[Lou][2.0.9] Crash when Placing Specific Blueprint Orientation

This subforum contains all the issues which we already resolved.
Post Reply
Mega Glub
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 24, 2024 6:05 am
Contact:

[Lou][2.0.9] Crash when Placing Specific Blueprint Orientation

Post by Mega Glub »

Placing this one specific blueprint that I made causes a crash when placed in two out of the four orientations. For some reason, importing the blueprint as text removes the crash, so a world save is included with the blueprint in the world blueprints.
10-24-2024, 00-25-47.png
10-24-2024, 00-25-47.png (1.76 MiB) Viewed 642 times
Info:
  • Importing the blueprint as a string fixes(?) the blueprint, removing the crashing behaviour, so a world file is included in place of an import string.
  • The generated world is space age enabled and otherwise no other changed generation, has been observed to work on multiple worlds with similar settings.
  • Also observed to crash the game on both singleplayer and multiplayer sessions.
  • Placing the blueprint oriented such that the rails are on the top + left or bottom + right causes a crash, but top + right or bottom + left does not.
  • Larger blueprints that include this blueprint in them in some form also cause a crash. (This is why it's only a corner of a full city block; I assumed that the full city block was simply too big and used too much memory when being placed, but then the crashing behavior on the second iteration was recorded.)
  • Log file is included, though seems to include no information pertaining to the crash.
Steps to reproduce:
  • Open the attached world save in-game.
  • Navigate to the "Game Blueprints" tab of the Blueprints menu.
  • Place the "2x2 Blank (1/4) DO NOT PLACE" blueprint down with shift+click in the original orientation (Rails on the top + left).
  • Game crash.
Attachments
Crashing BP World.zip
(2.14 MiB) Downloaded 6 times
factorio-current.log
(9.02 KiB) Downloaded 7 times

User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 132
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [Lou][2.0.9] Crash when Placing Specific Blueprint Orientation

Post by Lou »

Thank you for the report, I have reproduced the behaviour on my end.

May I asked how did you obtain the blueprint? The precondition for the crash is, that the blueprint has two tiles on same spot (hazzard-right and hazard-left)

Mega Glub
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 24, 2024 6:05 am
Contact:

Re: [Lou][2.0.9] Crash when Placing Specific Blueprint Orientation

Post by Mega Glub »

I can give you the long answer if you'd like, but this is the short answer of how it was made:
  • Build with hazard concrete as ghosts to pre-make a blueprint before use in-game.
  • Have a second blueprint with hazard concrete that is in the other orientation and is in the same space as the first.
  • Shift+Click to paste the second blueprint onto the first.
Having stacked concrete like this also seems to lead to some strange behavior with the deconstruction planner, in that you have to deconstruct the concrete ghost twice (first the most recent layer, then the lower layer) in order to remove it. I can create another issue for that, if you'd like.

User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 132
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [Lou][2.0.9] Crash when Placing Specific Blueprint Orientation

Post by Lou »

Thank you for the cooperation. the crash itself will be fixed in 2.0.12.

You don't have to report any non-critical issues (like crashes, desyncs and unloadable saves) regarding multiple same tiles over each other - apart if you get them in the future: the strategy is not to really support this state and prevent it from occuring naturally. The issue that most likely caused the presense of stacked tile ghosts in the first place was fixed in 2.0.11 (blueprint with hazard concrete build over existing hazard concrete ghosts in some rotations).

btw. tip - you can use Deconstruction planner with Ctrl+Shift to deconstruct (not only) both layers of tiles.

Post Reply

Return to “Resolved Problems and Bugs”