Game info:
Running on OSX 10.10.5, factorio version 0.15.21, mod list attached.
Steps to reproduce:
* Load attached save.
* Enter into the console "/c game.forces.enemy.kill_all_units()".
* Save game
* Reload, or restart and reload.
* Observe crash logs as attached.
It seems this is due to running Pathfinding() on a zero-length list of biters ... maybe?
I've run "for key, entity in pairs(game.player.surface.find_entities_filtered({area={{96, -768}, {384, 0}}, force= "enemy"})) do
entity.destroy()
end" in the console with no save corruption.
[Oxyd] [15.21] kill_all_units() corrupts save causing crash
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[Oxyd] [15.21] kill_all_units() corrupts save causing crash
- Attachments
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- mods_01_03_0118.zip
- (7.97 MiB) Downloaded 110 times
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- mod-list.txt
- (3.6 KiB) Downloaded 115 times
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- mod-list.json
- (8.37 KiB) Downloaded 118 times
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- factorio-crash.log
- (16.58 KiB) Downloaded 133 times
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- Inserter
- Posts: 23
- Joined: Sat Feb 25, 2017 8:43 am
- Contact:
Re: [15.21] kill_all_units() corrupts save causing crash
If you guys are having trouble reproing I'll try to find a base game crash as well. I suspect just disabling all the mods in this save would do it.
Re: [15.21] kill_all_units() corrupts save causing crash
If you can narrow down exactly which mod is contributing the issue it would really helpfaraway9912 wrote:If you guys are having trouble reproing I'll try to find a base game crash as well. I suspect just disabling all the mods in this save would do it.
Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
At least post your mod folder, please. Since it doesn't crash in vanilla, there isn't much I can do for you without the necessary mods.
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Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Hi,
Sorry for the delay.
I did some testing and managed to repro on base game. Saves attached. Same repro mechanism (type `game.forces.enemy.kill_all_units()` after loading up _precrash).
It's probably not hard to cook up a minimal crashing example either. How I would do it:
* start up a base that produces some pollution
* trigger a biter attack
* set peaceful mode to on, either using the console, or using creative mode button
* save
* kill_all_units()
* save <- this save probably crashes.
Sorry for the delay.
I did some testing and managed to repro on base game. Saves attached. Same repro mechanism (type `game.forces.enemy.kill_all_units()` after loading up _precrash).
It's probably not hard to cook up a minimal crashing example either. How I would do it:
* start up a base that produces some pollution
* trigger a biter attack
* set peaceful mode to on, either using the console, or using creative mode button
* save
* kill_all_units()
* save <- this save probably crashes.
- Attachments
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- mods_01_03_0118_base_postcrash.zip
- (6.16 MiB) Downloaded 113 times
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- mods_01_03_0118_base_precrash.zip
- (6.41 MiB) Downloaded 116 times
Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
I've been trying to reproduce the problem on a fresh save file but so far haven't been able to.
Are you able to reproduce the problem on a new save file?
Are you able to reproduce the problem on a new save file?
If you want to get ahold of me I'm almost always on Discord.
Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Same here, can't reproduce. Your precrash save is already in an invalid state, so what I would really like to know is how that happened. Just triggerring an attack, switching to peaceful and doing kill_all_units does not do it for me.