[StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't

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teemu
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[StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't

Post by teemu »

Factorio crashes on map load with the attached save. I'm running on Linux, Debian 12.
Load without syncing mods (this save is a small menu simulation I thought to attach with a mod I'm still working on).
I don't know what happened to make this start crashing all of the sudden, but the error message mentions segmented units, so I wonder if this has something to do with that I first generated planets with the map editor and then deleted vulcanus, gleba and aquilo.
Attachments
factorio-current.log
(11.11 KiB) Downloaded 19 times
menu-simulation-fusion-lab.zip
(1.66 MiB) Downloaded 17 times
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by StrangePan »

Hey, sorry about that. Here's your patched save. I wasn't able to download fusion-labs from the mod portal, so some things may be broken. I attached a screenshot that shows what was lost as a result.

Thank you for the report. I'll work on fixing the bug so that other maps don't get corrupted as yours did. If you encounter this issue again, please update this thread.
Attachments
menu-simulation-fusion-lab fixed 2.0.33.zip
(1.62 MiB) Downloaded 14 times
Screenshot 2025-02-07 at 12.02.48.png
Screenshot 2025-02-07 at 12.02.48.png (264.12 KiB) Viewed 955 times
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by GlassBricks »

Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)

Save file and log attached.
Attachments
DS MP 100p planning quality final.zip
(4.32 MiB) Downloaded 24 times
factorio-current.log
(12.09 KiB) Downloaded 26 times
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by StrangePan »

GlassBricks wrote: Fri Feb 21, 2025 1:42 am Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)

Save file and log attached.
Is this save based on the "fixed" version from this post?

Either way you raise a good point that the game should probably attempt to repair saves from the affected versions. I'll manually fix the save you've attached.

Edit: 2.0.36+ will automatically repair saves that have been put into an inconsistent state due to this issue.
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by StrangePan »

GlassBricks wrote: Fri Feb 21, 2025 1:42 am Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)

Save file and log attached.
Here's a repaired copy of your save that loads correctly on 2.0.34.
Attachments
DS MP 100p planning quality final fixed.zip
(4.32 MiB) Downloaded 8 times
GlassBricks
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by GlassBricks »

Thanks for the fix!

Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.

In any case there weren't any issues loading the saves until updating to the new version.
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by StrangePan »

The reason the issue was only encountered after updating is because by default, consistency checks are only run if prototypes are changed, such as can happen when updating the game or enabling/disabling a mod, when in fact the inconsistency may have been introduced many hours before.
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by danischu »

I've got the same exact issue. Just that i've encountered it only with the 2.0.35 update as well and almost wrote a seperate bug report.
I'm running on Linux as well, Manjaro 12.

Specifically it's a Sandbox-Save to build new Space-Platforms/Ships.

It's got the same characteristics as described previously:
In 2.0.34 the save (and related autosaves) loads only after the .35 update the game crashes on migrating objects / inconsitency check.

So far i've only had this happen with the attached save-files.
Could you please give instructions on how to patch an affected save file or rescue mine as well?
Attachments
Space Age Space Lab.zip
(5.21 MiB) Downloaded 4 times
factorio-current.log
(13.63 KiB) Downloaded 7 times
StrangePan
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Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

Post by StrangePan »

Here ya go. I gotta correct the inconsistency using a custom build based on the save version. 2.0.36 should automatically do this once it's released.
Attachments
Space Age Space Lab fixed.zip
(3.83 MiB) Downloaded 9 times
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