[Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

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Staplergun
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[Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Staplergun »

Tried to load a save. Game crashed.
Save, mod, and dumps are included.
Attachments
MOD TEST.zip
(3.29 MiB) Downloaded 68 times
factorio-dump-current.dmp
(718.27 KiB) Downloaded 64 times
factorio-current.log
(8.98 KiB) Downloaded 70 times
PickerPipeTools_0.1.5.zip
(522.04 KiB) Downloaded 72 times

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Re: [0.17.8] Game crashed on savegame load

Post by Loewchen »

Code: Select all

   0.001 2019-03-07 14:49:38; Factorio 0.17.8 (build 43440, win64, steam)
   0.002 Operating system: Windows 10 (build 17763) 
   0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.002 Write data path: C:/Users/stapl/AppData/Roaming/Factorio [379994/952895MB]
   0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.024 System info: [CPU: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz, 12 cores, RAM: 7545/32692 MB, page: 10168/37556 MB, virtual: 4336/134217727 MB, extended virtual: 0 MB]
   0.025 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.037 Available displays: 1
   0.037  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 Ti {0x05, [0,0], 3440x1440, 32bit, 60Hz}
   0.106 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll
   0.172 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080 Ti; id: 10de-1b06; driver: nvldumdx.dll 25.21.14.1771
   0.172   D3D Feature Level: 11.1, DXGI 1.5+
   0.172   [Local Video Memory] Budget: 9457MB, CurrentUsage: 2MB, Reservation: 0/5007MB
   0.172   [Non-Local Vid.Mem.] Budget: 14711MB, CurrentUsage: 0MB, Reservation: 0/7764MB
   0.172   Tiled resources: Tier 2
   0.172   Unified Memory Architecture: No
   0.172   BGR 565 Supported: Yes
   0.172   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.202 Desktop composition is active.
   0.202 Graphics settings preset: very-high
   0.202   Dedicated video memory size 11127 MB
   0.202 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality]
   0.202                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Color: 32bit]
   0.226 DSound: Starting _dsound_update thread
   0.226 DSound: Enter _dsound_update; tid=33540
   0.542 Info ModManager.cpp:240: Found duplicate mod PickerBeltTools, using higher version (1.0.1 > 0.1.0).
   0.592 Loading mod settings Aircraft 1.6.4 (settings.lua)
   0.594 Loading mod core 0.0.0 (data.lua)
   0.645 Loading mod base 0.17.8 (data.lua)
   0.789 Loading mod Aircraft 1.6.4 (data.lua)
   0.854 Loading mod base 0.17.8 (data-updates.lua)
   0.918 Loading mod Aircraft 1.6.4 (data-updates.lua)
   0.984 Checksum for core: 2736929835
   0.984 Checksum of base: 3541142062
   0.984 Checksum of Aircraft: 195114415
   1.330 Loading sounds...
   1.387 Info PlayerData.cpp:69: Local player-data.json unavailable
   1.387 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551983299
   1.485 Initial atlas bitmap size is 16384
   1.503 Created atlas bitmap 16384x16380 [none]
   1.506 Created atlas bitmap 16384x11584 [none]
   1.506 Created atlas bitmap 16384x2116 [decal]
   1.507 Created atlas bitmap 16384x3808 [low-object]
   1.507 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level]
   1.507 Created atlas bitmap 16384x6880 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]
   1.508 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]
   1.508 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   1.508 Created atlas bitmap 16384x748 [alpha-mask]
   1.510 Created atlas bitmap 16384x12640 [shadow, linear-magnification, alpha-mask]
   1.510 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
   1.515 Texture processor created. GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
   2.044 Parallel Sprite Loader initialized (threads: 11)
   7.539 Sprites loaded
   7.572 Generated mipmaps for atlas of size 16384x3808
   7.594 Generated mipmaps for atlas of size 16384x1888
   7.605 Generated mipmaps for atlas of size 16384x6880
   7.616 Generated mipmaps for atlas of size 16384x480
   7.627 Generated mipmaps for atlas of size 16384x456
   7.638 Generated mipmaps for atlas of size 16384x1264
   7.641 Custom inputs active: 0
   7.689 Factorio initialised
  36.425 Loading map C:\Users\stapl\AppData\Roaming\Factorio\saves\MOD TEST.zip: 3454744 bytes.
  36.482 Loading Level.dat: 7382875 bytes.
  36.483 Info Scenario.cpp:147: Map version 0.17.8-0
  36.587 Warning BlueprintShelf.cpp:813: Record (0, 18) contains an empty blueprint; removing
  36.849 Error CrashHandler.cpp:376: Exception Code: c0000005, Address: 0x00007ff66d076f95
ModuleBase: 0x00007ff66ce00000, ImageSize: 015f3000, RelativeAddress: 00276f95
  36.849 Error CrashHandler.cpp:382: Access Violation: Read at address 00000000000000B8
  36.849 Error CrashHandler.cpp:396: Exception Context:
rax=0000000000000000, rbx=00000275aa3d7100, rcx=00000275aa368160,
rdx=00000000000000ff, rsi=0e38e38e38e38e39, rdi=0000000000000030,
rip=00007ff66d076f95, rsp=00000082a28fe860, rbp=00000082a28fe960,
 r8=0000000000000000,  r9=0000000000000000, r10=2aaaaaaaaaaaaaab,
r11=0000027621f46d70, r12=00000275aa3d7120, r13=00000275aa3d7110,
r14=0000000000000000, r15=0000000000000002
  36.849 Crashed in C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff66ce00000 - 0x00007ff66e3f3000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-k9grxp\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-k9grxp\src\util\logger.cpp (415): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-k9grxp\src\util\logger.cpp (566): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-k9grxp\src\util\crashhandler.cpp (169): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-build-k9grxp\src\util\crashhandler.cpp (423): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D255584C)
00007FF9D255584C (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D63380CB)
00007FF9D63380CB (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D631FD36)
00007FF9D631FD36 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D633468F)
00007FF9D633468F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D6294BEF)
00007FF9D6294BEF (ntdll): (filename not available): RtlWalkFrameChain
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D63333FE)
00007FF9D63333FE (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-build-k9grxp\src\fluid\fluidbox.cpp (911): FluidBox::onDestroy
c:\cygwin64\tmp\factorio-build-k9grxp\src\entity\entity.cpp (286): Entity::forceDestroy
c:\cygwin64\tmp\factorio-build-k9grxp\src\map\dummyentities.cpp (73): <lambda_d7c67d5e1b071f7da22824852c066a77>::operator()
c:\cygwin64\tmp\factorio-build-k9grxp\src\map\mapdeserialiser.cpp (172): MapDeserialiser::removeDummyObjects
c:\cygwin64\tmp\factorio-build-k9grxp\src\map\map.cpp (946): Map::setupEntities
c:\cygwin64\tmp\factorio-build-k9grxp\src\scenario\scenario.cpp (226): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-k9grxp\src\scenario\parallelscenarioloader.cpp (155): ParallelScenarioLoader::doLoad
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D61681F4)
00007FF9D61681F4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9D62FA251)
00007FF9D62FA251 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  38.148 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
  48.293 Uploading log file
  48.296 Error CrashHandler.cpp:221: Heap validation: success.
  48.297 Creating crash dump.
  48.497 CrashDump success

Dominik
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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Hi, this is the mod about highlighting connected pipe systems, right?
Anything else is different there from the base game? I see that the crash is again related to underground pipes. Are they modded here?

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Staplergun »

Actually, yes. These are pipe to ground without underground connections.

My bad. Forgot I changed to pipe to ground entity.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by myricaulus »

I seem to have the same issue here :-( at least with comparing the log file . Crash to desktop on load savegame with 0.17.10 created with 0.17.05.
I have all bobs mods loaded, as well as loads of different others. Bobs mod have defined lots of new underground pipes, as well as changing existing.

I tried to load the save game with the old version 0.17.05, but it still crashes. The Savefile seem to be corrupted. But i cant upload the savegame here, which is about 18MB. https://myricaulus.ddnss.de/0.17Bobs2.zip. Just ignore the SSL error :-D. The SSL certificate is self signed.

Well time to start a new factory then ;-)
Attachments
factorio-dump-current.dmp
(546.75 KiB) Downloaded 70 times
factorio-current.log
(16.65 KiB) Downloaded 60 times

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Another one 67185.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by myricaulus »

Thanks for the hint. I updated all mods and the save can be loaded again. Yay :mrgreen: Factory seem to be in good shape, no error or problems so far.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Seriously? I don't think I have fixed this yet :D

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by SuperSandro2000 »

Dominik wrote:
Wed Mar 13, 2019 10:04 am
Seriously? I don't think I have fixed this yet :D
I would suggest diffing Bobs Logistic mod version 0.17.1 and 0.17.2 and then you have the lines that caused the crash.
In theory.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Recon777 »

Dominik wrote:
Wed Mar 13, 2019 10:04 am
Seriously? I don't think I have fixed this yet :D
If this is going to take a long time to hunt down and fix, might I suggest something in the interim?

Would it be possible to revert the pipe code back to how it was in 0.16 so we could at least get these things working? Then you could update it once you've figured it all out and even if it took another month, no harm done.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Recon777 wrote:
Wed Mar 13, 2019 11:27 am
Dominik wrote:
Wed Mar 13, 2019 10:04 am
Seriously? I don't think I have fixed this yet :D
If this is going to take a long time to hunt down and fix, might I suggest something in the interim?

Would it be possible to revert the pipe code back to how it was in 0.16 so we could at least get these things working? Then you could update it once you've figured it all out and even if it took another month, no harm done.
How about we revert the whole game to 0.16? There are bugs in other places too. Thanks for the idea!

Play 0.16 then lol.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Recon777 »

Wow. :o
I did not mean to offend. Reverting broken code is pretty standard practice. I was just trying to offer a helpful suggestion.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Recon777 wrote:
Wed Mar 13, 2019 1:32 pm
Wow. :o
I did not mean to offend. Reverting broken code is pretty standard practice. I was just trying to offer a helpful suggestion.
I know. But the point of experimental release is exactly to find and fix bugs. Besides, reverting a part is really difficult and would create much more chaos and bugs. Most of the bugs are a result of fixing something else that was fixing something else. So there isn't even a reasonable point to revert to - only going forward.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Recon777 »

Then ignore what I said. I don't have the full picture like you do, so of course, you know what is best. I understand the complexity of what you're saying.

Hopefully, the solution will present itself. I'm confident it will because you all have done such an amazing job so far with the project.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

Sorry if I sounded harsh. Be assured that we are all working on bugs and do what we can. I am working on the pipes all the time and it should not take very long.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by Dominik »

The many changes I have made seems to have fixed this as well. Please, try it and let me know if it is ok.

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Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Post by SuperSandro2000 »

Seems to be fixed for me

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