[1.1.53] Crash playing with Space Ex mod "Trying to make chunk at unreasonable position"

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dermes01
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[1.1.53] Crash playing with Space Ex mod "Trying to make chunk at unreasonable position"

Post by dermes01 »

Both me and my friend have the same hard crash. He is on windows, I am on linux.

Please see error log below:

Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xa19897, 0xa19f6d, 0xa1e939, 0xa222f2, 0xa2236e, 0xd14188, 0xd141ab, 0xd141ab, 0xd14694, 0xd1474c, 0xd154f6, 0x136388f, 0x1363b47, 0x13673eb, 0x139c379, 0x139c7f5, 0xa1e071, 0x20b31e0, 0x98927, 0
644.030 Received SIGINT, shutting down
644.049 Warning Logger.cpp:521: Couldn't symbolize stacktrace: (resolving symbol failed: fread). Make sure you have addr2line installed to produce better stacktraces

Stack trace logging done
645.061 Received SIGTERM, shutting down
645.575 Warning Logger.cpp:521: Couldn't symbolize stacktrace: (resolving symbol failed: fread). Make sure you have addr2line installed to produce better stacktraces

645.575 Error Chunk.cpp:723: Trying to make chunk at unreasonable position [32768, 5]
Logger::writeStacktrace skipped.
645.575 Error CrashHandler.cpp:189: Map tick at moment of crash: 86438461
645.575 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.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
656.013 Info SystemUtil.cpp:554: Started /usr/bin/xdg-open; trampoline PID: 7376
656.013 Uploading log file
656.050 Info SystemUtil.cpp:554: Started /home/david/.steam/debian-installation/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 7377

dermes01
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Re: [1.1.53] Hard game crash playing with Space Ex Mod

Post by dermes01 »

spaceexspaceships13_crash_trimmed.zip
(50.98 MiB) Downloaded 86 times
Here is a trimmed savefile

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Re: [1.1.53] Crash playing with Space Ex Mod

Post by Loewchen »

Can you reproduce the crash with the save provided?

dermes01
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Re: [1.1.53] Crash playing with Space Ex mod "Trying to make chunk at unreasonable position"

Post by dermes01 »

Yes for both of us, after about 1-2 mins the game hard crashes after we load this save. I would be interested to know if the same happens for others.

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Paul
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Re: [1.1.53] Crash playing with Space Ex mod "Trying to make chunk at unreasonable position"

Post by Paul »

Yes I have a saved game that crashes about 2 mins after loading with exactly the same error "Trying to make chunk at unreasonable position [32768, 5]"

I have tried many workarounds (deleting all spacecraft), deleting all rockets, deleting all energy beams - nothing works or I'm missing one.

Saved game 3 years in the making .. I'm pretty Sad.

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Re: [1.1.53] Crash playing with Space Ex mod "Trying to make chunk at unreasonable position"

Post by robot256 »

This is caused by a known bug in the Space Exploration mod. It happens when you leave the "surface scan" feature running to automatically explore a space zone (orbit, asteroid belt, or asteroid field). Normally, the surface scan terminates when the finite-sized circular planet or moon is entirely revealed. But space zones are technically infinite, and Space Exploration does not check to see when it reaches the edge of Factorio's supported map dimensions. This happens relatively quickly for orbit and asteroid belt zones, because the scan only covers a narrow strip and travels infinitely outwards to the left and right.

If you open the Universe Explorer ("U" key) and click on any surface, above the "Trim Surface" button is the "Scan Surface" button. If there is an active scan in progress on any surface, this button will instead say "Stop All Scans", no matter which surface you are viewing. (Only one surface may be scanned at a time, so the current scan must be cancelled before starting a new one.)
Click "Stop All Scans", and it will stop automatically exploring the map, and the crash will be avoided.
Clicking "Trim Surface" does not seem to stop an ongoing scan, so it will simply re-scan the trimmed chunks and keep going. This seems like an oversight that should be corrected in the mod.

Of course it would be nice if Factorio handled unreasonable chunk requests gracefully, either by catching the Lua exception and blaming the mod, or by returning an API status code to indicate to the mod that the requested chunk is invalid.

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