[2.0.55] Crash loading save (ElectricNetwork::checkStatisticsConsistency)

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Serverfrog
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[2.0.55] Crash loading save (ElectricNetwork::checkStatisticsConsistency)

Post by Serverfrog »

Hi, i run a modded Game, where i also have executed once the command to kill an current life on nauvis (but new one will be still generated).
I saved and loaded multiple times already but now i can't load the game anymore, due to hard crashing with the following:

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Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-kBP7qd\src\Energy\ElectricNetwork.cpp(641): ElectricNetwork::checkStatisticsConsistency
C:\Users\build\AppData\Local\Temp\factorio-build-kBP7qd\src\Map\MapSetupHelper.cpp(186): MapSetupHelper::MapSetupHelper
C:\Users\build\AppData\Local\Temp\factorio-build-kBP7qd\src\Map\Map.cpp(854): Map::setupEntities
C:\Users\build\AppData\Local\Temp\factorio-build-kBP7qd\src\Scenario\Scenario.cpp(293): Scenario::loadFactory
C:\Users\build\AppData\Local\Temp\factorio-build-kBP7qd\src\Scenario\ParallelScenarioLoader.cpp(190): ParallelScenarioLoader::doLoad
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*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAA40A257D)
00007FFAA40A257D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAA57AAF08)
00007FFAA57AAF08 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 115.615 Error ElectricNetwork.cpp:641: Missing statistics. Connected entities dump: 
 115.615 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
 115.645 Info CrashHandler.cpp:318: Executable CRC: 1581257683
I will put the the dumpfile, log and savegame as attachment.
As far as i saw in the log, all the mods that are used are listed
Attachments
new 2.0.zip
(10.92 MiB) Downloaded 18 times
factorio-dump-current.dmp
(1.98 MiB) Downloaded 13 times
factorio-current.log
(39.29 KiB) Downloaded 18 times
Rseding91
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Re: [2.0.55] Crash loading save (ElectricNetwork::checkStatisticsConsistency)

Post by Rseding91 »

Do you know of any way to take a known good save file and get it into this state? This has happened once before due to a leaked power armor item not properly being deleted. Other than that - which has been fixed for quite some time - it should not be possible to get into this state as the specific error is checked during saving.

That means that the file was corrupt between the save logic running and it being saved to disk/loaded later (something that should never happen on a known stable system).
If you want to get ahold of me I'm almost always on Discord.
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Serverfrog
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Re: [2.0.55] Crash loading save (ElectricNetwork::checkStatisticsConsistency)

Post by Serverfrog »

i have an autosave which is 2 minutes earlier and it also crashes (my save was 30:17:05, last autosave before was 30:15:00, 30:10:00 and 30:05:00 crashes also).
I looked into the crashdump file and noticed that it mentioned some LUA Loading parts where it crashed, but i mostly think that is more a misinterpretation of me/windbg then being an other problem then what it written in the log as crash reason.
My GPU<->RAM combination was somewhat unstable in the past, but never in factorio (GPU Driver was crashing) so i dont think there was a problem.

I kinda suspect the early_construction Mod, as i remember that suddenly i had a Drone of it (which mostly destroy itself after they use them) was invincible and was not destroying itself.
But that wont explain why the Problem is in the ElectricNetwork part as it wont use any Power.

So TL;DR: i dont have any working Savegame, as every other autosave is also crashing with the same problem.
The Folder itself is also not watched by things like OneDrive which could corrupt files, the game was not crashing while saving and also the drive is Ok. Also having 4 different savegames on different times which all have the same error seems for me very unlikly to have a corrutption between game and disk while saving.
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