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[0.12.12] [kovarex] Save and Autosave crash

Posted: Wed Oct 21, 2015 6:35 am
by MakiabelMFE
Fixed, for now
Alright, after some time checking everything again, apparently every mod wasn't working perfectly, after some trial and error Natural Evolution among other mods were causing the game to crash after loading the save. As soon as I disabled them all saves are working perfectly.
Sorry to bother!
I'm not entirely sure as if this is a game mechanic and I just misunderstood something, but I thought that even though you might die you can always load back from a back up save.

Anyway, looking forward to hearing back about it! Thank you for taking the time to read!.

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 11:57 am
by waduk
Have similar issue with different mod, it's mod problem due 0.12.11+ changes, crashing a on loading from newly saved file, you didn't have to die to test this.
Just save the file manually then re-load it, if it crash then it's not game-mechanic/autosave related bug, isn't it ?
Obviously if you want to test it, don't overwrite your current save file !

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 2:28 pm
by Adil
Mine happens during loading saves.
A mod named commandcontrol causes it.
crashlog
The code which might be related is
code

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 2:48 pm
by Adil
MakiabelMFE wrote: Natural Evolution among other mods
Is natural evolution even updated to 12.11? Could you list other mods that are causing this?

Edit: whoops, doublepost? Doublepost!
I'v modified the mod code to see which action caused the crash and got zero results:
code

The stdoutput didn't have any of those added messages:
Log
Though in this log there's this "terminate called after throwing an instance of 'lua_longjmp*' " line

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 2:56 pm
by waduk
Adil wrote:
MakiabelMFE wrote: Natural Evolution among other mods
Is natural evolution even updated to 12.11? Could you list other mods that are causing this?
You're not replying to me, but i'm gonna answer it anyway.

Mine was AutoTrash 0.0.51, but it has been fixed in 0.0.52

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 3:03 pm
by kovarex
Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 3:09 pm
by MakiabelMFE
Adil wrote:...
Hey, thanks for answering!. As far as I've read on Natural Evolution's board, it should be working as I understand. As of right now, all of NE's mods and Autofill, Autotrash (0.0.52 fixed it already though), BigWoodenPowerpole, Command Control, Cyberchest, F-Item Destroyer, FastFilterFill, ForceFields, Guntrains, Personal Roboport Fix and UniqueBacker Names.

Some of these are disabled because they haven't been updated yet. Though, some, as NE's actually load just fine but as soon as it was disabled every save went back to normal. (on top of disabling the already listed others).

So it might be another one, but I'm not sure. Been playing for 2 hours straight already with those mods disabled and no issues at all, can save and load just fine.

kovarex wrote:Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.
Sure!, I'll do that asap, I'll edit this comment when I got them all.

Alright here's a .zip with the mods I have disabled, as of right now, everything running smoothly. (Besides waiting on some localised.name updates for other mods but no issues still)

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 3:17 pm
by Choumiko
kovarex wrote:Could you upload the faulty versions of some of the mods? I need to find out why are they crashing the game.
As for AutoTrash it was https://github.com/Choumiko/AutoTrash/a ... 0.0.51.zip
I did screw up copy/pasting:

Code: Select all

 global["logistics-config"][player.name] = global["logistics-config"] or {}
It's called in on_player_created (global["logistics-config"] is set to {} beforehand). A serpent.dump after starting a new game had something along

Code: Select all

global["logistics-config"].Choumiko = global["logistics-config"]
at the end. Looks like some sort of circular thing could happen when Factorio tries to load that after saving the first time.
Crash log ended before writing a stacktrace.

Re: [0.12.12] Save and Autosave crash

Posted: Wed Oct 21, 2015 3:29 pm
by Adil
Aww shoot, there appears to be several touched by me:
commandcontrol_1.1.2.zip
(8.46 KiB) Downloaded 270 times
- there was a clumsy update attempt of a code I don't really understand, can't provide much support. I guess 'll understand if no one will wish to dive into this either.
Unlimited_upgrades_file_was_here - this one was crashing due to pcall bug covered in other thread. (And a bunch of typos during testing :? ) I guess I'll take it down as unneeded distraction.
Guntrains seem to be working properly though.
Sorry if not informative, got to go.

Re: [0.12.12] [kovarex] Save and Autosave crash

Posted: Wed Oct 21, 2015 3:45 pm
by kovarex
Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.

Re: [0.12.12] [kovarex] Save and Autosave crash

Posted: Thu Oct 22, 2015 7:48 am
by cube
I think this might be two unrelated bugs at the same time. The stack trace looks suspiciously similar to https://forums.factorio.com/forum/vie ... =7&t=17208 duplicates.

Re: [0.12.12] [kovarex] Save and Autosave crash

Posted: Thu Oct 22, 2015 9:39 am
by kovarex
kovarex wrote:Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.
Thanks for the help, the issue is now fixed, and the above structure is working properly and loadable in 0.12.13

Re: [0.12.12] [kovarex] Save and Autosave crash

Posted: Thu Oct 22, 2015 9:54 am
by MakiabelMFE
kovarex wrote:
kovarex wrote:Ok, so I found out that this code is enough:

Code: Select all

/c global.table = {}
/c global.table["hello"] = global.table
Once this is saved, it can't be loaded. I will take a look.
Thanks for the help, the issue is now fixed, and the above structure is working properly and loadable in 0.12.13
That's awesome, thanks a lot for the quick response! that was pretty fast!.