Transport Fever

Transport Fever

Flexible Industries v1.2.19
SoftwareSimian  [developer] 14 Apr, 2018 @ 6:27am
Crash Reports
Please post crash report logs here
< >
Showing 1-15 of 101 comments
widx 19 Apr, 2018 @ 2:28am 
evrytime an industry auto upgrades it crashes the game
SoftwareSimian  [developer] 19 Apr, 2018 @ 3:46am 
@widx: since v1.1.17 auto-upgrade should be disabled, however if you have industries built before v1.1.17 was released you need to rebuild them at least once (any kind of change, as long as you can click "apply") to disable the auto-upgrade/downgrade. Unfortunately there's no way to tell just by looking at it whether the industry has already been updated or not, except of course if the industry says something about upgrade/downgrade in X months then it hasn't been updated yet.
Qewer 19 Apr, 2018 @ 9:38am 
I started a new game, first I did a crude oil line. after 1-2 ingame month my game froze and didn't responded. second try: I did a farm line. after 2 years still nothing, worked everything fine. without the mod everything working. last try I did first a farm line, left for 1 year, after it I did crude oil line and froze and crashed the game again after 1-2 month.
SoftwareSimian  [developer] 19 Apr, 2018 @ 10:08am 
@Qewer: if the game actually crashed, please submit the details from the end of stdout.txt
If it just froze without crashing, I'm not sure what to make of that. Any compatability issues in the mod would most likely result in an outright crash, not freezing.
Qewer 19 Apr, 2018 @ 4:20pm 
Freeze and then 'TransportFever.exe has stopped working'
And I checked that file and stdout.txt after crash now:

res/models/mesh//asset/ground/lod_0_wheelbarrow.msh not in file cache!
res/models/mesh//asset/ground/lod_0_wheelbarrow.msh.blob not in file cache!
c:\build\transport_fever\steam\transport_fever_release\src\game\ecs\simcargoatterminalsystem.cpp:238: int __cdecl ecs::SimCargoAtTerminalSystem::GetPlace(const struct transport::EdgeId &,int) const: Assertion `edgeInfo.cargoType == cargoType' failed.
MinidumpCallback: dumpPath "E:/Games/Steam/userdata/74767141/446800/local/crash_dump/", minidumpId "781063a0-12f7-4072-a119-c6900a1222bf", succeeded 1
SoftwareSimian  [developer] 23 Apr, 2018 @ 10:53pm 
There is a known issue with beta build 15080 that causes industries to auto-upgrade when they shouldn't, causing crashes. Waiting for feedback from Urban Games (and hopefully a fix from them). If you really want to use this mod and the beta build, you will need to keep a close eye on your industries and whenever you see the warning about upgrade/downgrade coming in X months, manually update the industry in any trivial way and it will reset the upgrade counter for at least a year.
Gregory_TheGamer 25 Apr, 2018 @ 8:47am 
Originally posted by SoftwareSimian:
There is a known issue with beta build 15080 that causes industries to auto-upgrade when they shouldn't, causing crashes. Waiting for feedback from Urban Games (and hopefully a fix from them). If you really want to use this mod and the beta build, you will need to keep a close eye on your industries and whenever you see the warning about upgrade/downgrade coming in X months, manually update the industry in any trivial way and it will reset the upgrade counter for at least a year.
Oh so that's why my game crashes too with this mod. Alright so that's been taken care of. :)
SoftwareSimian  [developer] 25 Apr, 2018 @ 9:47am 
Based on more testing, it seems that crashes currently only happen (in both previous in beta builds) when the industry attempts to auto-upgrade. It should not attempt to auto-downgrade, so a current workaround is to simply set the Production Level to max and let the industry fluctuate according to demand. It messes up the whole constant-production-rate thing that prevents production spiking and stopping, but if it also prevents game crashes it's probably worthwhile for now.
I'm talking with the devs and they're looking for a solution for the whole crashing problem.
SoftwareSimian  [developer] 26 Apr, 2018 @ 10:44am 
Good news: beta build 15240 has now fixed the crash-on-upgrade bug, so once the beta becomes the stable branch I can re-enable fixed production levels. If you're not on the beta, I would suggest setting your production level to max (level 32 = 6400) and the industry won't auto-downgrade, production will be variable according to demand.
Tom_89 2 May, 2018 @ 2:40pm 
Tpf crashes several times now when you have truck stops enabled, the last line on the crash report, it seems after i read the crash report, that it can't find a spot for the cargo.

Flexible Industries mod: v1.1.20 @ 05/02/18 23:30:42
c:\build\transport_fever\steam\transport_fever_release\src\game\ecs\simcargoatterminalsystem.cpp:240: int __cdecl ecs::SimCargoAtTerminalSystem::GetPlace(const struct transport::EdgeId &,int) const: Assertion `edgeInfo.cargoType == cargoType' failed.
MinidumpCallback: dumpPath "C:/Program Files (x86)/Steam/userdata/****/446800/local/crash_dump/", minidumpId "e92cd021-7e16-4d12-9e11-d0f49b33292b", succeeded 1
local time is Wed May 02 23:33:40 2018
The game crashes for me right during map generation.

Flexible Industries mod:
* start building Forest 05/18/18 15:09:55
* in-game date: not available (probably placing industries on a new map)
- productionLevel: 0
- seed: 85491
Flexible Industries mod: finish building Forest 05/18/18 15:09:55
c:\build\transport_fever\steam\transport_fever_release\src\game\urbansim\industry_util.cpp:124: class ecs::Entity __cdecl industry_util::CreateIndustry(struct street_util::StreetToolkit,const class transport::CargoTypeRep *,const class CGameTime *,const class ecs::NameSystem *,const class CostRep *,const class ConstructionRep *,const struct industry_util::IndustryRectangle &,const class ecs::Entity &,bool): Assertion `!snapNodes.empty()' failed.
SoftwareSimian  [developer] 18 May, 2018 @ 9:17am 
This is due to some changes made in a recent build. UG devs told me about the change, but I was on vacation until yesterday. I will be publishing a new release soon (probably later today) to address these issues.
SoftwareSimian  [developer] 18 May, 2018 @ 10:29am 
@Destructive Dragon: v1.1.21 should fix the crash-on-new-map issue
ZedderZulu 15 Jun, 2018 @ 2:44am 
Hey, I've been running into issues unfortunately as well:

Flexible Industries mod: v1.1.22 @ 06/14/18 23:04:42
c:\build\transport_fever\steam\transport_fever_release\src\game\ecs\simcargoatterminalsystem.cpp:240: int __cdecl ecs::SimCargoAtTerminalSystem::GetPlace(const struct transport::EdgeId &,int) const: Assertion `edgeInfo.cargoType == cargoType' failed.
MinidumpCallback: dumpPath "D:/MyGames/Steam/userdata/71663079/446800/local/crash_dump/", minidumpId "a732207f-a042-4b77-a383-42a7ebbc6780", succeeded 1
local time is Thu Jun 14 23:06:40 2018

Same as Brawler's above.

Seems a bit random however - this has happened on two separate maps upon which I've been using Flexible Industries and it'll work fine for many game years and then suddenly there'll be a point past which the game will judder to a stop and disappear - a CTD with no error message. But it's not always an exact date. For instance, on two attempts the game crashed at or just after I watched a particular lorry arrive at a (default) depot; so, on the third attempt I just stared at the corner of the map and sped the game up so this happened in the background - no crash. But it crashed later when I started getting involved again. I verified the game files and apparently one file did need reacquiring (what it was I don't know) but it crashed later anyway. So it seems unfortunately this mod is the common factor, but why it crashes doesn't necessarily make sense to me?

I'm on the beta branch of the game. I'm also running Dan's Primary Industry Mod - will this clash at all?

Is there a work around in the meantime? If this is likely caused just by having truck stops in the industries themselves, will removing them (for now) fix this? I really hope there is something workable, because I'm really enjoying this mod, and the ability to have truck stops built-in is one of the biggest draws for me as well.

Cheers again!
SoftwareSimian  [developer] 15 Jun, 2018 @ 8:06am 
I'm not sure why you're running Dan's Primary Industry with Flexible Industries, they can't really coexist since they both overwrite the vanilla industries. That said, if you're seeing the Flexible Industries options (trucks stops and so forth) then your mod load order is probably such that Flexible Industries is overriding Dan's Primary Industry.

The one thing that Dan's offers that Flexible doesn't is magic production, refined goods produced with no input. If you think that would be a useful additional option for Flexible Industries I can add that.

Right now I think the beta and production game branches are on the same build so that probably doesn't matter.
Essentially random crashes (that don't occur on an known specific trigger) are pretty much impossible for me to diagnose or fix, and may point to something in the game engine rather than my mod (same as previous crash-on-upgrade issues). If you're able to provide a savegame with minimal mods (ideally just this one) that will reproducibly crash shortly after the savegame, I can talk to the devs and see if it's something they can fix.
< >
Showing 1-15 of 101 comments
Per page: 1530 50