[2.0.44] Crash loading save, loading blueprint (EntityWithOwner.cpp:63: qualityID was not true)

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[2.0.44] Crash loading save, loading blueprint (EntityWithOwner.cpp:63: qualityID was not true)

Post by Menactroper »

I went to my sandbox save (labor) to edit edit a ship (named Pin/Hairpin) and save a new blueprint. Then tried to load my main save (masaq) when the game crashed. This happened with 2.0.43, no matter if I tried to load labor or masaq, therefore I switched to beta/2.0.44 where the problem still persists.

According to the stack log the problem happens when loading another blueprint in my blueprint library called "Aquilo 2" which sounds like another ship in the same blueprint book folder (can't check right now).
Attachments
blueprint-storage-2.7z
(261.21 KiB) Downloaded 14 times
labor.zip
(11.03 MiB) Downloaded 10 times
masaq.zip
(23.53 MiB) Downloaded 14 times
factorio-current.log
(11.69 KiB) Downloaded 15 times
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Re: [2.0.44] Crash loading save, loading blueprint (EntityWithOwner.cpp:63: qualityID was not true)

Post by Menactroper »

Now I tried factorio 2.0.44 again with the blueprint-storage-2.dat deleted, because I figured I could restore most of it from the saves anyway.

The problem is that I still can't load any saved game or start a new game either; both result in a similar crash (EntityWithOwner.cpp:63: qualityID was not true). I've verified my game files with steam, no problems were reported. Is there anything I should try short of reinstalling the game or deleting all my local content?
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Re: [2.0.44] Crash loading save, loading blueprint (EntityWithOwner.cpp:63: qualityID was not true)

Post by Menactroper »

Investigated this further and the problem seems to be resolved itself by
• moving blueprint-storage-2.dat to a backup location, and
• loading the game with blueprint steam cloud sync disabled.

After exiting the game I restored the blueprint-storage-2.dat and reenabled steam cloud sync and everything works.

Apparently the steam version of my blueprint library got corrupted somehow, therefore I assume the error is also not reproducible with the original files provided.

Perhaps Factorio should ignore the cloud and fall back to use the local blueprint storage in this case.
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