Colony Builder


Build your very own colony on Nauvis. Create housing, services and recruit colonists to grow your settlement alongside your factory. Be sure to check the tips & tricks for more information on the systems and mechanics of this mod.

Overhaul
5 months ago
1.1 - 2.0
8.57K
Transportation Logistics Trains Combat Enemies Manufacturing

b Error

8 months ago

This mod cause a Error
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Util\BoundingBox.cpp(250): BoundingBox::calcVectorExtension
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Entity\Unit.cpp(481): Unit::lookAhead
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\AI\WanderBehavior.cpp(184): WanderBehavior::update
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\AI\WanderBehavior.cpp(149): WanderBehavior::execute
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\AI\Commandable.cpp(276): Commandable::runBehavior
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Entity\Unit.cpp(253): Unit::update
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Surface\Chunk.cpp(435): Chunk::updateActiveEntities
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Surface\Chunk.cpp(489): Chunk::updateEntities
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Surface\Surface.cpp(2440): Surface::update
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Map\Map.cpp(1273): Map::updateEntities
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Game.cpp(175): Game::update
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Scenario\Scenario.cpp(1160): Scenario::updateStep
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\MainLoop.cpp(1400): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\MainLoop.cpp(1209): MainLoop::gameUpdateLoop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<MainLoop::mainLoopStep'::2'::<lambda_1>,void>::_Do_call
C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Util\WorkerThread.cpp(71): WorkerThread::loop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl)(ParallelDesyncReportCreator ),ParallelDesyncReportCreator >,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl
)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8AAAC259D)
00007FF8AAAC259D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8AAF0AF38)
00007FF8AAF0AF38 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
637.357 Error FixedPointNumber.hpp:31: double value not in range for fixed point number: nan
637.357 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
637.357 Error CrashHandler.cpp:190: Map tick at moment of crash: 5670044
637.392 Info CrashHandler.cpp:318: Executable CRC: 1465241209

8 months ago

This is occuring for me as well. what other mods are you running? just to cross reference.

8 months ago

It maybe a conflict with ERM Playable Terran, after I delete it, this Error no longer appear.

8 months ago

both use a variation on unit control so possibly a conflict on each. I have been chatting with the ERM dev on it and its possible they are both sending a request to the same AI code in different ways causing the conflict. this may be resolved once the AI code for unit control is finished for 2.0 by the factorio devs as from my understanding they still have to do hacky fixes atm

8 months ago

Glad the ERM dev has a potential answer for this one because I don't. These type of error messages should probably be reported to factorio devs because it seems an issue with the base game, even if it is triggered by mods.

5 months ago

FYI. I decided to report this CPP crash a few day ago. Factorio Dev fixed it in 2.0.40 build.
https://forums.factorio.com/viewtopic.php?p=664967

Quick test on my end looks fine so far. My unit control is able to select the unit from your mod as well.

However I'm not sure if my unit controller caused any issue on your end.

5 months ago

That is good news, thank you for reporting this to the Factorio devs. They were certainly quick in fixing it.

New response