factorio.log: https://pastebin.com/Ag0cxC4Q
I was setting up some blueprints, and trying to split it into 2 logical parts and putting them into a book. I had edited them a few times and there was no issue, one time at the moment I opened up the blueprint's gui (from inside the book) the game hard crashed.
[kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Thanks for the report. Are you able to reproduce the issue at all? I was messing around with blueprints and made it happen once but I didn't save before so when I went back I didn't remember the exact steps I did and couldn't make it happen again.
If you want to get ahold of me I'm almost always on Discord.
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
I've managed to recreate the bug, again crashed before I could save it.
I'm trying to modify some late game science builds with beacon columns to make them more early game friendly, and upgradable to the fully beaconed setups.
This means I'm dealing with a lot of tight underground belts in the blue print and trying to separate out overlapped designs. Hopefully that give a clue as to how to recreate this bug. I'll see if I can find a reliable blueprint to cause this bug.
Also I this new crash didn't use the book.
I'm trying to modify some late game science builds with beacon columns to make them more early game friendly, and upgradable to the fully beaconed setups.
This means I'm dealing with a lot of tight underground belts in the blue print and trying to separate out overlapped designs. Hopefully that give a clue as to how to recreate this bug. I'll see if I can find a reliable blueprint to cause this bug.
Also I this new crash didn't use the book.
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Reproduction:
It seems very circumstancial but this is pretty consistent...
Edit: attached log and dump
It seems very circumstancial but this is pretty consistent...
- load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it
- import the bp string
- open it
- remove the right belt
- confirm
- the following just sometimes happens. if it doesn't then just delete the bp and start again by importing the bp again
- it might crash just from rendering the bp tooltip when hovering it
- open it
- it might instantly crash
- the right side of the belt, where there was a belt previously, the end might not be rendering at all
- move around with the character
- it might make the right end of the belt disappear or reappear
- most of the time if it does that it will crash at some point while moving around
Edit: attached log and dump
- Attachments
-
- factorio-dump-current.dmp
- (765.08 KiB) Downloaded 135 times
-
- factorio-current.log
- (9.45 KiB) Downloaded 140 times
Also known as JanSharp. jan1i3 was/is my old name ;)
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Reproduced with the above steps on Linux. No real stacktrace though, so not sure it helpsjan1i3 wrote: ↑Tue Nov 24, 2020 10:21 pm Reproduction:
It seems very circumstancial but this is pretty consistent...
- load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it
- import the bp string
- open it
- remove the right belt
- confirm
- the following just sometimes happens. if it doesn't then just delete the bp and start again by importing the bp again
- Attachments
-
- factorio-previous.log
- (11.04 KiB) Downloaded 141 times
Re: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Thanks for the report with minimal reproduction steps
The issue was that the belt connections were made in blueprint (to show the nice rounded belts there), but the disconnections didn't apply the same logic, so there was a hanging pointer there.
Fixed for the next release.
The issue was that the belt connections were made in blueprint (to show the nice rounded belts there), but the disconnections didn't apply the same logic, so there was a hanging pointer there.
Fixed for the next release.