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[0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 17, 2017 2:47 am
by staviq
I have just noticed there is a point in my factory where items are not moving on a single belt past this one point.
I can hop on the belt and it will carry me past this point so the segments are for sure in the correct direction, items hovewer are standing still.
I does not show well on screenshot, but there it is, the copper/coal, first to the right of the character:

Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 17, 2017 2:50 am
by staviq
I have restarted the game, and after a coupe of seconds the copper portion of the belt started moving, but the coal side stayed still for good 30 seconds:
Only one side of belt moving:
EDIT:
This state seems reproducible, after i load the game save, it takes a bit of delay for the copper side to start moving, about 3s, and much longer for the coal side, about 25s.
EDIT 2:
It happened again, iron plate belt on the bottom left:
It might be worth noting, i can manually onstuck the belt by "Z"dropping an item on the belt segment where it's stuck, but only on the stuck side, the other side works normally.
I have suspected the "Picker extended", because it has done some weird thing with belt placement yesterday, but i have disabled it and this still happens.
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 17, 2017 3:24 am
by staviq
I have tried to find a way to reproduce and not only i got to reproduce, but i crashed the game.
Generally it goes like this:
1. have a belt fully compressed, with nothing at the end.
2. at the end, using copy tool from "cut and paste tools" mod, copy a belt lane coupe peices long, paste it at the end of the existing belt.
3. have robots build it from the ghost ( i used nanobots )
4. belt is stuck like i have described in the original post.
game crashing part:
5. remove the part of the belt lane you have copy pasted, leaving the original beclt from 1. instact.
6. take a belt piece from your inventory
7. place a single ghost at the end of belt, do not let bots build it
8. remove the ghost, have crashes.
Edit:
Debug view of a stuck belt:

Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 17, 2017 3:32 am
by staviq
Another crash trying to remove shown piece of belt:

Re: [0.16.4] Items not moving on belts (TransportBeltConnectable::disconnectGroundConnections)
Posted: Sun Dec 17, 2017 11:44 am
by Loewchen
The crash is handled here:
viewtopic.php?f=7&t=55082
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 17, 2017 8:34 pm
by staviq
Stuck belts appear to be fixed in 0.16.5.
Also game saves that previously resulted in belt being stuck after loading the save, now immadietly show correct state of the belts.
I do not know about the crash issue itself, but i'm not able to reproduce condidtions leading to the crash like before, so the initial problem appears to be solved.
Thanks a lot! You guys are the best!
Re: [0.16.4] Items not moving on belts
Posted: Wed Dec 20, 2017 12:41 pm
by posila
Thanks for the reports.
I tried to reproduce the crash using your instructions in 0.16.4, but didn't managed to make it crash for me.
Given there were no reports of this crash in 0.16.5 or 0.16.6, I suspect it was related to bug in force-building ghosts
Fixed that forced ghost building (shift + click) didn't work correctly.
Please, let me know if it happens again in 0.16.6 or newer.
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 31, 2017 1:29 am
by staviq
posila wrote:Thanks for the reports.
I tried to reproduce the crash using your instructions in 0.16.4, but didn't managed to make it crash for me.
Given there were no reports of this crash in 0.16.5 or 0.16.6, I suspect it was related to bug in force-building ghosts
Fixed that forced ghost building (shift + click) didn't work correctly.
Please, let me know if it happens again in 0.16.6 or newer.
Hi, the issuecame back in 0.16.11 ( i think )
I finished my game today and started again, with bob's mods this time.
Can't exactly say in which update the issue came back because i haven't buid any belts since about 0.16.8/9.
I'm at the very beginning of the game, and the exact same problem is happening again,
I tried to ignore it for a while, but it now crashed the game.
I'll try to reproduce and let you know.
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 31, 2017 1:48 am
by staviq
Steps to reproduce using attached save file:
https://youtu.be/cLLHYxdHw6c ( just uploaded, give youtube a couple of hours to unfuck the resolution, it's recorded in 1080p )
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 31, 2017 2:32 am
by staviq
Similar context, diffrent crash,
The exact moment bot tried to place splitter over the ghost made by cut and paste mod blueprint.
At this point im almost certain the problem is triggered by the blueprints the cut and paste mod makes.
Re: [0.16.4] Items not moving on belts
Posted: Sun Dec 31, 2017 3:22 am
by staviq
I have done some testing and have noticed as follows:
1. With this save, i can crash the game every time.
2. It does not matter which belt i do this with, it does seem hovewer, like the belt must be full at the end.
3. Fresh game, sandbox, enabled cheat mode, spawned player and recreated the situation with a chest full of iron plates, loader unloading to a yellow belt about 10 segments long, wait until the belt gets full, try to reproduce, nothing happens, game works as intended.
This one is very important:
4. Fresh save as above, recreated the situation, and then i have unlearned all the research, game crashes when i try to reproduce.
also
5. Rollback to 0.16.10 problem can be reproduced.
Edit:
6. Rollback to 0.16.9, problem with belts still reproducible, game did not crash hovewer.
7. Rollback to 0.16.8, problem reproducible, game did crash.
8. Rollback to 0.16.7, problem with belts reproducible, no crash ( it seems to me like the problem is the same in every version, it's just that sometimes process jumps into memory out of bounds and sometime it isn't, but it's a invalid address every time. Just a guess. )
9. Rollback to 0.16.6, problem reproducible, game did crash.
10. Rollback to 0.16.5, problem reproducible, game did crash.
11. Rollback to 0.16.4, problem reproducible, game did crash.
I have confirmed with 0.16.4, that the problem only occurs early when not many of the technologies are researched.
It seems like the problem was never fixed, i just have progressed my game enough so the problem was not reproducible.
Re: [0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 31, 2017 3:52 pm
by staviq
Confirmed to also be reproducible in 0.16.12 on OSX resulting in SIGSEGV.
You got a rogue pointer on the run, boys

Re: [0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 31, 2017 6:30 pm
by staviq
Same problem, using cut and paste, on stone walls:
Note the wall segment next to the player, it was copied before and placed by bots, it's not connected to the rest of the wall when it should be.
Re: [0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 31, 2017 6:52 pm
by staviq
There is nother mod called "CutAndCopyBlueprint" that implements the same functionality, and it does not cause this problem.
So it looks like the crash is caused by how this specific mod creates it's temporary blueprints:
https://mods.factorio.com/mods/mickael9/cut-and-paste
Just to make sure it's not corrupted, i have redownloaded the mod, changed "factorio_version" to 0.16 and added icon_size whenever nescesary, and it's still doing the same weirdness.
Re: [0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 31, 2017 7:07 pm
by Rseding91
Can whoever is having issues please make a new bug report? The original report for this topic was items not moving on belts and now people are talking about crashes when robots build belts.
Re: [0.16.4] Items not moving on belts REOPENED
Posted: Sun Dec 31, 2017 7:37 pm
by staviq
Rseding91 wrote:Can whoever is having issues please make a new bug report? The original report for this topic was items not moving on belts and now people are talking about crashes when robots build belts.
It's my bug report, i can make a separate one but what would you want mo to title it ? It all the same issue, just manifesting in diffrent ways, and it just took a while to put together.
Right now there seems to be only one issue, it is possible to place a ghost, trough a mod, that when placed by bots creates on the map an item, that is not behaving like a normally placed item. Upon attempting to interact ( mine or build an item next to ) those items, game eperiences invalid pointer that most of the time craseh the game.
That is the best summary i'm able to come with rignt now.