[2.0.8] Crash on autosave & deconstructing roboports "this->busyRobotLink.isLinked() == this->shouldBeLinked()"

Things that has been reported already before.
BotSlayman
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[2.0.8] Crash on autosave & deconstructing roboports "this->busyRobotLink.isLinked() == this->shouldBeLinked()"

Post by BotSlayman »

What did you do?
Deconstructing Roboports without personal robots enabled on Vulcanus while the Autosave happened.
What happened?
the game crashed entirely
What did you expect to happen instead? It might be obvious to you, but do it anyway!
standing around using regular mode and deconstructing roboports and substations using the robots in this network
Does it happen always, once, or sometimes?
cannot reproduce the timing is intensely difficult to achieve.
20241023235508_1.jpg
20241023235508_1.jpg (741.19 KiB) Viewed 201 times
Attached log file, save file BEFORE, attempted Save tmp file, screenshot of gamestate
Attachments
_autosave2.tmp.zip
(9.99 MiB) Downloaded 4 times
_autosave1.zip
(15.01 MiB) Downloaded 8 times
factorio-current.log
(81.72 KiB) Downloaded 10 times
Gehhilfe
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Re: [2.0.8] Crash on autosave & deconstructing roboports "this->busyRobotLink.isLinked() == this->shouldBeLinked()"

Post by Gehhilfe »

Having the same bug, but on 2.0.9 and always happening on autosave in my current save game.
Can I somehow rescue my save game?

At least the devs have now a way to reproduce this error :)
Attachments
Space crash.zip
(17.15 MiB) Downloaded 9 times
factorio-dump-previous.dmp
(1.76 MiB) Downloaded 5 times
factorio-previous.log
(10.15 KiB) Downloaded 6 times
Schaeberlej
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[2.0.10] Crash after deconstructing: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true

Post by Schaeberlej »

Ive experienced a crash after i staretd to deconstruct the robotnetwork of my cityblocks, becouse there was an offset in the blueprint i removed in a further iteration of the blueprint.
Don't know if that was the reason, but anyway...
Attachments
factorio-dump-current.dmp
(1.39 MiB) Downloaded 4 times
factorio-current.log
(15.73 KiB) Downloaded 8 times
SuperTux88
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[2.0.10] Crash when saving the game

Post by SuperTux88 »

I was on a Multiplayer server, and the server started saving the map for a new player wanting to join. Halfway through saving, it stopped and I got a "server not responding" popup. After the timeout, I got dropped from the server and got a popup where I can "quit", "save" or "reconnect". I clicked the "save" button, as I always do, because usually you can still save the game on the client when the server had a problem and crashed. But this time my local game also crashed halfway through saving the game. I don't have access to the server, so I can't say for sure, but I assume there is a crash during the save and we had some invalid state in the factory and both, the server and my local game, hit the same crash during the save.

Sadly, since it crashed during the save, I also don't have a complete save. I attached the temporary file that was created for the save, but since it's not complete, it's an invalid file, so I don't think it's useful for anything. I also attached the logs from my local game, maybe you can get anything useful from the stacktrace. Otherwise I think there is not much useful I can add here, as I don't know what everybody did in the factory since the last successful save, and I also can't reproduce the crash.
Attachments
welcome_to_space_age_2.tmp.zip
(14.84 MiB) Downloaded 4 times
factorio-current-crash.log
(62.32 KiB) Downloaded 10 times
Rseding91
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Re: [2.0.8] Crash on autosave & deconstructing roboports "this->busyRobotLink.isLinked() == this->shouldBeLinked()"

Post by Rseding91 »

Gehhilfe wrote: Thu Oct 24, 2024 5:35 am Having the same bug, but on 2.0.9 and always happening on autosave in my current save game.
Can I somehow rescue my save game?

At least the devs have now a way to reproduce this error :)
Is there anything I need to do to reproduce it with your save? When I load it, it seems to be fine.
If you want to get ahold of me I'm almost always on Discord.
Genhis
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Re: [2.0.8] Crash on autosave & deconstructing roboports "this->busyRobotLink.isLinked() == this->shouldBeLinked()"

Post by Genhis »

This seems to be a duplicate of 118226.
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