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[boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Fri Feb 21, 2025 11:18 am
by Octet
Whilst using the Blueprint Sandboxes mod, in the sandbox, ghost dragging a belt over an underground belt causes the game to crash. This issue was not happening before, but I'm unsure what changed to cause this.

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 10:38 am
by Akino_Ovsky
Got this exact same crash in that creative world mod twice now, It may be related to that? (2.0.41)
Crash 2.jpg
Crash 2.jpg (315.22 KiB) Viewed 338 times

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 10:53 am
by boskid
Given that both of those logs contain mods, i will need a save file on which i could reproduce this bug because i suspect there may be scripts involved in the crash.

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 11:15 am
by Akino_Ovsky
Was gonna send the map save at first, forgot lol

I've noticed that it's not just ghost dragging but more where it would replace an underground that's already there (may also be due to the replaced belt being going the other direction)

Edit: I think it is due to going under something, so far I've noticed a trend of it being Beacons
photo_2025-03-15_06-19-59.jpg
photo_2025-03-15_06-19-59.jpg (13.59 KiB) Viewed 304 times
Shift+B to open the sandbox
World File: https://drive.google.com/file/d/1w14mBI ... drive_link (45mb)

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 11:39 am
by Akino_Ovsky
Tested again, This time with only space age (and the two DLC "mods"), and the Sandbox

Crashes only with Green belts and even then not every time, Couldn't get a screenshot but not sure it really applies
Also does not require it to be going under a beacon as I mentioned previously

Posted test world and the log

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 11:45 am
by boskid
Thanks for the report. Issue is now fixed for 2.0.42. Issue was that one of the mods (blueprint sandboxes) was reviving ghosts as soon they were placed and this interfers with part of the smart belt building logic. One piece of smart belt building logic was not checking if entity was invalidated (for example when it was revived by script) and so the crash happened.

Re: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Posted: Sat Mar 15, 2025 11:49 am
by Akino_Ovsky
Sweet, glad to be of help

Always fun when something weird finds a niche way to crash the game