I was using a blueprint with concrete and hazard concrete, when I clicked it to place it the game crashed to the desktop.
It happens every time I try to use it.
If I remove the hazard concrete, the blueprint works fine and there is no crash.
[Lou][2.0.9] Crash using a blueprint with shift+click.
[Lou][2.0.9] Crash using a blueprint with shift+click.
- Attachments
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- factorio crash.mp4
- (1.2 MiB) Downloaded 13 times
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- Oct24-vanilla2.0.zip
- (8.49 MiB) Downloaded 6 times
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- factorio-current.log
- (7.63 KiB) Downloaded 8 times
Re: [2.0.9] Crash using a blueprint with shift+click.
Could you please provide the causing blueprint? (Either as an import string or to have it in a save)
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
Not sure if 100% the same.
But the server / game also crashes when I had a hazard concrete placed and marked for destruction.
Then try to Copy over that concrete with other hazard concrete facing in a different direction.
Crashes instantly.
Stacktrace:
But the server / game also crashes when I had a hazard concrete placed and marked for destruction.
Then try to Copy over that concrete with other hazard concrete facing in a different direction.
Crashes instantly.
Stacktrace:
Code: Select all
11.567 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7c50fa8c604f
/opt/gcc-13.2.0/include/c++/13.2.0/bits/unique_ptr.h (99): std::default_delete<Entity>::operator()(Entity*) const
/opt/gcc-13.2.0/include/c++/13.2.0/bits/unique_ptr.h (404): std::unique_ptr<Entity, std::default_delete<Entity> >::~unique_ptr()
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_construct.h (88): void std::destroy_at<std::unique_ptr<Entity, std::default_delete<Entity> > >(std::unique_ptr<Entity, std::default_delete<Entity> >*)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_construct.h (149): void std::_Destroy<std::unique_ptr<Entity, std::default_delete<Entity> > >(std::unique_ptr<Entity, std::default_delete<Entity> >*)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_construct.h (163): void std::_Destroy_aux<false>::__destroy<std::unique_ptr<Entity, std::default_delete<Entity> >*>(std::unique_ptr<Entity, std::default_delete<Entity> >*, std::unique_ptr<Entity, std::default_delete<Entity> >*)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_construct.h (196): void std::_Destroy<std::unique_ptr<Entity, std::default_delete<Entity> >*>(std::unique_ptr<Entity, std::default_delete<Entity> >*, std::unique_ptr<Entity, std::default_delete<Entity> >*)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/alloc_traits.h (947): void std::_Destroy<std::unique_ptr<Entity, std::default_delete<Entity> >*, std::unique_ptr<Entity, std::default_delete<Entity> > >(std::unique_ptr<Entity, std::default_delete<Entity> >*, std::unique_ptr<Entity, std::default_delete<Entity> >*, std::allocator<std::unique_ptr<Entity, std::default_delete<Entity> > >&)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_vector.h (1934): std::vector<std::unique_ptr<Entity, std::default_delete<Entity> >, std::allocator<std::unique_ptr<Entity, std::default_delete<Entity> > > >::_M_erase_at_end(std::unique_ptr<Entity, std::default_delete<Entity> >*)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/stl_vector.h (1603): std::vector<std::unique_ptr<Entity, std::default_delete<Entity> >, std::allocator<std::unique_ptr<Entity, std::default_delete<Entity> > > >::clear()
/tmp/factorio-build-wlUFwi/src/Entity/ToDeleteList.cpp (33): ToDeleteList::clear()
/tmp/factorio-build-wlUFwi/src/Map/Map.cpp (1373): Map::removeEntitiesStagedForDeletion()
/tmp/factorio-build-wlUFwi/src/Map/Map.cpp (1473): Map::applyStagedChanges()
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (75): InputSource::flushToListeners(InputAction const&, bool)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (67): InputSource::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (176): NetworkInputHandler::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (55): InputSource::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (124): NetworkInputHandler::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (116): NetworkInputHandler::tryToApplyNextTickClosure()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (756): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (744): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/MultiplayerManagerBase.cpp (166): MultiplayerManagerBase::updateMultiplayerInput()
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1382): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1205): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (647): MainLoop::mainLoopStepHeadless(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (407): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (295): hostMultiplayerGameInternal(cxxopts::ParseResult const&, bool)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (350): CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)
/tmp/factorio-build-wlUFwi/src/Main.cpp (705): fmain(int, char**)
/tmp/factorio-build-wlUFwi/src/Main.cpp (1347): main
../sysdeps/nptl/libc_start_call_main.h (58): __libc_start_call_main
../csu/libc-start.c (360): __libc_start_main_impl
_start
0xffffffffffffffff
Stack trace logging done
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
Okay it's the blueprint and not the copy over.
Somehow I placed 8 Hazard Concrete in a 2x2 tile:
Placing this instantly crashes the server.
Somehow I placed 8 Hazard Concrete in a 2x2 tile:
Code: Select all
0eNqlktEKwjAMRf8lzx3YubWsvyI+1C1uga4bbRV19N/tFPRFEexbSHLuzYUscDAnnB3ZAGoBaifrQe0W8NRbbdae1SOCgkHftOuKtNA6DAiRAdkOL6B43DMIZPBJzpOnQJNd2TQttqVkcE2FrGWCPssVjvohJNF/eYPHb7jItBd59q/rRWZ6kZdeZKb/aZ++gAKOaf7+KQZndP4hWIuyqZqmrjac862M8Q4M080x
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
I am not able to reproduce any crash with those blueprints with any kind of shift+click building. Are you able to reproduce it on a fresh save file?
If you want to get ahold of me I'm almost always on Discord.
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
Yes, fresh save and it also crashes instantly once you press shift+click.
Fresh installation also aswell, no mods.
Fresh installation also aswell, no mods.
- Attachments
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- crash2.mp4
- (5.85 MiB) Downloaded 9 times
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
Most likely the issue of multiple hazzard concretes on the same spot in a blueprint (which gets fixed on string import, hence no reproduction from blueprint string).
If you send a save with a blueprint in-game I can verify it is indeed the same issue. (or you can just count the displayed hazzard concretes vs the sum)
Also (assuming I am correct), exporting and reimporting the blueprint should fix it for your purposes.
If you send a save with a blueprint in-game I can verify it is indeed the same issue. (or you can just count the displayed hazzard concretes vs the sum)
Also (assuming I am correct), exporting and reimporting the blueprint should fix it for your purposes.
Re: [Lou][2.0.9] Crash using a blueprint with shift+click.
You are correct in everything.
The copied string has 383 hazard concrete vs 390 of the original blueprint.
Using the copied string works perfectly.
Thank you!
The copied string has 383 hazard concrete vs 390 of the original blueprint.
Using the copied string works perfectly.
Thank you!