D16AD (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB6F95EB64)
00007FFB6F95EB64 (ntdll): (filename not available): RtlUserThreadStart
508948.206448  Error Util.cpp:43: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
Scenario Download: https://mega.co.nz/#F!Xg411bIC!xY_7G0uRZ4KLXq46DfWVeg
Save game Download: https://mega.co.nz/#!WoJhQRwI!u_bF4qT4T ... 3ExpCYImKA

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Klonan
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Re: [0.11.17] Crash in custom scenario map

Post by Klonan »

AFter testing out the same scenario and only changing the roboport that was 'enemy force' to 'player force' stopped the crashes... so It's definitely something to do with the enemy force logistics/roboport.
Attachments
pvp-migrated-1.zip
(50.74 MiB) Downloaded 2 times
backup-fixed-2.zip
(89.93 MiB) Downloaded 3 times
47slt1-fixed-2.zip
(85.54 MiB) Downloaded 4 times
backup-fixed.zip
(89.84 MiB) Downloaded 9 times
47slt1-fixed.zip
(85.44 MiB) Downloaded 6 times
team-13-cleared-pods.zip
(69.44 MiB) Downloaded 6 times

kovarex
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Re: [0.11.17] Crash in custom scenario map

Post by kovarex »

Yes, the problem is in the changing of the force of the roboport, the same problem is when it is changed using a console/script ingame. Thx for the notice.

Fixed for 0.11.18

P.S. As the map is only testing, I didn't bother making code that would fix the existing games that have it broken already.

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