[0.17.79] Crash loading save (FluidManager::setupConnections)

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
Post Reply
DanaScully
Burner Inserter
Burner Inserter
Posts: 7
Joined: Mon May 16, 2016 1:16 pm
Contact:

[0.17.79] Crash loading save (FluidManager::setupConnections)

Post by DanaScully »

No issues up to this point.
Same error when trying to load the three autosaves (5 min intervals).
Same error when trying to load this save without any mods activated.
Map was created in 0.17.77 and later updated to 0.17.79 with no issues.
Heavy use of blueprints with two large blueprint books.

Experienced the same error on my last playthrough (with the exact same mods) at about the same base progress.

Link to savefile: https://www.dropbox.com/s/jj85jrnkaisdq ... e.zip?dl=0
Attachments
factorio-dump-current.dmp
(692.26 KiB) Downloaded 3 times
factorio-current.log
(50.76 KiB) Downloaded 8 times
The Truth is out there

Blacky007
Fast Inserter
Fast Inserter
Posts: 127
Joined: Fri Dec 29, 2017 8:05 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by Blacky007 »

I can't load the map too - get crash
Attachments
factorio-current.log
(50.04 KiB) Downloaded 6 times

User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 668
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by boskid »

Crash is happening because save file is corrupted. Some FluidBoxes are not present inside save file or failed to load. With some temporary changes i could fix save file, however some pipes may now be empty
https://drive.google.com/file/d/1hmA2gv ... YBk_G/view

Do you have any clues about what happend around, for example this pipe?

Code: Select all

/c game.player.teleport{-511.5, -769.5}

DanaScully
Burner Inserter
Burner Inserter
Posts: 7
Joined: Mon May 16, 2016 1:16 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by DanaScully »

Thanks for the quick replies. Truly remarkable. I mean, it's the holiday season!

@ boskid: Thanks a lot for fixing the save. The pipe segment you referenced was laid quite some time ago and hasn't been touched since. Also, this specific pipe system has no connections to outside of its city block except for a barreling pump. Is there any other spot I could check for a hint as to what might have happened to the fluid boxes?
The Truth is out there

Blacky007
Fast Inserter
Fast Inserter
Posts: 127
Joined: Fri Dec 29, 2017 8:05 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by Blacky007 »

is it possbile that pipes without a defined fluid can get stuck with version change?

User avatar
TruePikachu
Filter Inserter
Filter Inserter
Posts: 978
Joined: Sat Apr 09, 2016 8:39 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by TruePikachu »

@DanaScully What fluid would have been handled by that affected pipe system? Is it a vanilla or a modded fluid?

@Blacky007 No Factorio updates since the map was created would have run migrations that would affect anything related to fluidboxes, going by the changelog.

---

A mod update could be responsible for issues, assuming the affected entity is modded or the fluid is modded. While I'd suspect a removed-fluid condition to simply empty the pipes of the fluid and unfilter them, who knows what could happen if the entity prototype is changed such that fluidboxes are affected, especially since I think I remember a bug that was related to modded fluidbox issues upon migration.

DanaScully
Burner Inserter
Burner Inserter
Posts: 7
Joined: Mon May 16, 2016 1:16 pm
Contact:

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Post by DanaScully »

The referenced pipe was in fact handling sulfuric acid, i.e. a vanilla fluid. I am not sure in what way Bob's or Angel's might have an influence on that. I can't quite see how an update could be the culprit - as the corrupt save showed its ugly face so much later. I rather suspect one (or more) of my blueprints as the cause. Some of them date back to 0.16 or even prior to that, I am not sure. What strongly points me in that direction is that I had the exact same crash on my previous playthrough when I was building an almost identical base. I remember that the crash appeared when I was at about the same progress in my base. And it never shows while playing or saving but only when trying to load.
The Truth is out there

Post Reply

Return to “Pending”

Who is online

Users browsing this forum: No registered users