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Random error when detonating a nuke? #5
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Hi, thanks for the bug report. |
the betas of SE+K2 and like 100 other mods. |
Yeah, that report looks very odd - I honestly think this might be an internal problem. I'll put a post on the forum. Possibilities that come to mind are things like you running out of memory - you were detonating a 10Mt (I think), on a large loaded surface, the bigger nukes scale with the area loaded at the time, so having scanned the planet might load a big area... idk how space exploration works though... Final thing, just so I can see: |
Oh, also, can I see the factorio log (https://wiki.factorio.com/Log_file for details) |
I've asked on the forum: |
I realize now that this issue might be related to not enough RAM. I have 16GB and just running modded factorio uses around 10GB. Going back to the save I made before detonating the 10Mt nuke, I tried detonating it again and the game froze for a few minutes (like it usually does when doing things like detonating nukes), but then this time it crashed. |
Yeah, that figures. You can get almost any error from memory full, unless the system has a properly organised way of failing on full memory. You should be good for smaller nukes on that, but the bigger ones (100kt+) have performance requirements dependant entirely on the number of chunks loaded. This might have been too many. |
Yeah, factorio log shows it crashed due to Stack overflow.. quite interesting indeed |
No problem at all. |
The mod True Nukes (0.2.10) caused a non-recoverable error. Please report this error to the mod author.
Error while running event True-Nukes::on_script_trigger_effect (ID 153) Flush failed: Invalid argument stack traceback: [C]: in function 'destroy' True-Nukes/control.lua:1520: in function 'optimisedChunkLoadHandler' True-Nukes/control.lua:1876: in function 'atomic_weapon_hit' True-Nukes/control.lua:2093: in function <True-Nukes/control.lua:2039>
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