Factorio crash

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Monopolis1234
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Factorio crash

Post by Monopolis1234 »

Hi, I was playing Factorio on Seablock mods. I left my factory for afk production and after i come back i seen game crash and it keep crashing after few seconds every time i load autosave. I would be glad if you can help me.

Factorio crash log :https://pastebin.com/eT4b5q7i

Mod List https://pastebin.com/UJhS2KyA

Game autosaves: http://wrzucplik.pl/pokaz/1949186---wg8j.html -game crashes after few second of this save

http://wrzucplik.pl/pokaz/1949187---yu5n.html - other autosave also crashes after some time

http://wrzucplik.pl/pokaz/1949188---mfdv.html - other autosave also crashes after some time

Rseding91
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Re: Factorio crash

Post by Rseding91 »

Thanks for the report. One of the mods you're using: "The Blueprint Lab" made a character entity which is running off to the edge of the map and is generating chunks outside the valid range. If you remove that mod it should fix the crash.
If you want to get ahold of me I'm almost always on Discord.

Monopolis1234
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Re: Factorio crash

Post by Monopolis1234 »

Looks like it helps, thank you

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ptx0
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Re: Factorio crash

Post by ptx0 »

Rseding91 wrote:
Thu Feb 20, 2020 11:04 am
Thanks for the report. One of the mods you're using: "The Blueprint Lab" made a character entity which is running off to the edge of the map and is generating chunks outside the valid range. If you remove that mod it should fix the crash.
but why was this moved to "Not a Bug"? the game engine should prevent the mod from crashing it by "generating chunks outside a valid range" which sounds an awful lot like a buffer overflow.

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boskid
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Re: Factorio crash

Post by boskid »

ptx0 wrote:
Thu Feb 20, 2020 6:11 pm
but why was this moved to "Not a Bug"? the game engine should prevent the mod from crashing it by "generating chunks outside a valid range" which sounds an awful lot like a buffer overflow.
Quick look into log file and it is obvious it was release_assert, not buffer overflow. There are some things that are checked using release_assert because are used everywhere (not specific to lua) or could not be pinpoint to any lua context so it is better to abort on release_assert than running further

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ptx0
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Re: Factorio crash

Post by ptx0 »

running production build with asserts enabled is not something i am familiar with, that is unusual. they are used for debugging, typically. in this case you could easily add a code stanza that specifically deals with a character attempting to generate chunks outside the valid range, which is a known problem now, and prevent the crash.

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Re: Factorio crash

Post by posila »

The problem is not that the game crashed. The problem is that there was a bug in a mod that made non-colliding character walk forever. The game detected something's wrong (it could have been bug in the game ... for example sometime division by zero yields INF leading to things moving to far away places), in which case we would have fixed it (probably by not allowing to configure certain property to zero, or skipping some logic when the property is zero). In this case, it was mods fault, it was detected, reported and the mod can be fixed.

If you make software that controls airplanes, you might not want it to terminate itself when it detects state it shouldn't be in. If you are making a game, you want to know when some invariants don't hold and the game state is possibly corrupted.

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ptx0
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Re: Factorio crash

Post by ptx0 »

posila wrote:
Thu Feb 20, 2020 7:27 pm
The problem is not that the game crashed. The problem is that there was a bug in a mod that made non-colliding character walk forever.
and then the game crashed because the engine doesn't know how to handle this one error yet.

you can't blame a Lua mod for crashing a game, that is always the engine at fault. the mod might prompt the engine to run into an error condition. it's the game engine that's responsible for everything.

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