[2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

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elliottcable
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[2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

Post by elliottcable »

So, I seem to have a few .... corrupted saves? But not in the way I expected when I started bisecting. They don't seem to be broken by any of the heavier mods I have installed - rather, they cause my game to crash upon load, but only if precisely the same modlist is used. Literally any change I make to the modlist before loading the save, bypasses the crash:

Code: Select all

  12.440 Loading map C:/Users/ec/AppData/Roaming/Factorio/saves/ayy BV.5.zip: 41207096 bytes.
  12.484 Loading level.dat: 195558177 bytes.
  12.484 Info Scenario.cpp:154: Map version 2.0.76-0
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Logistics\ActiveRequestsByItem.cpp(12): ActiveRequestsByItem::setup
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Logistics\LogisticManager.cpp(77): LogisticManager::setup
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Force\ForceData.cpp(631): ForceData::setup
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Map\MapSetupHelper.cpp(100): MapSetupHelper::MapSetupHelper
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Map\Map.cpp(866): Map::setupEntities
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Scenario\Scenario.cpp(294): Scenario::loadFactory
C:\Users\build\AppData\Local\Temp\factorio-build-v66rKo\src\Scenario\ParallelScenarioLoader.cpp(190): ParallelScenarioLoader::doLoad
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAE892E8D7)
00007FFAE892E8D7 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAE9C2C3FC)
00007FFAE9C2C3FC (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  15.059 Error LogisticPointFilters.cpp:239: Requested filter not present
  15.059 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
  15.088 Info CrashHandler.cpp:318: Executable CRC: 3912096631
I've attached to separate saves that exhibit this issue (I tested maybe a ~half-dozen at random from my last day of play.) If I load saves from far enough back, they load with the full modlist without issue, so it is somehow associated with save-state that changed/started at some point.

Precise repro:
  1. Launch v2.0.76
  2. Load the attached "ayy BV.5" save, allowing it to sync the modlist
  3. Observe the crash
  4. Launch the game, and disable any single mod (examples I tested: "GUI Unifier", "Toolbars", "Factorio Test")
  5. Launch the game and load "ayy BV.5" save again, disallowing modlist-sync (i.e. with the single mod staying disabled)
  6. Observe the successful load
factorio-current.log
(23.1 KiB) Downloaded 4 times
ayy BV.5.zip
(39.3 MiB) Downloaded 1 time
ayy BV.5 - planning.1.zip
(39.36 MiB) Downloaded 1 time
Last edited by elliottcable on Tue Apr 21, 2026 4:37 am, edited 1 time in total.
elliottcable
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Re: [2.0.76] ActiveRequestsByItem::setup when loading several of my modded saves; disappears if *any* mod is removed

Post by elliottcable »

Okay, further investigation, it's definitely fixed by anything that forces a migration - hence the confusing 'change any mod at all' behaviour. Ctrl-load does, indeed, also fix it, with precisely the same mod list - as does, frustratingly, changing even a single line of one of my cloned mods.

This issue isn't at all an important blocker for me or anything, just thought it might help y'all track down a subtle bug in the engine. However, at this point, it turns out that to reproduce it, you need *exactly* the on-disk state from my save so the migration doesn't trigger (and fix it) - unfortunately, that included a bunch of checked-out mods, some with active patches I'm working on.

So, I've just zipped up *my entire* mods folder, as-is, on-disk, which should hopefully enable a full reproduction on the release-version with the above savefile, if this is somehow valuable to y'all:
mods.zip
(269.61 MiB) Downloaded 2 times
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pioruns
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Re: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

Post by pioruns »

Your CPU belongs to the Raptor Lake family, which has known issues that can lead to permanent hardware degradation under certain conditions. If you're experiencing frequent crashes, especially during gaming or high-load scenarios, your CPU may already be damaged. This is not an isolated case, it's a widely reported and acknowledged problem.

More technical details and analysis can be found here:
https://machaddr.substack.com/p/extensi ... the-raptor

If your CPU is still under warranty, initiate an RMA process with Intel or your hardware vendor. Report the issue as repeated instability and crashing during games or other intensive workloads. Do not delay, as continued use might worsen the condition.

If an RMA isn't possible, the next step is to update your motherboard BIOS to the latest version, as several vendors have released firmware patches intended to mitigate this issue. While this won't fix already-present damage, it may help reduce instability going forward.

Other than that, there is nothing else you can do, permanent hardware damage cannot be fixed by the game or other software.
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