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[7.5] Crash when deconstructing provider chest

Posted: Mon Nov 11, 2013 6:23 pm
by Coolthulhu
Similar thing also happened to me few versions ago with a storage chest, but I don't remember the details at that time.

The recent crash:
  • Requester chest was placed and connected with green wire to a nearby pole (with no other red/green wires). no logical bots placed at that time - it probably was first object of logical network placed.
  • A smart inserter was placed and connected with green wire to the same pole, set to insert on copper plate < some number
  • The chest was being loaded and unloaded for some time (served as a buffer for assembling machine - first AM 2, then AM 3)
  • Input belt (to inserter) was removed, output inserter (from chest) also removed
  • The chest was replaced (without removing it first) by a provider chest
  • The chest was emptied by logical bots
  • Long time passes here (no loading savegames between events)
  • Upon attempted removal of the chest, game crashed
  • After reload (autosave ~1 minute before crash), game wouldn't crash when the same chest was removed

Re: [7.5] Crash when deconstructing provider chest

Posted: Tue Nov 12, 2013 9:34 am
by syneris
I can confirm this.
The game crashes when a wired requester, storage, or smart chest is replaced with a provider chest and gets deconstructed.
Crash does not occur if game is loaded after replacing chest. This does not occur for chests that are not wired.

Unlike https://forums.factorio.com/forum/vie ... f=7&t=1648, this only happens when a wired logistics chest is replaced with a provider chest.

Re: [7.5] Crash when deconstructing provider chest

Posted: Tue Nov 12, 2013 1:18 pm
by kovarex
Same as the other bug mentioned:
Thank you for the report.

I'm just letting you know that we will take a look (and hopefully repair it as well ^^) before the 0.8 is released.

Re: [7.5] Crash when deconstructing provider chest

Posted: Tue Dec 03, 2013 4:57 pm
by kovarex
I believe that the cause of the bug is the same as in the mentioned one (https://forums.factorio.com/forum/vie ... f=7&t=1648).
Technical details
So it will be fixed in 0.8.