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[1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 8:26 am
by Lora312213
Game crashes and this is the file that the game told me to send.

I just pressed new game, freeplay, turned off cliffs, biters and pollution. and put on infinite research.
during the map generation the game crashed.

Re: Game crash

Posted: Wed Feb 14, 2024 8:40 am
by Lora312213
I've tested the mods and it seems like "circuit processing" mod is making the crash

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 10:35 am
by Loewchen
Post a small save to sync mods please.

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 10:52 am
by Lora312213
since i cant load a map, i cant save the game. if there is any other way to sync the mods, tell me.

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 10:59 am
by Loewchen
You should be able to just load any small old save and re save it with the breaking mod load out.

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 11:20 am
by Bilka
The mod list from the log file should be enough to debug that part, however I think it would be useful if you could post your blueprint library (blueprint-storage.dat).

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 11:23 am
by Lora312213
old save. before only the waterfill mod was in the save.

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 11:28 am
by Lora312213
here is my blueprint libary.

Re: [1.1.101] Crash in map generation, ID.cpp check fails

Posted: Wed Feb 14, 2024 2:16 pm
by Rseding91
I'm not able to reproduce the crash with the given mods and blueprint storage. However, I have seen this exact crash in master (2.0) earlier this week and found and addressed the underlying issue there.

The reproduction for it to crash is:

* Have some existing save file with entities
* Update one or more mod(s) having them remove at least 1 entity
* Have a new migration file added to a mod that migrates a still-valid entity to the removed entity
* Have at least 1 of the migrated-from entities in a blueprint

The fix in 2.0 is to silently disallow migrating entities to to-be-removed entities since that's functionally the same as removing the migrated-from entity and just letting it be removed.