[boskid][2.0.66] Transport line badness triggered by AAI loaders

Bugs which we just recently fixed in our development version and will reach you in the next release.
duskwuff
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[boskid][2.0.66] Transport line badness triggered by AAI loaders

Post by duskwuff »

Steps to reproduce:
  1. Install AAI Loaders
  2. Build two chests, two belts, and one loader:
    screenshot1.png
    screenshot1.png (16.88 KiB) Viewed 351 times
  3. Place a loader ghost facing south as shown:
    screenshot2.png
    screenshot2.png (19.55 KiB) Viewed 351 times
  4. Copy settings from the left loader to the right one - its direction will flip, as seen here:
    screenshot3.png
    screenshot3.png (19.44 KiB) Viewed 351 times
  5. Build a loader facing south over the ghost (pipette, rotate, rotate, click). The game instantly crashes with the crash log below.
Other related errors include:
  • Building a loader facing north over the ghost will cause a somewhat delayed crash.
  • Allowing a bot to place the ghost will result in a crash when the loader is mined.
  • If the loaders are disabled with circuit conditions, the game may not crash immediately, but will fail at load time with transport line inconsistencies.
I've been unable to reproduce the problem with vanilla loaders, or with loaders from other mods; I suspect the issue is specifically caused by the loader "snapping" behavior introduced by AAI Loaders.

Code: Select all

0   ???                           	       0x107c9a168 typeinfo for TargeterBase + 0
1   factorio                      	       0x1057a9e64 shouldDrawStartingPiece + 52 (TransportBeltConnectable.cpp:545) [inlined]
2   factorio                      	       0x1057a9e64 drawStartingPiece + 52 (TransportBeltConnectable.cpp:565) [inlined]
3   factorio                      	       0x1057a9e64 TransportBelt::drawBase(DrawQueue&) const + 868 (TransportBelt.cpp:186)
4   factorio                      	       0x1059232d0 EntityRenderer::prepareRow(int, unsigned long) + 1440 (EntityRenderer.cpp:406)
5   factorio                      	       0x106d23964 threadJob + 116 (EntityRenderer.cpp:300) [inlined]
6   factorio                      	       0x106d23964 operator() + 116 (EntityRenderer.cpp:178) [inlined]
7   factorio                      	       0x106d23964 */EntityRenderer.cpp:178:44) &> + 116 (invoke.h:394) [inlined]
8   factorio                      	       0x106d23964 */EntityRenderer.cpp:178:44) &> + 116 (invoke.h:487) [inlined]
9   factorio                      	       0x106d23964 operator() + 116 (function.h:185) [inlined]
10  factorio                      	       0x106d23964 std::__1::__function::__func<EntityRenderer::prepare(RenderParameters const&)::$_1, std::__1::allocator<EntityRenderer::prepare(RenderParameters const&)::$_1>, void ()>::operator()() + 148 (function.h:356)
11  factorio                      	       0x1068b03f4 operator() + 12 (function.h:510) [inlined]
12  factorio                      	       0x1068b03f4 operator() + 12 (function.h:1156) [inlined]
13  factorio                      	       0x1068b03f4 WorkerThread::loop() + 172 (WorkerThread.cpp:70)
14  factorio                      	       0x107178624 __invoke<void (WorkerThread::*)(), WorkerThread *, void> + 28 (invoke.h:359) [inlined]
15  factorio                      	       0x107178624 __thread_execute<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (WorkerThread::*)(), WorkerThread *, 2UL> + 28 (thread:282) [inlined]
16  factorio                      	       0x107178624 void* std::__1::__thread_proxy[abi:v160006]<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct>>, void (WorkerThread::*)(), WorkerThread*>>(void*) + 72 (thread:293)
Last edited by duskwuff on Sat Sep 06, 2025 8:11 pm, edited 1 time in total.
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Skellitor301
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Re: [2.0.66] Transport line badness triggered by AAI loaders

Post by Skellitor301 »

I can provide further files and what not to help with finding this bug.
In my saves that I've tested this with, the game doesn't immediately crash, it just creates bugged belts. The game will crash when the belt is mined. As Duskwuff mentioned if the game is saved with these belts existing it the save, the save will not load. This does also work for other directions, not just north/south as the screenshots and recording will show below.

Screen Recording:
https://drive.google.com/file/d/1kvGYWz ... sp=sharing

Screenshots:
Bugged Belts. Items wont leave loaders
Image
Belt only bugs if placed before loader. Left belt was placed first. Right the loader was placed first.
Image
Attachments
factorio-dump-previous.dmp
Dump file when the game crashed. Crash was caused upon attempting to mine the bugged belt.
(1.24 MiB) Downloaded 6 times
Fulgora Start bugged.zip
Save file with bugged belts next to player.
(23.65 MiB) Downloaded 8 times
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Skellitor301
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Re: [2.0.66] Transport line badness triggered by AAI loaders

Post by Skellitor301 »

Also can confirm this issue exists with https://mods.factorio.com/mod/loaders-modernized so it's not just AAI Loaders that this can affect. Loaders Modernized even has a quirk that can show the belt as bugged because the loader graphic shows above the belt, showing the rounded edge of the belt on top of the belt
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boskid
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Re: [boskid][2.0.66] Transport line badness triggered by AAI loaders

Post by boskid »

Thanks for the report. Given that copying settings between real loaders does not change loader type, i made copying settings onto a loader ghost to also not change loader type. Issue will be fixed in 2.0.67.
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