The bug is reproducable. However, the game crashes in such a way that it doesn't procude a factorio-current.log.
Here's how it crashes:
1. Left-click existing LTN station.
2. Click pencil icon next to name.
3. Enter new name or keep the name the same, it doesn't matter.
4. Hit Enter.
5. See game crashing.
I am using a 64-bit machine with WIndows 10, Factorio 0.17.9. Attached is a screenshot of the error message.
[1.10.2] Renaming LTN station causes game to crash
Moderator: Optera
[1.10.2] Renaming LTN station causes game to crash
- Attachments
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- LTN station rename crash error
- LTN-Error.PNG (38.52 KiB) Viewed 1841 times
Re: [1.10.2] Renaming LTN station causes game to crash
factorio-current.log is always created whenever factorio runs.
I just renamed 20 ltn stops with base renaming as you outlined, and renamer mod, with and without currently parked train and active deliveries. Neither combination produced an error.
Please attach your save where this happens.
I just renamed 20 ltn stops with base renaming as you outlined, and renamer mod, with and without currently parked train and active deliveries. Neither combination produced an error.
Please attach your save where this happens.
My Mods: mods.factorio.com
Re: [1.10.2] Renaming LTN station causes game to crash
Okay, a little more context. I am building in my sandbox in editor mode. Just tested in normal play. No problems. Editor mode however...
Re: [1.10.2] Renaming LTN station causes game to crash
Update. After restarting the game it is working in editor mode. I will keep an eye on this and post a log file if this occurrs again.
Re: [1.10.2] Renaming LTN station causes game to crash
Happening again (this time with version 1.10.3). I have attached the log.
Edit: Also after exiting /editor mode.
Edit: Also after exiting /editor mode.
- Attachments
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- factorio-current.log
- (63.52 KiB) Downloaded 71 times
Re: [1.10.2] Renaming LTN station causes game to crash
Is it reproducible?
If so, what are the exact steps to cause the crash?
If so, what are the exact steps to cause the crash?
My Mods: mods.factorio.com
Re: [1.10.2] Renaming LTN station causes game to crash
No, it is not always reproducable. When it happens, it will crash to the main menu every time without fail. In that case I have to load the entire game again. I don't know what triggers it. It only happened in my sandbox game so far.
1. Create peaceful sandbox game.
2. Enter editor mode.
3. Remove objects.
4. Start building blueprints.
5. Create blueprint.
6. Place it down.
7. Try to rename LTN station.
8. Welcome to main menu.
I am not sure if this is related but: the LTN station has a peculiar behaviour when in editor mode. The lamp turns white and when removed with the deconstruction planner tool, only the station itsself will get removed. The lamp and the output signal remain on the map and can't be removed neither by hand nor with the deconstruction tool.
1. Create peaceful sandbox game.
2. Enter editor mode.
3. Remove objects.
4. Start building blueprints.
5. Create blueprint.
6. Place it down.
7. Try to rename LTN station.
8. Welcome to main menu.
I am not sure if this is related but: the LTN station has a peculiar behaviour when in editor mode. The lamp turns white and when removed with the deconstruction planner tool, only the station itsself will get removed. The lamp and the output signal remain on the map and can't be removed neither by hand nor with the deconstruction tool.
Re: [1.10.2] Renaming LTN station causes game to crash
I still can't get it to crash this way. However I did add some validity checks when iterating through stops after renaming.
While I would've preferred fixing it in a manner where these stops wont be invalid in the first place I guess I have to bend to the annoying way of slowing things down with validity checks since apparently Factorio would slow down too much if it fired events when entities become invalid.
2) White lamp = not initialized. For performance that happens at most once per second.
Let time pass and LTN will switch to normal operation.
3) LTN handles building and destroying its stops IO entities. Instant deconstruction in Editor however does not fire the events it needs to react to that.
LTN will remove those when it updating the stop and does not find the stop entity.
While I would've preferred fixing it in a manner where these stops wont be invalid in the first place I guess I have to bend to the annoying way of slowing things down with validity checks since apparently Factorio would slow down too much if it fired events when entities become invalid.
1) Map editor freezes timeZemekis wrote: ↑Sat Mar 16, 2019 5:30 pmI am not sure if this is related but: the LTN station has a peculiar behaviour when in editor mode. The lamp turns white and when removed with the deconstruction planner tool, only the station itsself will get removed. The lamp and the output signal remain on the map and can't be removed neither by hand nor with the deconstruction tool.
2) White lamp = not initialized. For performance that happens at most once per second.
Let time pass and LTN will switch to normal operation.
3) LTN handles building and destroying its stops IO entities. Instant deconstruction in Editor however does not fire the events it needs to react to that.
LTN will remove those when it updating the stop and does not find the stop entity.
My Mods: mods.factorio.com