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[1.0.0] Crash loading save: "Active entities count doesn't match."

Posted: Fri Oct 02, 2020 9:02 pm
by Muppet9010
When this save is loaded it crashes the game with: Active entities count doesn't match.

Logs attached.
Save: https://www.dropbox.com/s/9y48tem9nkfnc ... h.zip?dl=0

The mods can all be synced from the save as with the mod settings. That is how I got them for testing this issue originally.
One of the mod isn't published or public, however, the save game crashes equally without the mod. Plus it doesn't have any prototype data in it.

Code: Select all

Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (2122): Map::checkActiveEntitiesCountConsistency
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (2141): Map::checkConsistency
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (1231): Map::setupEntities
c:\cygwin64\tmp\factorio-build-eisait\src\map\map.cpp (1247): Map::setupEntities
c:\cygwin64\tmp\factorio-build-eisait\src\scenario\scenario.cpp (308): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-eisait\src\scenario\parallelscenarioloader.cpp (151): ParallelScenarioLoader::doLoad
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB0AF07BD4)
00007FFB0AF07BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB0B22CE51)
00007FFB0B22CE51 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  52.221 Error Map.cpp:2122: Active entities count doesn't match. Current: 83746, expected 83747.
Logger::writeStacktrace skipped.
  52.221 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.

Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Posted: Sat Oct 03, 2020 7:08 pm
by Rseding91
Thanks for the report however the save file you linked doesn't have any mods on it. And loading it it loads without any crashing.

Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Posted: Sat Oct 03, 2020 7:16 pm
by Muppet9010
corrected save file: https://www.dropbox.com/s/esv4dtxht6fzw ... 2.zip?dl=0

sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.

Re: [1.0.0] Crash loading save: "Active entities count doesn't match."

Posted: Sat Oct 03, 2020 9:07 pm
by Rseding91
I've fixed the underlying issue but the save is in an inconsistent state. I might be able to salvage the save but if you can live without it then that's also fine.