[2.0.13] Crash when placing signals after changing a bunch of 2-way tracks to 1-way and then back to 2-way

Things that has been reported already before.
drcrab
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[2.0.13] Crash when placing signals after changing a bunch of 2-way tracks to 1-way and then back to 2-way

Post by drcrab »

Hi, long time player, first time crasher.

Not sure what I'm doing that's causing this, but I've been changing a bunch of my old two-way tracks for double headed trains for early game into proper 1-way tracks, and I've gotten a crashes after I accidentally stranded a 2-way train and there wasn't enough room to make an exit, so I had to add back a 2-way exit. Both times happened when I placed a signal down.

Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(800): LuaEventDispatcher::checkEventsAreAllowed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(734): LuaEventDispatcher::run
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(565): LuaEventDispatcher::dispatch
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Map\Map.cpp(2420): Map::sendGameAction
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(913): TrainSchedulable::dispatchChangedEvent
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(399): Schedulable::onChanged
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\ScheduleInterrupt.cpp(140): ScheduleInterrupt::activate
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(374): Schedulable::checkInterrupts
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(719): AutomatedTrainController::checkArriving
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(438): AutomatedTrainController::updateSignalLogicAfterPathChange
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(228): AutomatedTrainController::recalculatePath
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Rail\RepathData.cpp(161): RepathData::repathTrain
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\TrainManager.cpp(977): TrainManager::recalculatePaths
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\TrainManager.cpp(798): TrainManager::onSignalCreated
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Entity\RailChainSignal.cpp(36): RailChainSignal::setup
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Entity\Entity.cpp(348): Entity::runSetup
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Surface\Surface.cpp(296): Surface::setupEntity
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameStateManualBuilder.cpp(240): GameStateManualBuilder::registerEntity
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\ManualBuilder.cpp(351): ManualBuilder::build
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\ManualBuilder.cpp(97): ManualBuilder::buildFromInputAction
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\CommonInputHandler.cpp(352): CommonInputHandler::build
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameActionHandler.cpp(356): GameActionHandler::actionPerformed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Input\InputSource.cpp(67): InputSource::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Input\PlayerInputSource.cpp(518): PlayerInputSource::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameActionHandler.cpp(389): GameActionHandler::update
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\MainLoop.cpp(1340): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\MainLoop.cpp(1206): MainLoop::gameUpdateLoop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<`MainLoop::mainLoopStep'::`2'::<lambda_1>,void>::_Do_call
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Util\WorkerThread.cpp(70): WorkerThread::loop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl MapGenerationHelper::*)(void),MapGenerationHelper *>,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDE5C17374)
00007FFDE5C17374 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDE72BCC91)
00007FFDE72BCC91 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
182.579 Error LuaEventDispatcher.cpp:800: !map.luaEventsBlocked was not true
182.580 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
182.580 Error CrashHandler.cpp:190: Map tick at moment of crash: 8792374
182.630 Info CrashHandler.cpp:318: Executable CRC: 3338373569
182.630 Error Util.cpp:95: 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.
190.620 Uploading log file
190.632 Error CrashHandler.cpp:270: Heap validation: success.
190.633 Creating crash dump.
190.800 CrashDump success
drcrab
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Re: [2.0.13] Crash when placing signals after changing a bunch of 2-way tracks to 1-way and then back to 2-way

Post by drcrab »

oh and here's the crash report from the first time (didn't realize i had it open). looks like the only difference is base signal vs. chain signal:

Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(800): LuaEventDispatcher::checkEventsAreAllowed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(734): LuaEventDispatcher::run
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Script\LuaEventDispatcher.cpp(565): LuaEventDispatcher::dispatch
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Map\Map.cpp(2420): Map::sendGameAction
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(913): TrainSchedulable::dispatchChangedEvent
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(399): Schedulable::onChanged
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\ScheduleInterrupt.cpp(140): ScheduleInterrupt::activate
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Schedule\Schedulable.cpp(374): Schedulable::checkInterrupts
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(719): AutomatedTrainController::checkArriving
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(438): AutomatedTrainController::updateSignalLogicAfterPathChange
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\AutomatedTrainController.cpp(228): AutomatedTrainController::recalculatePath
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Rail\RepathData.cpp(161): RepathData::repathTrain
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\TrainManager.cpp(977): TrainManager::recalculatePaths
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Train\TrainManager.cpp(798): TrainManager::onSignalCreated
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Entity\RailSignalBase.cpp(801): RailSignalBase::setup
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Entity\Entity.cpp(348): Entity::runSetup
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Surface\Surface.cpp(296): Surface::setupEntity
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameStateManualBuilder.cpp(240): GameStateManualBuilder::registerEntity
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\ManualBuilder.cpp(351): ManualBuilder::build
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\ManualBuilder.cpp(97): ManualBuilder::buildFromInputAction
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\CommonInputHandler.cpp(352): CommonInputHandler::build
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameActionHandler.cpp(356): GameActionHandler::actionPerformed
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Input\InputSource.cpp(67): InputSource::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Input\PlayerInputSource.cpp(518): PlayerInputSource::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\GameActionHandler.cpp(389): GameActionHandler::update
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\MainLoop.cpp(1340): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\MainLoop.cpp(1206): MainLoop::gameUpdateLoop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<`MainLoop::mainLoopStep'::`2'::<lambda_1>,void>::_Do_call
C:\Users\build\AppData\Local\Temp\factorio-build-i4ler1\src\Util\WorkerThread.cpp(70): WorkerThread::loop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl MapGenerationHelper::*)(void),MapGenerationHelper *>,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDE5C17374)
00007FFDE5C17374 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDE72BCC91)
00007FFDE72BCC91 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
17622.172 Error LuaEventDispatcher.cpp:800: !map.luaEventsBlocked was not true
17622.172 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
17622.172 Error CrashHandler.cpp:190: Map tick at moment of crash: 8791518
17622.222 Info CrashHandler.cpp:318: Executable CRC: 3338373569
17622.222 Error Util.cpp:95: 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.
17632.505 Uploading log file
17632.517 Error CrashHandler.cpp:270: Heap validation: success.
17632.518 Creating crash dump.
17632.805 CrashDump success
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boskid
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Re: [2.0.13] Crash when placing signals after changing a bunch of 2-way tracks to 1-way and then back to 2-way

Post by boskid »

Thanks for the report. This is a duplicate of 118822. In 2.0.14 that currently is in experimental branch this issue should be fixed.
drcrab
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Re: [2.0.13] Crash when placing signals after changing a bunch of 2-way tracks to 1-way and then back to 2-way

Post by drcrab »

Ah thanks. I switched to experimental branch.
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