[0.13.12] Factorissimo and Robot Army

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GravyCraft
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[0.13.12] Factorissimo and Robot Army

Post by GravyCraft »

I am not completely sure, but I think the pathing in Robot Army is breaking when you exit a factory from factorissmo. I have a couple squads deployed and am currently inside a factory. About 2 seconds after I exit the factory, a crash occurs. The crashes only started once I deployed squads of robots.

Code: Select all

#0  0x85d14b in CrashHandler::writeStackTrace() at /tmp/factorio-xeIx5D/src/Util/CrashHandler.cpp:84
#1  0x85d3c4 in CrashHandler::SignalHandler(int) at /tmp/factorio-xeIx5D/src/Util/CrashHandler.cpp:189
#2  0x7f8906748310 in ?? at ??:0
#3  0x5be011 in PathExecution::PathExecution(PathFinder&, unsigned int) at /tmp/factorio-xeIx5D/src/AI/PathExecution.cpp:10
#4  0x966a7c in FollowPathBehavior::FollowPathBehavior(Commandable*, unsigned int, PathFinder&) at /tmp/factorio-xeIx5D/src/AI/FollowPathBehavior.cpp:24
#5  0xb24eaa in execute at /tmp/factorio-xeIx5D/src/AI/GroupBehavior.cpp:186
#6  0xbf35c6 in Commandable::runBehavior() at /tmp/factorio-xeIx5D/src/AI/Commandable.cpp:145
#7  0xbf544c in Unit::update() at /tmp/factorio-xeIx5D/src/Entity/Unit.cpp:242
#8  0xc02368 in get_next at /home/build/build_environment/boost_1_61_0/output_linux64/include/boost/intrusive/detail/list_node.hpp:63
#9  0xc2144d in operator++ at /home/build/build_environment/boost_1_61_0/output_linux64/include/boost/intrusive/detail/list_iterator.hpp:81
#10 0x6fb7ee in update at /tmp/factorio-xeIx5D/src/Surface/Chunk.cpp:479
#11 0xf5c8b3 in update at /tmp/factorio-xeIx5D/src/Surface/Surface.cpp:864
#12 0x7f8908ad6484 in update at /tmp/factorio-xeIx5D/src/Map/Map.cpp:1124
#13 0x7f89067fc6dd in update at /tmp/factorio-xeIx5D/src/Game.cpp:141
  37.596 Error CrashHandler.cpp:85: Map tick at moment of crash: 1195363
  37.597 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.
Attachments
mods.zip
Mods Folder
(34.96 MiB) Downloaded 387 times
Loewchen
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Re: [0.13.12] Factorissimo and Robot Army

Post by Loewchen »

Please post the complete log.
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Re: [0.13.12] Factorissimo and Robot Army

Post by GravyCraft »

Also, here is the autosave just before the crash.

Thank you in advance!

Code: Select all

   0.000 2016-07-30 18:08:56; Factorio 0.13.12 (build 23709, linux64, steam)
   0.000 Operating system: Linux
   0.000 Program arguments: "/home/kgravier/SteamLibrary/steamapps/common/Factorio/bin/x64/factorio" 
   0.000 Read data path: /home/kgravier/SteamLibrary/steamapps/common/Factorio/data
   0.000 Write data path: /home/kgravier/.factorio
   0.000 Binaries path: /home/kgravier/SteamLibrary/steamapps/common/Factorio/bin
   0.007 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [Screen: 255] [DXT: false]
   0.222 Available display adapters: 1
   0.222  [0]: resolution 1920x1080px at [0,0]
   0.222 Create display on adapter 0. Size 1280x720 at position [310, 162].
   0.346 Initialised OpenGL:[0] GeForce 840M/PCIe/SSE2; driver: 4.5.0 NVIDIA 367.35
   0.346     Video memory size (dedicated/total available/current available): 2048/2048/1970 MB
   0.734 Loading mod core 0.0.0 (data.lua)
   0.738 Loading mod base 0.13.12 (data.lua)
   0.825 Loading mod AfraidOfTheDark 1.0.13 (data.lua)
   0.878 Loading mod Aircraft 1.0.7 (data.lua)
   0.940 Loading mod AquiferDrill 1.2.0 (data.lua)
   0.989 Loading mod autofill 1.4.1 (data.lua)
   1.060 Loading mod BigBags 1.0.14 (data.lua)
   1.142 Loading mod Big_Brother 0.3.2 (data.lua)
   1.248 Loading mod Explosive Termites 1.1.8 (data.lua)
   1.309 Loading mod Factorissimo 0.1.4 (data.lua)
   1.370 Loading mod KS_Power 0.1.5 (data.lua)
   1.465 Loading mod Larger Inventory 1.0.1 (data.lua)
   1.527 Loading mod RailTanker 1.3.32 (data.lua)
   1.527 Script data.lua:18: done
   1.591 Loading mod robotarmy 0.2.0 (data.lua)
   1.676 Loading mod Stainless Steel Wagon 1.0.1 (data.lua)
   1.743 Loading mod Warehousing 0.0.10 (data.lua)
   1.824 Loading mod YARM 0.7.102 (data.lua)
   1.885 Loading mod FARL 0.5.35 (data.lua)
   1.951 Loading mod AfraidOfTheDark 1.0.13 (data-updates.lua)
   2.051 Loading mod Big_Brother 0.3.2 (data-updates.lua)
   2.123 Loading mod FARL 0.5.35 (data-updates.lua)
   2.185 Loading mod BigBags 1.0.14 (data-final-fixes.lua)
   2.273 Loading mod long-reach 0.0.5 (data-final-fixes.lua)
   2.377 Loading mod RailTanker 1.3.32 (data-final-fixes.lua)
   2.455 Loading mod tree_collision 0.3.0 (data-final-fixes.lua)
   2.521 Loading mod FARL 0.5.35 (data-final-fixes.lua)
   2.610 Checksum for core: 3471280900
   2.610 Checksum for mod base: 439759882
   2.610 Checksum for mod AfraidOfTheDark: 233170670
   2.610 Checksum for mod Aircraft: 1002147606
   2.610 Checksum for mod AquiferDrill: 1645233532
   2.610 Checksum for mod autofill: 4191479628
   2.610 Checksum for mod BigBags: 1044275111
   2.610 Checksum for mod Big_Brother: 180679385
   2.610 Checksum for mod bobtechsave: 0
   2.610 Checksum for mod Explosive Termites: 554546608
   2.610 Checksum for mod Factorissimo: 3120408431
   2.610 Checksum for mod Fastforward-Start: 0
   2.610 Checksum for mod KS_Power: 181953323
   2.610 Checksum for mod Larger Inventory: 32563986
   2.610 Checksum for mod long-reach: 315959611
   2.610 Checksum for mod Ore Expansion: 0
   2.610 Checksum for mod RailTanker: 886730006
   2.610 Checksum for mod robotarmy: 2391337320
   2.610 Checksum for mod Stainless Steel Wagon: 1462541304
   2.610 Checksum for mod tree_collision: 3231141521
   2.610 Checksum for mod Warehousing: 3149064619
   2.610 Checksum for mod YARM: 1471126532
   2.610 Checksum for mod FARL: 1093886923
   3.140 Initial atlas bitmap size is 16384
   3.144 Created atlas bitmap 16384x6768
   3.145 Created atlas bitmap 4096x1068
  16.684 Sprites loaded
  16.684 Convert atlas 4096x1068 to: trilinear-filtering 
  16.751 Loading sounds...
  18.367 Custom inputs active: 2
  18.397 Factorio initialised
  18.399 Game is running on selected version branch on Steam.
  32.282 Loading map /home/kgravier/.factorio/saves/_autosave2.zip
  32.298 Info Scenario.cpp:127: Map version 0.13.12-1
  33.217 Checksum for script /home/kgravier/.factorio/temp/currently-playing/control.lua: 900459546
  33.218 Checksum for script __AfraidOfTheDark__/control.lua: 2487106827
  33.219 Checksum for script __AquiferDrill__/control.lua: 0
  33.223 Checksum for script __autofill__/control.lua: 578489592
  33.224 Checksum for script __BigBags__/control.lua: 3501876418
  33.227 Checksum for script __Big_Brother__/control.lua: 2900820270
  33.228 Checksum for script __bobtechsave__/control.lua: 1098752798
  33.230 Checksum for script __Explosive Termites__/control.lua: 2275287822
  33.232 Checksum for script __Factorissimo__/control.lua: 345606158
  33.233 Checksum for script __Fastforward-Start__/control.lua: 557702245
  33.235 Checksum for script __KS_Power__/control.lua: 322525060
  33.235 Checksum for script __Ore Expansion__/control.lua: 94947968
  33.237 Checksum for script __RailTanker__/control.lua: 843196296
  33.240 Checksum for script __robotarmy__/control.lua: 4219419030
  33.241 Checksum for script __Warehousing__/control.lua: 3153892539
  33.243 Checksum for script __YARM__/control.lua: 616803594
  33.251 Checksum for script __FARL__/control.lua: 2019122666
  36.040 Error CrashHandler.cpp:184: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
  36.823 Warning Logger.cpp:360: Symbols.size() == 26, usedSize == 15
#0  0xa4205d in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-xeIx5D/src/Util/Logger.cpp:382
#1  0x85d14b in CrashHandler::writeStackTrace() at /tmp/factorio-xeIx5D/src/Util/CrashHandler.cpp:84
#2  0x85d3c4 in CrashHandler::SignalHandler(int) at /tmp/factorio-xeIx5D/src/Util/CrashHandler.cpp:189
#3  0x7f8906748310 in ?? at ??:0
#4  0x5be011 in PathExecution::PathExecution(PathFinder&, unsigned int) at /tmp/factorio-xeIx5D/src/AI/PathExecution.cpp:10
#5  0x966a7c in FollowPathBehavior::FollowPathBehavior(Commandable*, unsigned int, PathFinder&) at /tmp/factorio-xeIx5D/src/AI/FollowPathBehavior.cpp:24
#6  0xb24eaa in execute at /tmp/factorio-xeIx5D/src/AI/GroupBehavior.cpp:186
#7  0xbf35c6 in Commandable::runBehavior() at /tmp/factorio-xeIx5D/src/AI/Commandable.cpp:145
#8  0xbf544c in Unit::update() at /tmp/factorio-xeIx5D/src/Entity/Unit.cpp:242
#9  0xc02368 in get_next at /home/build/build_environment/boost_1_61_0/output_linux64/include/boost/intrusive/detail/list_node.hpp:63
#10 0xc2144d in operator++ at /home/build/build_environment/boost_1_61_0/output_linux64/include/boost/intrusive/detail/list_iterator.hpp:81
#11 0x6fb7ee in update at /tmp/factorio-xeIx5D/src/Surface/Chunk.cpp:479
#12 0xf5c8b3 in update at /tmp/factorio-xeIx5D/src/Surface/Surface.cpp:864
#13 0x7f8908ad6484 in update at /tmp/factorio-xeIx5D/src/Map/Map.cpp:1124
#14 0x7f89067fc6dd in update at /tmp/factorio-xeIx5D/src/Game.cpp:141
  37.596 Warning Logger.cpp:360: Symbols.size() == 25, usedSize == 14
  37.596 Error CrashHandler.cpp:85: Map tick at moment of crash: 1195363
  37.597 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.
Attachments
_autosave2.zip
(10.94 MiB) Downloaded 179 times
GravyCraft
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Re: [0.13.12] Factorissimo and Robot Army

Post by GravyCraft »

By removing Robot Army the save no longer crashes. It does some seem as if robot army has a problem when your go in and out of a factory
Rseding91
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Re: [0.13.12] Factorissimo and Robot Army

Post by Rseding91 »

Indeed there's a few bugs involved here :)

One of the mods adds surfaces and another adds units with custom behaviors.

Mod one lets you move to another surface and then mod 2 makes groups out of units on multiple surfaces and that isn't meant to be allowed.

I've fixed the API so you can't get the game into this state again and added a migration to fix the broken unit groups that contain entities on multiple surfaces. Your map loads fine after that and shouldn't get into this state again from this particular bug.
If you want to get ahold of me I'm almost always on Discord.
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

Rseding, is there anything you can recommend I change on my end?

I've actually done a large amount of adjustments to how my mod handles surfaces that this user has not got access to, that might have helped (basically, each squad/unitgroup only deals with its only surface instead of possible surface-mixing)

I'd like to include any suggested changes with my upcoming release in about a week (or less)..

If it helps, while testing my fixes to the Factorissimo + robot army bug I had reported to me a few days ago, I had zero crashes while testing units inside, outside, and transitioning without crashes.
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Re: [0.13.12] Factorissimo and Robot Army

Post by Rseding91 »

kyranzor wrote:Rseding, is there anything you can recommend I change on my end?

I've actually done a large amount of adjustments to how my mod handles surfaces that this user has not got access to, that might have helped (basically, each squad/unitgroup only deals with its only surface instead of possible surface-mixing)

I'd like to include any suggested changes with my upcoming release in about a week (or less)..

If it helps, while testing my fixes to the Factorissimo + robot army bug I had reported to me a few days ago, I had zero crashes while testing units inside, outside, and transitioning without crashes.
Just ensuring that units aren't added to a unit group that doesn't belong to the surface the unit group was created on.
If you want to get ahold of me I'm almost always on Discord.
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Re: [0.13.12] Factorissimo and Robot Army

Post by GravyCraft »

The community here amazes me.

Thank you for the prompt response!

I will wait for the updates.
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Re: [0.13.12] Factorissimo and Robot Army

Post by Gazer75 »

Is there anything I should not do to avoid the crash? I played for a long time with both mods and no crashes so there must be a specific thing?
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

Gazer75 wrote:Is there anything I should not do to avoid the crash? I played for a long time with both mods and no crashes so there must be a specific thing?
It's probably a strange combination of events that lead to the situation, and for GravyCraft it was nigh-unavoidable, but for most people it doesn't seem to happen.
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Re: [0.13.12] Factorissimo and Robot Army

Post by Gazer75 »

Well my saves are not working. Crashes with same error after 5 minutes at most.

Really do not want to star over yet again...
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

Oh so you are getting it?? Well if you can't wait for Factorio update then please get my Development branch code from github and replace the files in the robot army folder and change name of folder to be 0.2.1 instead of 0.2.0 (otherwise it won't launch).

Please tell me if this fixes it.
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Re: [0.13.12] Factorissimo and Robot Army

Post by Rseding91 »

Gazer75 wrote:Is there anything I should not do to avoid the crash? I played for a long time with both mods and no crashes so there must be a specific thing?
Don't build any of the units from Robot Army will prevent it from erroring. At least until we release 0.13.14.
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

Gazer has been using my dev branch files and the changes in that have prevented the error from repeating, according to my discussions with them.
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Re: [0.13.12] Factorissimo and Robot Army

Post by Gazer75 »

Yep, worked perfectly.
After first crash I was not able to play more than 5 minutes before crashing again.
With the dev build I played for over an hour with no issues or error messages :)


Edit:
Unfortunately there are issues deploying robots currently. It will give an error and exit the game to main menu.
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

For an unrelated reason, by the way. It's not related at all to Factorissimo, it's a different issue in my dev branch code where a squad table which is empty is being passed into another function.
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Re: [0.13.12] Factorissimo and Robot Army

Post by larionov »

It helped for a day and now it's crashing again. Only difference I see is I started making terminators :)

Here are mods and savefile, hope it will help.

Edit: crashes right after exiting factory building
Attachments
_autosave2.zip
(18.81 MiB) Downloaded 146 times
factorio-current.log
(7.58 KiB) Downloaded 129 times
mods.zip
mods
(12.21 MiB) Downloaded 163 times
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Re: [0.13.12] Factorissimo and Robot Army

Post by larionov »

kyranzor, mod version from Development branch still crashing :(
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Re: [0.13.12] Factorissimo and Robot Army

Post by kyranzor »

Okay thanks! I'll have a look. If it's a full game crash then I'm not sure exactly how much I can do to fix it because the crash errors are less useful to me than just a mod error (mod errors show which mod and which file and what the error was)
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Re: [0.13.12] Factorissimo and Robot Army

Post by larionov »

kyranzor wrote:Okay thanks! I'll have a look. If it's a full game crash then I'm not sure exactly how much I can do to fix it because the crash errors are less useful to me than just a mod error (mod errors show which mod and which file and what the error was)
Yeah, sadly it's a game crash.
Attachments
factorio-current.log
(8.58 KiB) Downloaded 140 times
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