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[0.10.12][kovarex] Vanilla game cashing issue

Posted: Sat Oct 25, 2014 5:24 pm
by Dantounet
My game always crash a the same time, like 20-25 sec after my last save.
It's happening while i'm deconstructing some lasers and walls with red prints, and a lot of consctruction bots are travelling to some chests.

This game is very advanced, and i made every thing very clean, i was aiming to finish the game.. but now i'm stuck with this crash issue on my save, it's very frustrating actualy..

So here is a link to download the save: https://www.dropbox.com/s/4c3whlkj0kgvcn8/V6.zip?dl=0
load it and wait like 20-25 sec and it should crash. If you find a solution to fix it i would be very happy, because then i would be able to finish this game :)

Re: [0.10.12] Vanilla game cashing issue (in late game)

Posted: Sun Oct 26, 2014 9:43 am
by Ledjlale
The same thing appears for me too (crash some times in late game after loading a savegame).
And then, I'm waiting eagerly for their solution to restart playing ^^

btw, Here is my log for your savegame:

Code: Select all

10:39:12 Info None: 2014:10:26; Factorio 0.10.12 (Build 10773, win64)
10:39:12 Info Mods: Loading mod core 0.0.0 
10:39:12 Info Mods: Loading mod base 0.10.12 
10:39:12 Info Atlas: Initial atlas bitmap size is 16384
10:39:12 Info Atlas: Created atlas bitmap 16384x5798
10:39:20 Info Updater: Downloading https://www.factorio.com/updater/get-available-versions?username=Ledjlale&token=<private>&apiVersion=2
10:39:20 Notice Updater: 0 packages available to download (experimental updates disabled).

Re: [0.10.12] Vanilla game cashing issue (in late game)

Posted: Tue Oct 28, 2014 5:58 pm
by bobingabout
That sort of thing sometimes happens to me, I usually just load an older save. but that requires having an older save.

Re: [0.10.12] Vanilla game cashing issue (in late game)

Posted: Thu Oct 30, 2014 8:07 am
by Ledjlale
It was the goal of autosaving but... it wasn't enough for me ^^

Re: [0.10.12][kovarex] Vanilla game cashing issue

Posted: Thu Oct 30, 2014 10:58 am
by kovarex
It was "kind of fixed" for 0.11.0.

The problem is, that for some reason, in our internal structures, the roboport connection data structure was wrong (one roboport was registered twice as neighbour).
When loading pre 0.11.0 save, the connections are fixed, so it no longer crashes.

I don't know how it happened, so I added checks for that, so it will crash when it happends immediately, so we can find out the exact source, not the consequences hours later.