Hello,
I'm a couple hundred hours into a Seablock run. I have the official Seablock mods, plus LTN and Crafting Combinator Xeraph's Fork. I've had LTN since the beginning, and Crafting Combinator Xeraph's Fork has been installed for dozens of hours, so there's not any new mods that may be causing this.
I don't exactly know what happened, but it's crashing. I have a save from a few seconds before it crashes, loading it up it immediately crashes.
Here's a copy of my Factorio folder with all the unrelated saves taken out.
I had just placed a filter inserter and a liquefier. I assume this is related to the 1.1.95 update that I just got. I was able to play for about 10 minutes before this crash happened. All I managed to do was place a few assemblers, send belts to them, plop down a liquefier, and add a few inserters. I'm not sure if the crash is caused by something I did or what.
Crash in Seablock after 1.1.95 update
Re: Crash in Seablock after 1.1.95 update
Thanks for the report. This is related to the 1.1.95 release. It's crashing due to a miss-managed floating point value in the hand-crafting recipe calculation logic in the engine. Specifically one or more recipes defined by the mods you're using is trying to figure out how to craft over 4 billion of some prerequisite ingredient.
The issue is fixed for the 1.1.96 release but I'm not quite sure when it will be released (later today or if not hopefully early tomorrow).
The issue is fixed for the 1.1.96 release but I'm not quite sure when it will be released (later today or if not hopefully early tomorrow).
If you want to get ahold of me I'm almost always on Discord.
Re: Crash in Seablock after 1.1.95 update
You guys are the absolute best. Supporting arbitrarily modded versions with stuff that is completely unreasonable - like why anything requires over 4 billion of anything - and getting back within mere minutes.
I'm buying another t-shirt, haha.
I'm buying another t-shirt, haha.
Re: Crash in Seablock after 1.1.95 update
Out of curiosity, did you see what recipe that was? I don't think I was hand-crafting anything, and certainly nothing with 4 billion prerequisites of anything.
Re: Crash in Seablock after 1.1.95 update
It's the methanol gas recipe. Specifically since there's a recipe called "Forage for cellulose fiber" which crafts cellulose fiber out of nothing it is trying to figure out how many of the Methanol gas recipe it can craft. It just kept going since the ingredients were possible to get for free and eventually went over the limits of what hand crafting can handle.
I suspect if "allow as intermediate" https://lua-api.factorio.com/latest/pro ... termediate was set to false on the forage for cellulose fiber recipe it would resolve the issue until the full fix is released.
I suspect if "allow as intermediate" https://lua-api.factorio.com/latest/pro ... termediate was set to false on the forage for cellulose fiber recipe it would resolve the issue until the full fix is released.
If you want to get ahold of me I'm almost always on Discord.
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Re: Crash in Seablock after 1.1.95 update
Here's a possibly related crash, that occurs in 1.1.95 (but not 1.1.94):
I'm abusing a rail-remnants prototype to get a simple entity with the collision box of a curved rail.
Making an educated guess from the stack trace, changing the time_to_live of that prototype from max 32-bit int (the type documented in the api) to a smaller value removed the crash.
This should probably cause a handled exception instead.
... file attachment's aren't working, so here's the log:
I'm abusing a rail-remnants prototype to get a simple entity with the collision box of a curved rail.
Making an educated guess from the stack trace, changing the time_to_live of that prototype from max 32-bit int (the type documented in the api) to a smaller value removed the crash.
This should probably cause a handled exception instead.
... file attachment's aren't working, so here's the log:
Code: Select all
0.000 2023-11-07 11:44:58; Factorio 1.1.95 (build 61833, linux64, full)
0.019 Operating system: Linux (Pop 22.04)
0.019 Program arguments: "/usr/share/factorio/bin/x64/factorio" "--load-scenario" "factorio-test/Test" "--cache-sprite-atlas" "true" "--graphics-quality" "low" "-c" "/media/bigdrive/IdeaProjects/StagedBlueprintPlanning/factorio-test-data/config.ini" "--mod-directory" "/media/bigdrive/IdeaProjects/StagedBlueprintPlanning/factorio-test-data/mods/" "--instrument-mod" "debugadapter" "--check-unused-prototype-data"
0.019 Config path: /media/bigdrive/IdeaProjects/StagedBlueprintPlanning/factorio-test-data/config.ini
0.019 Read data path: /usr/share/factorio/data
0.019 Write data path: /media/bigdrive/IdeaProjects/StagedBlueprintPlanning/factorio-test-data [1536284/1812177MB]
0.019 Binaries path: /usr/share/factorio/bin
0.022 System info: [CPU: AMD Ryzen 7 5800X 8-Core Processor, 16 cores, RAM: 32007 MB]
0.022 Environment: DISPLAY=:1 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=pop XDG_SESSION_DESKTOP=pop XDG_CURRENT_DESKTOP=Unity __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.022 Display options: [FullScreen: 0] [VSync: 0] [UIScale: custom (125.0%)] [Native DPI: 1] [Screen: 0] [Special: lmw] [Lang: en]
1.735 Video driver: x11
1.735 Available displays: 2
1.735 [0]: LG HDR QHD 32" - {[0,0], 1440x2560, SDL_PIXELFORMAT_RGB888, 60Hz}
1.735 [1]: LG QHD 31" - {[1440,917], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz}
1.937 Initialised OpenGL:[0] NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2; driver: 3.3.0 NVIDIA 535.113.01
1.937 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes
1.937 [Version] 3.3
1.937 Graphics settings preset: very-high
1.937 Dedicated video memory size 6144 MB
1.951 Graphics options: [Graphics quality: normal] [Video memory usage: all] [DXT: high-quality] [Color: 32bit]
1.951 [Max threads (load/render): 32/14] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: low] [Other: stDCWT] [B:0,C:0,S:100]
1.960 [Audio] Backend:SDL(default); Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
2.047 Loading mod settings debugadapter 1.1.37 (instrument-settings.lua)
2.070 Loading mod settings debugadapter 1.1.37 (settings.lua)
2.071 Loading mod settings factorio-test 1.0.2 (settings.lua)
2.073 Loading mod settings PickerDollies 1.2.6 (settings.lua)
2.073 Loading mod settings bp100 0.25.3 (settings.lua)
2.076 Loading mod core 0.0.0 (data.lua)
2.100 Loading mod settings debugadapter 1.1.37 (instrument-data.lua)
2.102 Loading mod base 1.1.95 (data.lua)
2.200 Loading mod WiderNoticeTextBoxes 1.1.0 (data.lua)
2.205 Loading mod factorio-test 1.0.2 (data.lua)
2.210 Loading mod PickerDollies 1.2.6 (data.lua)
2.216 Loading mod bp100 0.25.3 (data.lua)
2.223 Loading mod base 1.1.95 (data-updates.lua)
2.227 Loading mod bp100 0.25.3 (data-updates.lua)
2.233 Loading mod bp100 0.25.3 (data-final-fixes.lua)
2.285 Checksum for core: 2152183905
2.285 Checksum of base: 1215362964
2.285 Checksum of debugadapter: 1935600697
2.285 Checksum of WiderNoticeTextBoxes: 3914411874
2.285 Checksum of factorio-test: 527632488
2.285 Checksum of stdlib: 0
2.285 Checksum of PickerDollies: 455736647
2.285 Checksum of bp100: 4021872455
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-b72gSY/src/Util/Logger.cpp (336): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*)
/tmp/factorio-build-b72gSY/src/Util/Logger.cpp (346): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-b72gSY/src/Util/Logging.cpp (101): Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [clone .constprop.0]
/tmp/factorio-build-b72gSY/src/Util/Logging.cpp (93): Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, char const*, ...) [clone .constprop.0]
/tmp/factorio-build-b72gSY/src/FloatCast.hpp (63): std::enable_if<(!(is_same_v<bool, int>))&&(is_integral_v<int>), int>::type float_cast<int>(float)
/tmp/factorio-build-b72gSY/src/Entity/CorpsePrototype.cpp (82): CorpsePrototype::CorpsePrototype(PropertyTree const&)
/tmp/factorio-build-b72gSY/src/Entity/RailRemnantsPrototype.cpp (28): RailRemnantsPrototype::RailRemnantsPrototype(PropertyTree const&)
/tmp/factorio-build-b72gSY/src/Entity/RailRemnantsPrototype.cpp (69): RailRemnantsPrototype::load(PropertyTree const&)
/tmp/factorio-build-b72gSY/src/ID/PrototypeList.cpp (29): PrototypeList<EntityPrototype>::executeLoader(EntityPrototype* (*)(PropertyTree const&), PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
/tmp/factorio-build-b72gSY/src/Data/PrototypeLoader.cpp (31): auto PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}::operator()<PropertyTree const, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const>(PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const
/opt/gcc-12.2.0/include/c++/12.2.0/bits/invoke.h (61): void std::__invoke_impl<void, PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&>(std::__invoke_other, PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/invoke.h (111): std::enable_if<is_invocable_r_v<void, PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&>, void>::type std::__invoke_r<void, PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&>(PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/std_function.h (290): std::_Function_handler<void (PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&), PrototypeLoader::registerLoader<EntityPrototype>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&&, EntityPrototype* (*)(PropertyTree const&))::{lambda(auto:1&, auto:2&)#2}>::_M_invoke(std::_Any_data const&, PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/std_function.h (591): std::function<void (PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)>::operator()(PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const
/tmp/factorio-build-b72gSY/src/Data/PrototypeLoader.cpp (288): PrototypeLoader::loadPrototypeForType(std::function<void (PropertyTree const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)> const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, PropertyTree const&)
/tmp/factorio-build-b72gSY/src/Data/PrototypeLoader.cpp (74): PrototypeLoader::loadPrototypes(PropertyTree const&, PropertyTree const&)
/tmp/factorio-build-b72gSY/src/Data/ModManager.cpp (839): ModManager::loadModPrototypes(PropertyTree&, PropertyTree const&) [clone .constprop.0]
/tmp/factorio-build-b72gSY/src/Data/ModManager.cpp (1244): ModManager::processMods(PropertyTree&, PropertyTree const&)
/tmp/factorio-build-b72gSY/src/Data/ModManager.cpp (558): ModManager::loadData(bool)
/tmp/factorio-build-b72gSY/src/GlobalContext.cpp (557): GlobalContext::init(bool, bool, bool, std::optional<WindowPositionData>) [clone .constprop.0] [clone .isra.0]
/tmp/factorio-build-b72gSY/src/MainLoop.cpp (297): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-b72gSY/src/Main.cpp (1267): main
../sysdeps/nptl/libc_start_call_main.h (58): __libc_start_call_main
../csu/libc-start.c (392): __libc_start_main_impl
0x780ea2
0xffffffffffffffff
Stack trace logging done
2.568 Error FloatCast.hpp:63: 2147483648.000000 > 2147483520.000000
2.568 Error CrashHandler.cpp:641: Received 6
Logger::writeStacktrace skipped.
2.568 Error Util.cpp:100: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
4.098 Error CrashHandler.cpp:639: Received SIGSEGV
Logger::writeStacktrace skipped.
4.098 Error Util.cpp:100: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
Re: Crash in Seablock after 1.1.95 update
Damn you guys are absolute legends ! just figure out the crash on my seablock game was from opening petrochem craft menu and i was about to post my very first bug report
Guess the sulfur processing can wait the next patch, its time to sleep anyway
Keep the good work we all love it
Guess the sulfur processing can wait the next patch, its time to sleep anyway
Keep the good work we all love it
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Re: Crash in Seablock after 1.1.95 update
I am also experiencing this same crash on 1.1.95 in SeaBlock after the update. It happens when clicking on "Bioprocessing Nauvis" recipe tree. The crash is consistent and happens every time in 1.1.95. It does not occur in 1.1.94 when I reverted and loaded from autosave.
- Attachments
-
- factorio-previous.log
- Crashed second time time
- (23.75 KiB) Downloaded 48 times
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- factorio-current.log
- Crashed first time
- (22.26 KiB) Downloaded 42 times
Re: Crash in Seablock after 1.1.95 update
I have the same crash. I cant use the Petrochem-Tab or the Algae-Tab.
Do you walk into more problems, or do you have a prognose for the Release of 1.1.96? Thank you guys in advance!
Greetings
Ivansson
Do you walk into more problems, or do you have a prognose for the Release of 1.1.96? Thank you guys in advance!
Greetings
Ivansson