This seems to be the error:
Code: Select all
Error EntityWithOwner.cpp:241: Unit number cannot be zero when comparing entities.
I'm sorry if this was reported already - I couldn't find a duplicate.
Code: Select all
Error EntityWithOwner.cpp:241: Unit number cannot be zero when comparing entities.
Same server?nucklesamich wrote:I got the same issue a few minutes ago.
I think so? Explosive gaming S1?Dev-iL wrote:Same server?nucklesamich wrote:I got the same issue a few minutes ago.
no it has not been migratedRseding91 wrote:Thanks for the report. Do you happen to know if the save file was originally migrated from 0.15?
this is prob the problem and no the scenario does not use bp's.Rseding91 wrote:It looks like there's a blueprint in Ronin114s inventory that's broken. It's missing data that should be set on the entities in the blueprint.
Does the scenario you're using do anything with blueprints?
There you goRseding91 wrote:Can you zip and upload the contents of the data\base\migrations from the server?
Code: Select all
Factorio crashed. Generating symbolized stacktrace, please wait ...
2225.634 Warning Logger.cpp:446: Symbols.size() == 23, usedSize == 18
#0 0x0000000000b0b3fd in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-qnPOZQ/src/Util/Logger.cpp:471
#1 0x000000000089d4ca in Logging::flush() at /tmp/factorio-qnPOZQ/src/Util/Logging.cpp:61
#2 0x00000000008c744f in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::string const&) at /tmp/factorio-qnPOZQ/src/Util/Logging.cpp:79
#3 0x00000000009cb921 in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, char const*, ...) at /tmp/factorio-qnPOZQ/src/Util/Logging.cpp:73
#4 0x0000000000acf83e in BlueprintLibrary::transferNextInQueue() at /tmp/factorio-qnPOZQ/src/Blueprint/BlueprintLibrary.cpp:960 (discriminator 2)
#5 0x0000000000acf97c in BlueprintLibrary::applyTransferBlueprintData(Map&, TransferBlueprintData const&, bool) at /tmp/factorio-qnPOZQ/src/Blueprint/BlueprintLibrary.cpp:598
#6 0x0000000000954cc4 in GameActionHandler::transferBlueprintData(InputAction const&, Controller*) at /tmp/factorio-qnPOZQ/src/GameActionHandler.cpp:3268
#7 0x00000000005c850c in GameActionHandler::actionPerformed(InputAction const&) at /tmp/factorio-qnPOZQ/src/GameActionHandler.cpp:262 (discriminator 4)
#8 0x00000000009e97c0 in InputHandler::flushToListeners(InputAction const&, bool) at /tmp/factorio-qnPOZQ/src/Input/InputHandler.cpp:62
#9 0x00000000009e872e in InputHandler::flushActions(bool) at /tmp/factorio-qnPOZQ/src/Input/InputHandler.cpp:55
#10 0x0000000000890230 in NetworkInputHandler::flushActions(bool) at /tmp/factorio-qnPOZQ/src/Net/NetworkInputHandler.cpp:157
#11 0x0000000000c2c521 in InputHandler::nextTick() at /tmp/factorio-qnPOZQ/src/Input/InputHandler.cpp:45
#12 0x0000000000c2d09f in NetworkInputHandler::nextTick() at /tmp/factorio-qnPOZQ/src/Net/NetworkInputHandler.cpp:117
#13 0x0000000000c316f3 in NetworkInputHandler::tryToApplyNextTickClosure() at /tmp/factorio-qnPOZQ/src/Net/NetworkInputHandler.cpp:110
#14 0x0000000000c320f3 in ServerMultiplayerManager::updateMultiplayerInputInternal() at /tmp/factorio-qnPOZQ/src/Net/ServerMultiplayerManager.cpp:647
#15 0x000000000041f57c in MultiplayerManagerBase::updateMultiplayerInput() at /tmp/factorio-qnPOZQ/src/Net/MultiplayerManagerBase.cpp:180
#16 (nil) in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) at /tmp/factorio-qnPOZQ/src/MainLoop.cpp:967
#17 0x000000000042574f in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) at /tmp/factorio-qnPOZQ/src/MainLoop.cpp:852
2228.526 Warning Logger.cpp:446: Symbols.size() == 22, usedSize == 17
2228.526 Error BlueprintLibrary.cpp:961: this->getShelf(player)->getBlueprintRecord(front.id) was not true
Logger::writeStacktrace skipped.
2228.526 Error CrashHandler.cpp:128: Map tick at moment of crash: 110155
2228.526 Error Util.cpp:67: 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.