Log included as an attachment, it mentions a linked container related nullpointer. Unfortunately right now I can only reproduct it in dev, so the in-dev code for the affected mod will also be included.
This is most likely the interaction between a proxy container that is targeting a linked container that is being removed. I expected it to be cleaned up properly so my script can fix the rest when the player resets the connections. The proxy container's job is to control access to the linked container.
You need the version at this commit from orbital cannon for the reproduction.
https://github.com/Frontrider/factorio- ... tal-cannon
To make the crash dissapear, you need to go into this line:
https://github.com/Frontrider/factorio- ... es.lua#L67
and change it to:
name = "orbital-cannon-transporter-" .. planet_name,
That is how you get a 100% reproduction rate on it.
I wanted to rename this between the current and the new iteration to get the game to clean things up for me.
The rest of the mods can come from the portal, save to reproduce it:
https://drive.google.com/file/d/1EGtMQw ... sp=sharing
[2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
[2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
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- log.log
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Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Thanks for the report. This is now fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Thank you very much! I also just found that the mod can't be removed from any saves because it will crash with the same error.