[posila] [0.17.58] Crash disconnecting power network

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Snoman314
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[posila] [0.17.58] Crash disconnecting power network

Post by Snoman314 »

I'm getting a consistent crash to desktop when placing or destroying power poles. It's not usually the first power pole to be disassembled, but if I load this save and start removing power poles, it crashes pretty quick:

https://drive.google.com/open?id=1DcijR ... VgzVmLMvv8

Log file:

https://drive.google.com/open?id=1uzxhc ... 4Z0iz80z4-

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boskid
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Re: Repeated crash to desktop when power networks connect

Post by boskid »

Yup, managed to crash using this save. Now i will test which of 86 mods can be disabled. (moderator request: move to bug reports as this is CTD?)

My log:
log
-- edit:
Deterministic reproduction:
  1. Open "24-tick-to-crash.zip" (tested with all mods enabled)
    24-tick-to-crash.zip
    (11.42 MiB) Downloaded 119 times
  2. In editor, press "tick once"
  3. Crash
    log wrote:269.606 Error ElectricEnergySource.cpp:207: Call to disconnect network that is not connected

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Re: [0.17.58] Crash disconnecting power network

Post by Snoman314 »

Yeah ack there are a lot of mods, but when I looked at the logs it didn't seem to mention any. Additionally the crash occurred when I deleted vanilla wooden power poles.

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Re: [0.17.58] Crash disconnecting power network

Post by Snoman314 »

OK, after your comments about mods I acted on a hunch and found turning off Realistic Electric Trains prevented the crash. I don't see why, as it doesn't seem to have anything to do with what's going on, but I'll post on that mod's mod portal page.
Last edited by Snoman314 on Sat Jul 20, 2019 9:51 am, edited 1 time in total.

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Re: [0.17.58] Crash disconnecting power network

Post by boskid »

Snoman314 wrote:
Sat Jul 20, 2019 8:57 am
OK, after your comments about mods I acted on a hunch and found turning off Realistic Electric Trains prevented the crash. I don't see why, as it doesn't seem to have anything to do with what's going on, but I'll most on that mod's mod portal page.
There are many mods that when disabled will prevent save from crashing. All of them have one thing in common: they change something in electric network (ex. disabling will remove some electric network connections) so game must rebuild electric network - this solves issue in this save. There is too many mods that when disabled will prevent it from crashing so i stopped searching - just open save with all mods

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Re: [0.17.58] Crash disconnecting power network

Post by Black Platypus »

I had crashes happen when deleting poles a couple of times, too: I do not have any mods installed.
This was on 0.17.59
Unfortunately, I didn't think to file bug reports until later when crashes started piling up

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Re: [0.17.58] Crash disconnecting power network

Post by Klonan »

I can't load the save in the latest version due to fluid connection overlap errors,

Can you reproduce the crash at all?

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Re: [0.17.58] Crash disconnecting power network

Post by boskid »

Using "24-tick-to-crash.zip" in [0.17.62] with up to date mods i have no fluid connection overlap erros, and bug is still reproducible with same steps (load, tick once, crash)
log

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Re: [0.17.58] Crash disconnecting power network

Post by Jon8RFC »

boskid wrote:
Mon Aug 05, 2019 3:01 pm
Using "24-tick-to-crash.zip" in [0.17.62] with up to date mods i have no fluid connection overlap erros, and bug is still reproducible with same steps (load, tick once, crash)
Same for me, whether I do tick once or remove any power pole manually.
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Re: [0.17.58] Crash disconnecting power network

Post by Rseding91 »

boskid wrote:
Mon Aug 05, 2019 3:01 pm
Using "24-tick-to-crash.zip" in [0.17.62] with up to date mods i have no fluid connection overlap erros, and bug is still reproducible with same steps (load, tick once, crash)
log
I can't load the save file with the mods it has without the fluid-overlap check errors. Please provide a save file that actually loads in the latest experimental version of the game + the mods to make it load.

Otherwise there's nothing we can do.
If you want to get ahold of me I'm almost always on Discord.

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Re: [0.17.58] Crash disconnecting power network

Post by boskid »

Rseding91 wrote:
Wed Aug 07, 2019 7:04 pm
boskid wrote:
Mon Aug 05, 2019 3:01 pm
Using "24-tick-to-crash.zip" in [0.17.62] with up to date mods i have no fluid connection overlap erros, and bug is still reproducible with same steps (load, tick once, crash)
log
I can't load the save file with the mods it has without the fluid-overlap check errors. Please provide a save file that actually loads in the latest experimental version of the game + the mods to make it load.

Otherwise there's nothing we can do.
Steps to reproduce:
  1. Download "24-tick-to-crash.zip" (from earlier)
  2. Sync mods with save (this is only to get mod list for update)
  3. Restart
  4. There will be some issues with mods, disable all of them
  5. Update all mods to newest version
  6. Sync mods with save
  7. Restart
  8. There will be some issues with 3 mods (space-exploration, assembler-pipe-passthrough and FluidFilter). Disable only this 3 mods (they are not important for reproduction)
  9. Now, having all mods updated and 3 of them disabled, load "24-tick-to-crash.zip" (from earlier)
  10. Tick once
  11. Crash
log
mods
-- edit:
Just in case, save with reduced set of mods: disabled some heavy mods and resaved. Crashes in [0.17.63]:
  1. Download 73458-tick-to-crash-c.zip
    73458-tick-to-crash-c.zip
    (4.87 MiB) Downloaded 114 times
  2. Sync mods with save
  3. Update mods
  4. Load 73458-tick-to-crash-c.zip
  5. Tick once
  6. Crash

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Re: [0.17.58] Crash disconnecting power network

Post by Jon8RFC »

Just wanted to follow-up that this still crashes for me on 0.17.66.
I downloaded 73458-tick-to-crash-c.zip, clicked on the button to sync mods, loaded it up, removed the power pole, and it crashed.
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Re: [posila] [0.17.58] Crash disconnecting power network

Post by posila »

Than you everybody for taking the time to report the bug.
Fixed for 0.17.67

After embarrassingly long investigation I found out the problem is a pump west of electric pole that is being deconstructed. The pump is within supply distance of Overhead line pole north of the pump, but the pump is not connected to the electric network and "unplugged" icon is flashing on it. This makes the game state inconsistent.
Cause of the inconsistency is that when the pump was placed, it was just barely outside of the supply distance of the electric pole, but when pipe was connected to it, its bounding box expanded and suddently became within the supply distance. Fix would be either to make pump recalculate electric network connections when its bounding box changes, or make the boundig box static. Because expanding bounding box doesn't seem needed for pump (and they always create fun issues like this), I chose the latter.

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Re: [posila] [0.17.58] Crash disconnecting power network

Post by BlueTemplar »

Why was the bounding box expanding ?
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Re: [posila] [0.17.58] Crash disconnecting power network

Post by posila »

BlueTemplar wrote:
Wed Aug 28, 2019 7:53 am
Why was the bounding box expanding ?
To create "tighter seal" (for collisions) with the pipe. Walls and pipes do this. Boilers used to do it until 0.15, I think (until boilers were made to 2x3 entity). If the question is, why is not bounding box always at its maximum size ... I think it is so that you can walk between wall/pipe and whatever is built next to it.

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Re: [posila] [0.17.58] Crash disconnecting power network

Post by BlueTemplar »

Oh, right, I just did not expect an entity that didn't change graphically when connected to do it too...
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Re: [posila] [0.17.58] Crash disconnecting power network

Post by Jon8RFC »

Nice find. Thanks for the interesting explanation, too!
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