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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.
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
I'm talking with the devs and they're looking for a solution for the whole crashing problem.
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
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.
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!
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.