Force-pasting a blueprint on an existing structure (a load balancer blueprint onto an existing 4 belt main bus line), while auto-approve is disabled, crashes the game.
The crash does not occur when auto-approve is enabled. Also it doesn't occur when the mod is disabled. The original "Construction Planner" mod has the same issue - I actually switched to this one in hopes of fixing it ^^
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Entity\BuildCheckResult.cpp(144): BuildCheckResult::abortIfNotBuildable
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Entity\TransportBeltConnectable.cpp(446): TransportBeltConnectable::checkConsistency
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Entity\EntityGhost.cpp(629): EntityGhost::checkConsistency
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Map\ConsistencyScraper.cpp(41): ConsistencyScraper::step
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Game.cpp(175): Game::update
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\Scenario\Scenario.cpp(1130): Scenario::updateStep
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\MainLoop.cpp(1417): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-zTo8Fr\src\MainLoop.cpp(1212): 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-zTo8Fr\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 QueuedSoundInstanceSDL::QueuedSoundData::*)(void),QueuedSoundInstanceSDL::QueuedSoundData *>,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE34FD259D)
00007FFE34FD259D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE35A4AF38)
00007FFE35A4AF38 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
31.108 Error BuildCheckResult.cpp:148: Build check failed: 3, cant-build-reason.entity-in-the-way(entity-name.fast-transport-belt), entity[[name=fast-splitter, type=splitter(Splitter), position={31.000, -6.500}, direction=North, force=player.unapproved_ghosts, surface=nauvis, setup=false, owned-by-ghost=true, to-be-deconstructed=false, to-be-upgraded=false, simulation=true]], collider[[name=fast-transport-belt, type=transport-belt(TransportBelt), position={30.500, -6.500}, direction=North, force=player, surface=nauvis, setup=true, owned-by-ghost=false, to-be-deconstructed=true, to-be-upgraded=false, simulation=false]].
31.108 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
31.108 Info ConsistencyScraper.cpp:83: queued check: entity [name=entity-ghost, type=entity-ghost(EntityGhost), position={31.000, -6.500}, direction=North, force=player.unapproved_ghosts, surface=nauvis, setup=true, owned-by-ghost=false, to-be-deconstructed=false, to-be-upgraded=false, simulation=false]
31.108 Error CrashHandler.cpp:190: Map tick at moment of crash: 26230470
31.142 Info CrashHandler.cpp:318: Executable CRC: 483359364
31.142 Error Util.cpp:95: 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.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
I can provide a savegame if necessary π