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[Rseding91] [0.15.35] Remove achievement prototype -> crash on load save

Posted: Fri Oct 20, 2017 11:30 am
by eradicator
Attempting to load a savegame after removing all entries from an achivement prototype crashes the game.

For example:

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data.raw['construct-with-robots-achievement'] = nil
The log says:

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Attempt to use different prototype to traverse save of already removed entity called "you-are-doing-it-right" failed.There is no other prototype of the same type (construct-with-robots-achievement) to be used to load the entity.
Demo mod is attached.

Re: [Rseding91] [0.15.35] Remove achievement prototype -> crash on load save

Posted: Fri Oct 20, 2017 8:51 pm
by Rseding91
Thanks for the report. That's working as intended (and an error and going back to the menu isn't crashing :P).

However, I'll see about adding support to disable all achievements for 0.16.

Re: [Rseding91] [0.15.35] Remove achievement prototype -> crash on load save

Posted: Fri Oct 20, 2017 11:55 pm
by eradicator
Support to disable them all would be greatly appreciated. :) If there was a prototype flag for it there would be no need to actually remove them i guess.


For completitions sake some additional comment:
It's not "going back to the menu", that error message is extracted from the the log file after APPCRASH (windows dialogue).
Checking again...ok, the mod actually only demonstrates a "normal" crash with a standard factorio "Error" dialogue asking to solve the problem by sending the log. Initially i just nil'ed all prototypes in the loop (in data-final-fixes.lua) and that caused an appcrash on loading a savegame.

So change to something like this:

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--fumble with existing achievements
for _,typ in pairs(alist) do  
  data.raw[typ] = nil
  end