What did I do?
Modding things, but the crash is completely reproducible in base game.Step 1, Start to host a new world. (Technology screen must not pauze the game.)
Step 2, get a disabled technology.
Command used during testing:
/c for name, tech in pairs(game.forces.player.technologies) do tech.enabled = false end
Step 3, set technologies to be `visible_when_disabled` for some time in the future.
For testing this command was used to set that up:
Code: Select all
/c
script.on_event(defines.events.on_tick, function(event)
if game.tick % 10 == 0 then
for name, tech in pairs(game.forces.player.technologies) do
if tech.visible_when_disabled == false then
tech.visible_when_disabled = true
break
end
end
end
end)I pressed my T button. And once the screen is open. The moment a tech changes its visible_when_disabled state the game crashes.
I have also found out that when hosting a server. The server does not crash. I was not in a position to test if a second player crashes. Either in the server or with hosting.
What happened?
A full on game crash, no recovery. No throwing back to the main menu. It crashes all the way.What did you expect to happen instead?
I expected the game to not crash and instead to also display the now visible_when_disabled = true tech simply gets displayed along side the other technologies.Does it happen always, once, or sometimes?
It seems to always happen if the condition is met.With the condition being; looking at a tech tree when a enabled = false technology swaps its visible_when_disabled attribute to true

