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[0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Sat Aug 22, 2015 6:15 pm
by TheSAguy
I'm getting a game freeze / crash using this MOD.
I think it happens when you empty a lake, while placing a pipe section.
Great Mod, so please fix the issue
Log's attached if that helps.
Thanks.
Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Sun Aug 23, 2015 4:31 am
by EditorRUS
28.215 Info LocaleProvider.cpp:127: Using locale files from the pre 0.11.0
Have you updated your mods to 12.x version?
Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Sun Aug 23, 2015 4:33 am
by TheSAguy
EditorRUS wrote: 28.215 Info LocaleProvider.cpp:127: Using locale files from the pre 0.11.0
Have you updated your mods to 12.x version?
That's weird...
All my mods are updated.
Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Sun Aug 23, 2015 9:44 pm
by Afforess
I see a similar game freeze related to Finite water as well, but my logs look very different. The game simply locks, and I have to use kill -9 to exit it. I was capturing stdout and stderr, and here is the log:
http://git.raleigh.afforess.com/snippets/1/raw
The only relevant line I see is:
*** Error in `/home/afforess/Downloads/factorio/bin/x64/factorio': corrupted double-linked list (not small): 0x00007fb7c4030a00 ***
The game freeze is not reproducible, doing the same set of actions does not reproduce it. Whether it happens or not seems random.
If wanted, I could try to produce a core dump of the game memory next time it happens.
Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Mon Aug 24, 2015 2:30 am
by Rseding91
Looking over the mod I noticed it uses coroutines (something we haven't tested and as such don't officially support right now).
Unfortunately without a reliable method or save to reproduce this crash all I can say at this point is "it's probably due to coroutine usage" and recommend the mod author re-write the mod to not use them.
Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Posted: Mon Aug 24, 2015 3:07 am
by Afforess
Rseding91 wrote:Looking over the mod I noticed it uses coroutines (something we haven't tested and as such don't officially support right now).
Unfortunately without a reliable method or save to reproduce this crash all I can say at this point is "it's probably due to coroutine usage" and recommend the mod author re-write the mod to not use them.
Yeah, that is exactly what I thought, and exactly what I told the mod developer.