[2.0.13] Crash when placing blueprint

Things that has been reported already before.
chimera1804
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[2.0.13] Crash when placing blueprint

Post by chimera1804 »

First encountered this when placing a blueprint on Vulcanus that involves gun turrets, a constant combinator, circuits, and logistics requests. Game immediately froze when I clicked to place the blueprint, and on repeated attempts would happen in map view or regular view. Originally was running 2.0.12, tried on 2.0.13 to the same results. The log file's (factorio-current) stack trace seems to indicate problems in CircuitNetwork/CircuitConnector.cpp.

factorio-current

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 131.291 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-fhAauq/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-fhAauq/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-fhAauq/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-fhAauq/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x71f38424251f
/tmp/factorio-build-fhAauq/src/CircuitNetwork/ControlBehaviorManager.cpp (113): ControlBehaviorManager::update()
/tmp/factorio-build-fhAauq/src/Map/Map.cpp (225): operator()
/opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (61): __invoke_impl<void, Map::createMultiThreadedUpdateRunner(uint32_t)::<lambda(std::initializer_list<MultithreadedUpdatable*>)>::<lambda()>&>
/opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (111): __invoke_r<void, Map::createMultiThreadedUpdateRunner(uint32_t)::<lambda(std::initializer_list<MultithreadedUpdatable*>)>::<lambda()>&>
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (290): _M_invoke
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (591): std::function<void ()>::operator()() const
/tmp/factorio-build-fhAauq/src/Util/WorkerThread.cpp (69): WorkerThread::loop()
/tmp/tmp.dlP10F34z6/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine
./nptl/pthread_create.c (442): start_thread
0x71f38432684f
0xffffffffffffffff
Stack trace logging done
 133.158 Error CrashHandler.cpp:190: Map tick at moment of crash: 7586084
 133.158 Error Util.cpp:95: 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.
Blueprint:


Other blueprints don't seem to cause freezes, and the blueprint in question also doesn't seem to cause an issue when placing it on Nauvis. When I was originally writing this report, with save file 2.0, I went to test other circumstances but, as any good bug does, once under scrutiny it stopped happening at all and I happily continued my playthrough, until a while later the game suddenly froze again, this time while standing beside a large number of placed, empty gun turrets, watching a small demolisher crawl by, and the crash occurred right when I clicked the X on the factoripedia. Looking at the logs (factorio-current2), the stack trace once again points to CircuitConnector.cpp, though a different place.

factorio-current2

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4726.886 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-fhAauq/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-fhAauq/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-fhAauq/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-fhAauq/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-fhAauq/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x77004e84251f
/tmp/factorio-build-fhAauq/src/CircuitNetwork/CircuitConnector.cpp (323): CircuitConnector::shouldActivateControlBehavior() const
/tmp/factorio-build-fhAauq/src/CircuitNetwork/Behaviors/GenericOnOffControlBehavior.cpp (135): GenericOnOffControlBehavior::computeOnOffState(MapTick)
_ZThn504_N21TurretControlBehavior7prepareE7MapTickR20MultithreadingOutput
/tmp/factorio-build-fhAauq/src/CircuitNetwork/ControlBehaviorManager.cpp (118): ControlBehaviorManager::update()
/tmp/factorio-build-fhAauq/src/Map/Map.cpp (225): operator()
/opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (61): __invoke_impl<void, Map::createMultiThreadedUpdateRunner(uint32_t)::<lambda(std::initializer_list<MultithreadedUpdatable*>)>::<lambda()>&>
/opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (111): __invoke_r<void, Map::createMultiThreadedUpdateRunner(uint32_t)::<lambda(std::initializer_list<MultithreadedUpdatable*>)>::<lambda()>&>
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (290): _M_invoke
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (591): std::function<void ()>::operator()() const
/tmp/factorio-build-fhAauq/src/Util/WorkerThread.cpp (69): WorkerThread::loop()
/tmp/tmp.dlP10F34z6/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine
./nptl/pthread_create.c (442): start_thread
0x77004e92684f
0xffffffffffffffff
Stack trace logging done
4728.727 Error CrashHandler.cpp:190: Map tick at moment of crash: 7818040
4728.727 Error Util.cpp:95: 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.
I don't have a very up to date save for this instance, but I've attached the most recent autosave (autosave2) as well.

EDIT:

After posting this I went back to try to resume my game, but now my regular save file and all three autosave slots fail to load with a deserialisation error:

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41.410 Loading map /home/nathaniel/.factorio/saves/_autosave2.zip: 16011272 bytes.
  41.420 Loading level.dat: 39849544 bytes.
  41.425 Info Scenario.cpp:178: Map version 2.0.13-1
  41.945 Warning Map.cpp:853: Map loading failed: Deserialisation error, target with id 1670762864 doesn't exist
  42.071 Error AppManagerStates.cpp:1655: Deserialisation error, target with id 1670762864 doesn't exist
If I should break this out into a second post, I'm happy to, but seems related. I've added factorio-cantload.log to the attachments.
Attachments
factorio-cantload.log
(9.29 KiB) Downloaded 13 times
_autosave2.zip
(15.27 MiB) Downloaded 13 times
factorio-current2.log
(12.83 KiB) Downloaded 14 times
2.0.zip
(15.31 MiB) Downloaded 12 times
factorio-current.log
(9.56 KiB) Downloaded 13 times
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Lou
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Re: [2.0.13] Crash when placing blueprint

Post by Lou »

Possibly related crash (prudced with analogous settings to the blueprint) when deconstructing "middle turret":

(for reproduction form included save: turn on the personal roboport)
min2.zip
(1.25 MiB) Downloaded 12 times
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boskid
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Re: [2.0.13] Crash when placing blueprint

Post by boskid »

This looks suspiciously similar to 117498, i will take a look to confirm if its the duplicate or a new issue.

-- edit:

Yes. It is duplicate of 117498 - it is related to removing turret that has wire and is connected to logistic network.
chimera1804
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Re: [2.0.13] Crash when placing blueprint

Post by chimera1804 »

Sweet, glad it's got a resolution coming :)
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