Since it didn't occur before, it's possible that the crash is related to the change in behavior for inserters inserting spoilage into captive biter spawners.
Unfortunately, I am unsure of which item spoiled nor in which machine, so the best I can do is share my entire main save file. I have also been using many mods, including various custom patches, and a mod or two present locally that isn't on the portal. I'm uncertain how I can force Factorio to load only with officially published mods, but hopefully the crash would still happen as none of the local patches add additional items, machines, or recipes. If not, at least I can provide the backtrace along with the rest of the log.
As it is a segfault, I should also mention that I am running the game through Steam on Linux 6.15.0, NixOS 25.11, X86_64. This probably isn't needed, but better save than sorry.
Save file: https://drive.google.com/file/d/16yC7yK ... sp=sharing
Backtrace:
Code: Select all
1118.971 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util/StacktraceToStream.cpp (60): printStacktraceToStream
src/Util/Logger.cpp (334): writeStacktrace
src/Util/Logger.cpp (379): logStacktrace
src/Util/CrashHandler.cpp (181): writeStackTrace
src/Util/CrashHandler.cpp (644): commonSignalHandler
src/Util/CrashHandler.cpp (652): SignalHandler
0x7fa01f24146f
src/Entity/CraftingMachine.cpp (1458): fallbackToTrashSlots
src/Entity/CraftingMachine.cpp (946): onStackSpoiled
src/Item/ItemStack.cpp (707): spoil
src/Item/Item.cpp (63): spoil
src/Item/ItemSpoilQueue.cpp (115): updateBuckets
src/Item/ItemSpoilQueue.cpp (92): update
src/Map/Map.cpp (1357): updateEntities
src/Map/Map.cpp (1251): update
src/Game.cpp (175): update
src/Scenario/Scenario.cpp (1217): update
src/Scenario/Scenario.cpp (1130): updateStep
src/MainLoop.cpp (1477): gameUpdateStep
src/MainLoop.cpp (1272): gameUpdateLoop
/opt/gcc-13.2.0/lib/gcc/x86_64-pc-linux-gnu/13.2.0/../../../../include/c++/13.2.0/bits/std_function.h (591): operator()
src/Util/WorkerThread.cpp (70): loop
/tmp/tmp.dlP10F34z6/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine
start_thread
__clone3
0xffffffffffffffff
Stack trace logging done
1121.807 Error CrashHandler.cpp:190: Map tick at moment of crash: 86290098
- What did I do
- Seemingly nothing while an item somewhere in the factory spoils
- What happened
- Segmentation fault
- What did I expect to happen instead?
- The game to keep running normally while the item that spoiled silently gets moved to its machine's trash slot to be taken away somewhere
- Does it happen always, once, or sometimes?
- I attempted to replicate it once, and it crashed on the exact same world tick as the first time