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[0.12.0] Game crash after rotating blueprint (reproducable)

Posted: Sat Jul 18, 2015 5:59 pm
by deku
log file
In the current save I have been able to 100% reproduce the crash (about 5-6 times now).

It happens when I use an empty blueprint, select the two chemical plants including their pipes (seen in the screenshots), save the blueprint, and when I am about to place it I try to rotate it with "R". Then the game crashes.


Save game:
https://www.dropbox.com/s/nzxoiuog2cu97 ... t.zip?dl=0

Re: [0.12.0] Game crash after rotating blueprint (reproducable)

Posted: Tue Jul 21, 2015 1:29 am
by Sandman2003
I have the same issue - totally different things int he blueprint, totally reproduce-able. _ Mine was splitters, underground belt, belt and a substation.

StackTrace on Blueprint Rotation Crash

Posted: Wed Jul 22, 2015 3:13 pm
by Giggity0ne45
It seems that blueprints will crash upon rotating them when they have underground belts. Note that the world I used was converted to 0.12.0 save format from 0.11.22.

Some testing notes:
  • Creating a blueprint with an underground belt, and then rotating it will crash the game.
  • The type of underground belt does not matter
WorldFile
https://drive.google.com/file/d/0B_Fgnm ... sp=sharing

Factorio Logfile

Code: Select all

   0.000 2015-07-22 10:35:08; Factorio 0.12.0 (Build 0, win64)
   0.001 Operating system: Windows 8 
   0.001 Read data path: C:/Users/[REDACTED]/Desktop/Factorio/Factorio_0.11.22/data
   0.001 Write data path: C:/Users/[REDACTED]/Desktop/Factorio/Factorio_0.11.22
   0.001 Binaries path: C:/Users/[REDACTED]/Desktop/Factorio/Factorio_0.11.22/bin
   0.039 Initialised Direct3D: Intel(R) HD Graphics 4600; driver: igdumdim64.dll 10.18.10.3304
   0.064 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all]
   0.130 Loading mod core 0.0.0 (data.lua)
   0.133 Loading mod base 0.12.0 (data.lua)
   0.691 Initial atlas bitmap size is 8192
   0.701 Created atlas bitmap 8192x8192
   0.702 Created atlas bitmap 8192x6963
  11.562 Info Updater.cpp:720: Downloading https://www.factorio.com/updater/get-available-versions?username=Giggity0ne45&token=<private>&apiVersion=2
  12.300 0 packages available to download (experimental updates enabled).
  12.322 Factorio initialised
  15.631 Loading map C:/Users\[REDACTED]\Desktop\Factorio\Factorio_0.11.22\saves\Beao_0.12.zip
  15.722 Info Scenario.cpp:160: Map version 0.12.0-36
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\temp\factorio-f4dbd67d\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\temp\factorio-f4dbd67d\src\util\logger.cpp (283): Logger::writeStacktrace
c:\temp\factorio-f4dbd67d\src\util\logger.cpp (337): Logger::logStacktrace
c:\temp\factorio-f4dbd67d\src\util\crashhandler.cpp (79): CrashHandler::writeStackTrace
c:\temp\factorio-f4dbd67d\src\util\crashhandler.cpp (137): CrashHandler::SignalHandler
f:\dd\vctools\crt\crtw32\misc\winxfltr.c (372): _XcptFilter
f:\dd\vctools\crt\crtw32\startup\threadex.c (378): _callthreadstartex$filt$0
f:\dd\vctools\crt\crtw32\misc\amd64\chandler.c (162): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB12EB3F0D)
00007FFB12EB3F0D (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB12E74887)
00007FFB12E74887 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB12EB309A)
00007FFB12EB309A (ntdll): (filename not available): KiUserExceptionDispatcher
c:\temp\factorio-f4dbd67d\src\surface\surface.cpp (72): Surface::getAdvancedTileSafe
c:\temp\factorio-f4dbd67d\src\entity\heuristicentitysearch.cpp (30): HeuristicEntityIterator::HeuristicEntityIterator
c:\temp\factorio-f4dbd67d\src\entity\transportbeltconnectable.cpp (216): TransportBeltConnectable::connect
c:\temp\factorio-f4dbd67d\src\entity\transportbelttoground.cpp (307): TransportBeltToGround::setDirection
c:\temp\factorio-f4dbd67d\src\graphics\buildingrenderer.cpp (249): BuildingRenderer::drawEntityToBeBuilt
c:\temp\factorio-f4dbd67d\src\graphics\buildingrenderer.cpp (142): BuildingRenderer::drawBlueprintToBeBuilt
c:\temp\factorio-f4dbd67d\src\graphics\buildingrenderer.cpp (114): BuildingRenderer::prepareBuildingInGame
c:\temp\factorio-f4dbd67d\src\graphics\buildingrenderer.cpp (60): BuildingRenderer::prepare
c:\temp\factorio-f4dbd67d\src\graphics\gamerenderer.cpp (120): GameRenderer::prepareJob
c:\temp\factorio-f4dbd67d\src\gameview.cpp (754): GameView::prepareRender
c:\temp\factorio-f4dbd67d\src\game.cpp (241): Game::prepareRender
c:\temp\factorio-f4dbd67d\src\mainloop.cpp (208): MainLoop::prepare
c:\temp\factorio-f4dbd67d\src\mainloop.cpp (450): MainLoop::tickStep
c:\temp\factorio-f4dbd67d\src\mainloop.cpp (531): MainLoop::run
c:\temp\factorio-f4dbd67d\src\main.cpp (347): wmain
f:\dd\vctools\crt\crtw32\startup\crt0.c (255): __tmainCRTStartup
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB10AD13D2)
00007FFB10AD13D2 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB12E35444)
00007FFB12E35444 (ntdll): (filename not available): RtlUserThreadStart
  66.576 Error Util.cpp:45: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.


[0.12] Crash with blueprint, rails and fast underground belt

Posted: Fri Jul 24, 2015 3:05 am
by ScottyPoo
When selecting a blueprint to place which includes rails and a rail exists nearby in the horizontal or NW-SE (not vertical or NE-SW), the game crashes. The blueprint used contains rails, fast inserters, passive provider chests, medium power poles, fast transport belts, fast splitters, fast underground belts and lamps. The game also crashes when rotating this blueprint. Tested with a simpler blueprint of just rails, no crash.

Test results for multiple rails.

Yes=crash

2 horizontal yes
3 NW-SE Yes
3 horizontal yes
3 vertical no
3 NE-SW no
4 NW-SE Yes
4 horizontal yes
4 vertical no
4 NE-SW no
5 horizontal yes
6 horizontal yes
3 horizontal with a train stop yes
10 horizontal yes
15 horizontal yes

Log and save file attached. Blueprints used are in a passive provider chest to the north west of the base.

Edit: Update to testing. Removed only the fast underground belts from the blueprint. Replicated the test, inclusive of rotating the blueprint, no game crash. Then retested with original blueprint, game crash. It does seem to be related to fast underground belts.

Re: [0.12.0] Game crash after rotating blueprint (reproducable)

Posted: Fri Jul 24, 2015 5:37 am
by Koub
Topics merged : rotating blueprint with underground belt crash is resolved for the next release.