[1.1.101] Crash in map generation, ID.cpp check fails

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Lora312213
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[1.1.101] Crash in map generation, ID.cpp check fails

Post by Lora312213 »

Game crashes and this is the file that the game told me to send.

I just pressed new game, freeplay, turned off cliffs, biters and pollution. and put on infinite research.
during the map generation the game crashed.
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factorio-current.log
(71.19 KiB) Downloaded 28 times

Lora312213
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Re: Game crash

Post by Lora312213 »

I've tested the mods and it seems like "circuit processing" mod is making the crash

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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Loewchen »

Post a small save to sync mods please.

Lora312213
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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Lora312213 »

since i cant load a map, i cant save the game. if there is any other way to sync the mods, tell me.

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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Loewchen »

You should be able to just load any small old save and re save it with the breaking mod load out.

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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Bilka »

The mod list from the log file should be enough to debug that part, however I think it would be useful if you could post your blueprint library (blueprint-storage.dat).
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

Lora312213
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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Lora312213 »

old save. before only the waterfill mod was in the save.
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mult.zip
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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Lora312213 »

here is my blueprint libary.
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blueprint-storage.zip
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Re: [1.1.101] Crash in map generation, ID.cpp check fails

Post by Rseding91 »

I'm not able to reproduce the crash with the given mods and blueprint storage. However, I have seen this exact crash in master (2.0) earlier this week and found and addressed the underlying issue there.

The reproduction for it to crash is:

* Have some existing save file with entities
* Update one or more mod(s) having them remove at least 1 entity
* Have a new migration file added to a mod that migrates a still-valid entity to the removed entity
* Have at least 1 of the migrated-from entities in a blueprint

The fix in 2.0 is to silently disallow migrating entities to to-be-removed entities since that's functionally the same as removing the migrated-from entity and just letting it be removed.
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