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[StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
Posted: Thu Feb 06, 2025 9:44 pm
by teemu
Factorio crashes on map load with the attached save. I'm running on Linux, Debian 12.
Load without syncing mods (this save is a small menu simulation I thought to attach with a mod I'm still working on).
I don't know what happened to make this start crashing all of the sudden, but the error message mentions segmented units, so I wonder if this has something to do with that I first generated planets with the map editor and then deleted vulcanus, gleba and aquilo.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 07, 2025 1:45 pm
by StrangePan
Hey, sorry about that. Here's your patched save. I wasn't able to download fusion-labs from the mod portal, so some things may be broken. I attached a screenshot that shows what was lost as a result.
Thank you for the report. I'll work on fixing the bug so that other maps don't get corrupted as yours did. If you encounter this issue again, please update this thread.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 07, 2025 1:48 pm
by StrangePan
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 07, 2025 3:06 pm
by StrangePan
The issue should be fixed in 2.0.35.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 1:42 am
by GlassBricks
Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 9:37 am
by StrangePan
GlassBricks wrote: Fri Feb 21, 2025 1:42 am
Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
Is this save based on the "fixed" version from
this post?
Either way you raise a good point that the game should probably attempt to repair saves from the affected versions. I'll manually fix the save you've attached.
Edit: 2.0.36+ will automatically repair saves that have been put into an inconsistent state due to this issue.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 11:03 am
by StrangePan
GlassBricks wrote: Fri Feb 21, 2025 1:42 am
Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
Here's a repaired copy of your save that loads correctly on 2.0.34.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 5:13 pm
by GlassBricks
Thanks for the fix!
Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.
In any case there weren't any issues loading the saves until updating to the new version.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 7:44 pm
by StrangePan
The reason the issue was only encountered after updating is because by default, consistency checks are only run if prototypes are changed, such as can happen when updating the game or enabling/disabling a mod, when in fact the inconsistency may have been introduced many hours before.
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Fri Feb 21, 2025 10:01 pm
by danischu
I've got the same exact issue. Just that i've encountered it only with the 2.0.35 update as well and almost wrote a seperate bug report.
I'm running on Linux as well, Manjaro 12.
Specifically it's a Sandbox-Save to build new Space-Platforms/Ships.
It's got the same characteristics as described previously:
In 2.0.34 the save (and related autosaves) loads only after the .35 update the game crashes on migrating objects / inconsitency check.
So far i've only had this happen with the attached save-files.
Could you please give instructions on how to patch an affected save file or rescue mine as well?
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Posted: Sat Feb 22, 2025 10:29 am
by StrangePan
Here ya go. I gotta correct the inconsistency using a custom build based on the save version. 2.0.36 should automatically do this once it's released.