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[Rseding91] [0.15.35] Remove achievement prototype -> crash on load save
Posted: Fri Oct 20, 2017 11:30 am
by eradicator
Attempting to load a savegame after removing all entries from an achivement prototype crashes the game.
For example:
Code: Select all
data.raw['construct-with-robots-achievement'] = nil
The log says:
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Attempt to use different prototype to traverse save of already removed entity called "you-are-doing-it-right" failed.There is no other prototype of the same type (construct-with-robots-achievement) to be used to load the entity.
Demo mod is attached.
Re: [Rseding91] [0.15.35] Remove achievement prototype -> crash on load save
Posted: Fri Oct 20, 2017 8:51 pm
by Rseding91
Thanks for the report. That's working as intended (and an error and going back to the menu isn't crashing

).
However, I'll see about adding support to disable all achievements for 0.16.
Re: [Rseding91] [0.15.35] Remove achievement prototype -> crash on load save
Posted: Fri Oct 20, 2017 11:55 pm
by eradicator
Support to disable them all would be greatly appreciated.

If there was a prototype flag for it there would be no need to
actually remove them i guess.
For completitions sake some additional comment:
It's not "going back to the menu", that error message is extracted from the the log file after APPCRASH (windows dialogue).
Checking again...ok, the mod actually only demonstrates a "normal" crash with a standard factorio "Error" dialogue asking to solve the problem by sending the log. Initially i just nil'ed all prototypes in the loop (in data-final-fixes.lua) and that caused an appcrash on loading a savegame.
So change to something like this:
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--fumble with existing achievements
for _,typ in pairs(alist) do
data.raw[typ] = nil
end