[0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

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[0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by davek84 »

I previously posted about a crash on 0.13.8, have been unable to replicate, now i've upgraded to 0.13.9 and experienced a crash again whilst deploying a large RobotArmy.

It's possibly related to RobotArmy mod (v0.1.44) ?

Attached is the log file
Link to Save Game - https://www.dropbox.com/s/2clzsqdzptoa9 ... 04.zip?dl=
Just connect up the power to the robotarmy spawner and wait :)
Attachments
factorio-current.log
Log File
(7.89 KiB) Downloaded 206 times
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by Klonan »

Thanks for the report

Looks like something to do with unit behaviours,

I havent tried to reproduced the crash yet, and will move to confirm once i have
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

Thanks that you keep that forum so clean. Wonderede where my topic was goin, sad that this forum wont redirect automatic. But i found it... :D
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

The mod author and i found out its probably because of natural evolution together with robot army...

Do you also use natural evolution?
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by kyranzor »

I was able to reproduce the crash in 16 minutes with various mods active. There wasn't any particularly obvious thing that occurred. I did notice memory usage was exactly 1860MB at the point of the crash. Droids were occasionally deployed and sent off to fight but not many.

Later I tried with only robot army 0.2.0 and misanthrope 0.5.1 and I have 40+ minutes without a crash and hundreds of droid soldiers deployed. I saw memory usage creep up over 2GB so it can't be an exact memory thing.

Edit: I just did another attempt at reproducing the crash, with all my usual mods on again (my Robot Army mod, Yuoki industries, all of bobs mods, misanthrope 0.5.1) and at one point a max of ~580 robot soldiers active. Memory is up at 2.9GB without crashing. Not sure what exactly is causing the crash! I lost my crash log from my previous test because it kept getting overwritten while doing other test attempts so I cannot upload it :( sorry.

It was almost exactly the same as Nuhll's crash log though.
Last edited by kyranzor on Mon Jul 18, 2016 1:26 am, edited 1 time in total.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

It seems like evogui is the only mod I and the TE have installed besides robotarmy...
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by Klonan »

I can confirm the game crashes with the mod Robot army and the save game

Code: Select all

   0.001 2016-07-18 12:14:55; Factorio 0.13.0 (build 22598, win64, alpha)
   0.001 Operating system: Windows 10 
   0.001 Program arguments: "C:\Factorio\bin\SavingTagsReleasex64vs2015\factorio-run.exe" "--wait-to-close" "4664" 
   0.001 Read data path: C:/Factorio/data
   0.001 Write data path: C:/Users/konra/AppData/Roaming/Factorio
   0.001 Binaries path: C:/Factorio/bin
   0.010 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [Screen: 0] [DXT: auto]
   0.011 Available display adapters: 3
   0.011  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 660   {0x01, [1920,8], 1920x1200, 32bit, 59Hz}
   0.011  [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 660   {0x05, [0,0], 1920x1200, 32bit, 59Hz}
   0.011  [2]: \\.\DISPLAY3 - NVIDIA GeForce GTX 660   {0x01, [-1920,0], 1920x1200, 32bit, 59Hz}
   0.011 Create display on adapter 0. Size 1280x720 at position [310, 222].
   0.073 Initialised Direct3D:[1] NVIDIA GeForce GTX 660  ; driver: nvd3dumx.dll 10.18.13.5891
   0.074     Video memory size (dedicated video/dedicated system/shared system/available): 1988/0/8166/4092 MB
   0.092 Desktop composition is active.
   0.147 Loading mod core 0.0.0 (data.lua)
   0.150 Loading mod base 0.13.9 (data.lua)
   0.220 Loading mod LocalePb 0.0.1 (data.lua)
   0.264 Loading mod robotarmy 0.2.0 (data.lua)
   0.312 Loading mod The_Lab 0.1.0 (data.lua)
   0.359 Checksum for core: 1287107447
   0.359 Checksum for mod base: 2251615999
   0.359 Checksum for mod LocalePb: 3103038283
   0.359 Checksum for mod robotarmy: 2391337320
   0.359 Checksum for mod The_Lab: 1616139298
   0.698 Initial atlas bitmap size is 16384
   0.699 Created atlas bitmap 16384x6542
   0.741 Created atlas bitmap 4096x4092
   0.783 Created atlas bitmap 4096x4088
   0.816 Created atlas bitmap 4096x4000
   0.934 Created atlas bitmap 4096x968
   1.391 Atlases loaded from disk cache.
   2.703 Sprites loaded
   2.703 Convert atlas 4096x4092 to: compressed 
   3.449 Convert atlas 4096x4088 to: compressed 
   4.088 Convert atlas 4096x4000 to: compressed 
   4.596 Convert atlas 4096x968 to: trilinear-filtering 
   5.254 Loading sounds...
   6.345 Custom inputs active: 0
   6.345 Info Updater.cpp:749: Downloading https://www.factorio.com/updater/get-available-versions?username=Klonan&token=<private>&apiVersion=2
   7.324 A newer version of Factorio exists, but it can no longer be obtained using automatic updates. Please download the latest version manually from http://www.factorio.com.
   7.354 Factorio initialised
   9.058 Loading map C:/Users\konra\AppData\Roaming\Factorio\saves\Game 4.zip
   9.118 Info Scenario.cpp:127: Map version 0.13.9-2
  10.085 Applying migration: Robot Army: robotarmy_0.2.0.lua
  10.111 Checksum for script C:/Users/konra/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
  10.113 Checksum for script __robotarmy__/control.lua: 4219419030
  10.114 Checksum for script __The_Lab__/control.lua: 2592089000
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\factorio\libraries\stackwalker\stackwalker.cpp (906): StackWalker::ShowCallstack
c:\factorio\src\util\logger.cpp (328): Logger::writeStacktrace
c:\factorio\src\util\logger.cpp (382): Logger::logStacktrace
c:\factorio\src\surface\chunk.cpp (572): Chunk::Chunk
c:\factorio\src\surface\surface.cpp (117): Surface::getChunk
c:\factorio\src\entity\entitywithforce.cpp (35): EntityWithForce::forceReRegistration
c:\factorio\src\entity\entity.cpp (418): Entity::changePosition
c:\factorio\src\entity\unit.cpp (132): Unit::changePosition
c:\factorio\src\entity\unit.cpp (118): Unit::moveSmooth
c:\factorio\src\ai\gotobehavior.cpp (697): GotoBehavior::execute
c:\factorio\src\ai\followpathbehavior.cpp (160): FollowPathBehavior::execute
c:\factorio\src\ai\groupbehavior.cpp (151): GroupBehavior::execute
c:\factorio\src\ai\commandable.cpp (141): Commandable::runBehavior
c:\factorio\src\entity\unit.cpp (242): Unit::update
c:\factorio\src\surface\chunk.cpp (479): Chunk::update
c:\factorio\src\surface\surface.cpp (911): Surface::update
c:\factorio\src\map\map.cpp (1097): Map::update
c:\factorio\src\game.cpp (141): Game::update
c:\factorio\src\scenario\scenario.cpp (779): Scenario::update
c:\factorio\src\mainloop.cpp (338): MainLoop::gameUpdateStep
c:\factorio\src\mainloop.cpp (477): MainLoop::updateLoop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\functional (214): std::_Func_impl<std::_Binder<std::_Unforced,void (__cdecl&)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool,enum MainLoop::HeavyMode),ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool & __ptr64,enum MainLoop::HeavyMode & __ptr64>,std::allocator<int>,void>::_Do_call
c:\factorio\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF6B440B413)
00007FF6B440B413 (factorio-run): (filename not available): boost::thread::start_thread_noexcept
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDBF928102)
00007FFDBF928102 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDBFCFC5B4)
00007FFDBFCFC5B4 (ntdll): (filename not available): RtlUserThreadStart
  31.417 Error Chunk.cpp:572: Trying to make chunk at unreasonable position [262143, 262139]
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\factorio\libraries\stackwalker\stackwalker.cpp (906): StackWalker::ShowCallstack
c:\factorio\src\util\logger.cpp (328): Logger::writeStacktrace
c:\factorio\src\util\logger.cpp (382): Logger::logStacktrace
c:\factorio\src\util\crashhandler.cpp (84): CrashHandler::writeStackTrace
c:\factorio\src\util\crashhandler.cpp (187): CrashHandler::SignalHandler
d:\th\minkernel\crts\ucrt\src\appcrt\misc\signal.cpp (516): raise
d:\th\minkernel\crts\ucrt\src\appcrt\startup\abort.cpp (71): abort
c:\factorio\src\surface\chunk.cpp (572): Chunk::Chunk
c:\factorio\src\surface\surface.cpp (117): Surface::getChunk
c:\factorio\src\entity\entitywithforce.cpp (35): EntityWithForce::forceReRegistration
c:\factorio\src\entity\entity.cpp (418): Entity::changePosition
c:\factorio\src\entity\unit.cpp (132): Unit::changePosition
c:\factorio\src\entity\unit.cpp (118): Unit::moveSmooth
c:\factorio\src\ai\gotobehavior.cpp (697): GotoBehavior::execute
c:\factorio\src\ai\followpathbehavior.cpp (160): FollowPathBehavior::execute
c:\factorio\src\ai\groupbehavior.cpp (151): GroupBehavior::execute
c:\factorio\src\ai\commandable.cpp (141): Commandable::runBehavior
c:\factorio\src\entity\unit.cpp (242): Unit::update
c:\factorio\src\surface\chunk.cpp (479): Chunk::update
c:\factorio\src\surface\surface.cpp (911): Surface::update
c:\factorio\src\map\map.cpp (1097): Map::update
c:\factorio\src\game.cpp (141): Game::update
c:\factorio\src\scenario\scenario.cpp (779): Scenario::update
c:\factorio\src\mainloop.cpp (338): MainLoop::gameUpdateStep
c:\factorio\src\mainloop.cpp (477): MainLoop::updateLoop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\functional (214): std::_Func_impl<std::_Binder<std::_Unforced,void (__cdecl&)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool,enum MainLoop::HeavyMode),ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool & __ptr64,enum MainLoop::HeavyMode & __ptr64>,std::allocator<int>,void>::_Do_call
c:\factorio\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF6B440B413)
00007FF6B440B413 (factorio-run): (filename not available): boost::thread::start_thread_noexcept
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDBF928102)
00007FFDBF928102 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDBFCFC5B4)
00007FFDBFCFC5B4 (ntdll): (filename not available): RtlUserThreadStart
  31.756 Error CrashHandler.cpp:85: Map tick at moment of crash: 4412147
  31.756 Error Util.cpp:77: 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.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

Any news about it?
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by Klonan »

nuhll wrote:Any news about it?
Its only been a day
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

Yeah i mean, like you could tell us whats the problem so we can avoid crashin game every X minutes. Like dont use that much robots or what ever.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by Klonan »

nuhll wrote:Yeah i mean, like you could tell us whats the problem so we can avoid crashin game every X minutes. Like dont use that much robots or what ever.
The mod is crashing the game,
Thats what we know so far :)
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by Rseding91 »

fixed for 0.13.10.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by kyranzor »

Epic, great work guys!
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

THANKS FOR THE FIX.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by kyranzor »

I actually just crashed again, it's possible it didn't get completely fixed or it's a new/unrelated one. I'm posting a separate report but it could be this same issue.
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by nuhll »

For me its also crashing, but it was bc of misanthrope.

I disableds and played for hours without problem!
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Re: [0.13.9] [Oxyd] Crash during gameplay w/mod Robotarmy

Post by kyranzor »

nuhll wrote:For me its also crashing, but it was bc of misanthrope.

I disableds and played for hours without problem!

Ah, damn misanthrope. I'm using it too.
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