[kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAreAll

This subforum contains all the issues which we already resolved.
posij118
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 31, 2024 2:36 pm
Contact:

[kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAreAll

Post by posij118 »

The crash happened twice in an hour, placing a rail signal usually works fine, so not easy to reproduce.

Attached is the log and the save.
Attachments
factorio-previous.log
(13.13 KiB) Downloaded 20 times
no_qual.zip
(12.1 MiB) Downloaded 18 times
posij118
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 31, 2024 2:36 pm
Contact:

Re: [2.0.13] Crash on repathing after placing a rail signal

Post by posij118 »

From this autosave, the game should crash in ~1 minute.
Attachments
_autosave2.zip
(12.14 MiB) Downloaded 21 times
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3054
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [2.0.13] Crash on repathing after placing a rail signal (RailChainSignal::setup -> LuaEventDispatcher::checkEventsAr

Post by boskid »

Ref 118867 119034 119036 118937 118925 119479

I suspect may be related: 118975 (AutomatedTrainController::getPathTarget)
Given 118922 (AutomatedTrainController::getPathTarget) i am even more suspicious those 2 crashes are related (and fixed for 2.0.14 by reverting 117530)
shelmak.gc@gmail.com
Burner Inserter
Burner Inserter
Posts: 15
Joined: Thu Oct 31, 2024 9:42 pm
Contact:

Re: [2.0.13] Crash on repathing after placing a rail signal (RailChainSignal::setup -> LuaEventDispatcher::checkEventsAr

Post by shelmak.gc@gmail.com »

Same with this save, the game crashes completelly after I put a new signal on a track.

I tried uninstalling all mods that added trains, also on this save I heavilly use the interrupt to manage the train pathfinding.
Hope it helps, I cannot add more train routes and I am running out of stone, wish me luck.

Update: If I interrupt the tracks and allow almost all the trains to stop by allowing them to repath to my depots (there is an interrupt triggered when destination is not reachable),the moment almost all trains are stopped I can safelly edit the track signals without crashing. Then I can build again these tracks and everything starts moving.

I've tried removing the "No path" interrupt on all trains with no luck, so it seems it's not caused by this. Something is happening with the train pathfinding when I have more than 20 trains running simultaneously.

Edit: Confirming it has been fixed on experimental 2.0.14
Attachments
_autosave2.zip
(50.94 MiB) Downloaded 11 times
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3054
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAr

Post by boskid »

I am moving this to resolved since in 2.0.14 that is already released (currently in experimental branch) this issue should not happen.
Hugorscht
Burner Inserter
Burner Inserter
Posts: 8
Joined: Thu Jul 04, 2024 7:17 am
Contact:

Re: [kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAr

Post by Hugorscht »

Thank you very much for fixing this so fast !!!
Post Reply

Return to “Resolved Problems and Bugs”