Saved game set up to trigger the error is attached, only move any building into the pipes to connect to them and then move again.
Code: Select all
7455.092 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7f2f7b66c99f
/tmp/factorio-build-wlUFwi/src/Fluid/Fluid.cpp (193): Fluid::clear()
/tmp/factorio-build-wlUFwi/src/Fluid/FluidBuffer.cpp (154): FluidBuffer::clear()
/tmp/factorio-build-wlUFwi/src/Fluid/FluidSegment.cpp (290): FluidSegment::clearFluid()
/tmp/factorio-build-wlUFwi/src/Entity/Entity.cpp (3872): Entity::setFluid(Fluid const*, Fluid&)
/tmp/factorio-build-wlUFwi/src/Script/LuaEntity.cpp (6897): LuaEntity::luaSetFluid(lua_State*)
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (281): LuaBinder<LuaEntity>::callWrapperOnObject(lua_State*, LuaEntity*, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (319): LuaBinder<LuaEntity>::pushCallWrapperClosureWithObjectOnStack(lua_State*, int, LuaEntity*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::operator()(lua_State*) const
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (316): LuaBinder<LuaEntity>::pushCallWrapperClosureWithObjectOnStack(lua_State*, int, LuaEntity*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::_FUN(lua_State*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (350): luaD_precall(lua_State*, lua_TValue*, int)
/tmp/factorio-build-wlUFwi/libraries/Lua/lvm.c (717): luaV_execute(lua_State*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (426): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (137): luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (625): luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long)
/tmp/factorio-build-wlUFwi/libraries/Lua/lapi.c (1094): lua_pcallk
/tmp/factorio-build-wlUFwi/src/Util/LuaHelper.cpp (5025): LuaHelper::pCallWithStackTrace(lua_State*, int, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaGameScript.cpp (7132): LuaGameScript::signallingPCall(lua_State*, int, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaGameScript.cpp (689): LuaGameScript::runEventHandler(LuaEventType, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaEventDispatcher.cpp (765): LuaEventDispatcher::run(LuaEventType, MapTick, bool (LuaGameScript::*)(GameAction const&), GameAction const&)
/tmp/factorio-build-wlUFwi/src/Script/LuaEventDispatcher.cpp (165): LuaEventDispatcher::dispatch(GameAction const&, MapTick)
/tmp/factorio-build-wlUFwi/src/GameActionDispatcher.cpp (15): GameActionDispatcher::send(GameAction const&)
/tmp/factorio-build-wlUFwi/src/Map/Map.cpp (2415): Map::sendGameAction(GameAction const&)
/tmp/factorio-build-wlUFwi/src/CommonInputHandler.cpp (516): CommonInputHandler::customInput(InputAction const&)
/tmp/factorio-build-wlUFwi/src/GameActionHandler.cpp (355): GameActionHandler::actionPerformed(InputAction const&)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (75): InputSource::flushToListeners(InputAction const&, bool)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (67): InputSource::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (176): NetworkInputHandler::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (55): InputSource::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (124): NetworkInputHandler::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (116): NetworkInputHandler::tryToApplyNextTickClosure()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (756): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (744): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/MultiplayerManagerBase.cpp (166): MultiplayerManagerBase::updateMultiplayerInput()
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1382): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1205): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (647): MainLoop::mainLoopStepHeadless(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (407): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (295): hostMultiplayerGameInternal(cxxopts::ParseResult const&, bool)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (350): CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)
/tmp/factorio-build-wlUFwi/src/Main.cpp (705): fmain(int, char**)
/tmp/factorio-build-wlUFwi/src/Main.cpp (1347): main
__libc_start_call_main
__libc_start_main_impl
_start
0xffffffffffffffff
Stack trace logging done