[Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

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dratn
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[Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by dratn »

1248.105 Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true


I have suddenly started receiving this crash tonight. I crashed it 5+ times over. I was bringing a new supply line up, and once I had items in the supply depot, it seemed like it crashed after something tried to make a call to that supply depot. I deleted it, and put down chests. Those chests filled up without issue. I then deleted the road around, and rebuilt it completely, and then put down a new supply depot. That seemed to stop the crashing, however I then put down 5 fluid depots at once, and I crashed again.

Log and dmp is attached.
Attachments
factorio-dump-current.dmp
(733.79 KiB) Downloaded 165 times
factorio-current.log
(70.43 KiB) Downloaded 164 times
dratn
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Re: [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by dratn »

Here is the saved game. It might take a few tries to make it crash.

Steps to make it crash:

1) Locate the beaconed plastic setup, there is only one, it has 4 inbound lanes
2) Reverse the four underground coal lines (they are going the wrong direction in the saved game)
3) Once the coal starts flowing, run sound to the supply depot. Wait for crash. If it is going to crash, it will be within the 10K that land into the box.
4) If no crash, repeat a few times.
Attachments
crash_at_plastic_supply_depot.zip
(12.39 MiB) Downloaded 172 times
agelian
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by agelian »

I managed to reliably replicate this error by doing the following with the attached save:

* Open Coal Request Depot right next to the player
* Place a single transport drone in the requester
* Crash in title occurs almost immediately
Attachments
krastorio2-01.zip
Save file right before placing drone
(7.23 MiB) Downloaded 169 times
factorio-current.log
(30.52 KiB) Downloaded 181 times
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repkid
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by repkid »

Do you also have the Transport Drones mod installed? Because if you do then I have the same issue and can provide more logs and save data replicating the crash.
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by Jemsterr »

My bug report is also related: viewtopic.php?f=7&t=84329

Post includes savefile shortly before the crash as the transport drone is about to pathfind and crash.
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by JambyStrikesAgain »

We've the same issue in 0.18.21 with Transport Drones.
Let me know if I can provide any additional useful information.
First one is a save file I've managed to save when our server crashed. It crashes the game upon loading
Attachments
multi_recover.zip
(13.45 MiB) Downloaded 145 times
mod-list.json
(7.61 KiB) Downloaded 162 times
factorio-previous.log
(49.6 KiB) Downloaded 153 times
factorio-dump-previous.dmp
(572.41 KiB) Downloaded 136 times
jsalomon
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by jsalomon »

Here's another save file datapoint, if it's helpful. Game version is 0.18.21, the only mods included are the three drone mods (Mining, Construction, Transport), all at their most recent updates.

To reproduce, just stand around doing nothing for ~20-30 seconds after the game loads.

There's a few smelting arrays if you go straight down from where the save starts which were just upgraded from Yellow Belt to Red Belt; I suspect that the iron depots becoming much more active may be the relevant bit.
Attachments
mod-list.json
(3.56 KiB) Downloaded 151 times
factorio-dump-current.dmp
(715.71 KiB) Downloaded 119 times
factorio-current.log
(9.04 KiB) Downloaded 155 times
_autosave3.zip
(7.51 MiB) Downloaded 136 times
Oxyd
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by Oxyd »

Thanks, should be fixed in 0.18.22.
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by repkid »

Awesome! Thanks for the quick response and may the main bus bus ride again!
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by JambyStrikesAgain »

Thanks for the great work you do developing this game! Taking a look at issues that happens only with mods and fixing in the base game it's rare to see in any other game and always much appreciated!

Could you give some hint on what was the main cause of the issue? I've been trying to figure out what ultimately made our game save to break like this. We ran it for days without problems so it has to do with some new road or building with built, but I just can't find it even after dozen and dozen of tries deleting random roads.
I can't wait to try it in the next release! :mrgreen:
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Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true

Post by Jap2.0 »

JambyStrikesAgain wrote: Thu Apr 30, 2020 7:45 am Could you give some hint on what was the main cause of the issue?
"Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions."
There are 10 types of people: those who get this joke and those who don't.
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