Hi! I've just got a hard crash (meaning that it killed Factorio) using gvv. I am not sure whether this is a bug in the mod or in Factorio. Here is the log:
267.869 Player 0 ran command: chars = game.surfaces.minime_character_previews_character.find_entities()
271.173 Player 0 ran command: for k, v in pairs(chars) do game.print(serpent.line(v)) end
292.138 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-fEKnzZ/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-fEKnzZ/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-fEKnzZ/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-fEKnzZ/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-fEKnzZ/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-fEKnzZ/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-fEKnzZ/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7fcce3525d1f
/tmp/factorio-build-fEKnzZ/src/Controller/ControllerManager.cpp (64): ControllerManager::getRealController() const
/tmp/factorio-build-fEKnzZ/src/Player.hpp (116): Player::getRealController()
/tmp/factorio-build-fEKnzZ/src/GameStateAdapter.cpp (576): GameStateAdapter::getManualRepairer() const
/tmp/factorio-build-fEKnzZ/src/Script/LuaControl.cpp (1232): LuaControl::luaReadRepairState(lua_State*)
/tmp/factorio-build-fEKnzZ/src/Script/LuaBinder.hpp (156): LuaBinder<LuaEntity>::findAndCallMethod(lua_State*, LuaEntity*, std::basic_string_view<char, std::char_traits<char> >, FlatMap<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, LuaBinder<LuaEntity>::FuncWrapper, std::less<void> > const&)
/tmp/factorio-build-fEKnzZ/src/Script/LuaBinder.hpp (219): LuaBinder<LuaEntity>::processCommonLuaIndex(lua_State*, LuaEntity*, bool)
/tmp/factorio-build-fEKnzZ/src/Script/LuaObjectTemplate.hpp (15): LuaObjectTemplate<LuaEntity, (LuaObjectType)0>::luaIndex(lua_State*)
/tmp/factorio-build-fEKnzZ/src/Script/LuaBinder.hpp (281): LuaBinder<LuaEntity>::callWrapperOnObject(lua_State*, LuaEntity*, int)
/tmp/factorio-build-fEKnzZ/src/Script/LuaBinder.hpp (339): LuaBinder<LuaEntity>::pushCallWrapperClosureForMetatable(lua_State*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::operator()(lua_State*) const
/tmp/factorio-build-fEKnzZ/src/Script/LuaBinder.hpp (334): LuaBinder<LuaEntity>::pushCallWrapperClosureForMetatable(lua_State*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::_FUN(lua_State*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (350): luaD_precall(lua_State*, lua_TValue*, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (425): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lvm.c (103): callTM
/tmp/factorio-build-fEKnzZ/libraries/Lua/lvm.c (128): luaV_gettable(lua_State*, lua_TValue const*, lua_TValue*, lua_TValue*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lvm.c (596): luaV_execute(lua_State*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (426): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (137): luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (625): luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lapi.c (1094): lua_pcallk
/tmp/factorio-build-fEKnzZ/libraries/Lua/lbaselib.c (402): luaB_pcall
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (350): luaD_precall(lua_State*, lua_TValue*, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lvm.c (717): luaV_execute(lua_State*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (426): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (137): luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (625): luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lapi.c (1094): lua_pcallk
/tmp/factorio-build-fEKnzZ/libraries/Lua/lbaselib.c (402): luaB_pcall
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (350): luaD_precall(lua_State*, lua_TValue*, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lvm.c (717): luaV_execute(lua_State*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (426): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (137): luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)
/tmp/factorio-build-fEKnzZ/libraries/Lua/ldo.c (625): luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long)
/tmp/factorio-build-fEKnzZ/libraries/Lua/lapi.c (1094): lua_pcallk
/tmp/factorio-build-fEKnzZ/src/Util/LuaHelper.cpp (5025): LuaHelper::pCallWithStackTrace(lua_State*, int, int)
/tmp/factorio-build-fEKnzZ/src/Script/LuaGameScript.cpp (7108): LuaGameScript::signallingPCall(lua_State*, int, int)
/tmp/factorio-build-fEKnzZ/src/Script/LuaGameScript.cpp (689): LuaGameScript::runEventHandler(LuaEventType, int)
/tmp/factorio-build-fEKnzZ/src/Script/LuaEventDispatcher.cpp (765): LuaEventDispatcher::run(LuaEventType, MapTick, bool (LuaGameScript::*)(GameAction const&), GameAction const&)
/tmp/factorio-build-fEKnzZ/src/Script/LuaEventDispatcher.cpp (441): LuaEventDispatcher::dispatch(GameAction const&, MapTick)
/tmp/factorio-build-fEKnzZ/src/GameActionDispatcher.cpp (15): GameActionDispatcher::send(GameAction const&)
/tmp/factorio-build-fEKnzZ/src/GameActionHandler.cpp (2722): GameActionHandler::guiClick(InputAction const&, Player*)
/tmp/factorio-build-fEKnzZ/src/GameActionHandler.cpp (353): GameActionHandler::actionPerformed(InputAction const&)
/tmp/factorio-build-fEKnzZ/src/Input/InputSource.cpp (75): InputSource::flushToListeners(InputAction const&, bool)
/tmp/factorio-build-fEKnzZ/src/Input/InputSource.cpp (67): InputSource::flushActions(bool, MapTick)
/tmp/factorio-build-fEKnzZ/src/Input/PlayerInputSource.cpp (517): PlayerInputSource::flushActions(bool, MapTick)
/tmp/factorio-build-fEKnzZ/src/GameActionHandler.cpp (388): GameActionHandler::update(std::function<void ()>)
/tmp/factorio-build-fEKnzZ/src/GameActionHandler.cpp (362): GameActionHandler::update(std::function<void ()>)
/tmp/factorio-build-fEKnzZ/src/MainLoop.cpp (1340): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode)
/tmp/factorio-build-fEKnzZ/src/MainLoop.cpp (1205): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (591): std::function<void ()>::operator()() const
/tmp/factorio-build-fEKnzZ/src/Util/WorkerThread.cpp (69): WorkerThread::loop()
/tmp/tmp.dlP10F34z6/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine
0x7fcce3578111
0x7fcce35f68f7
0xffffffffffffffff
Stack trace logging done
294.670 Error CrashHandler.cpp:190: Map tick at moment of crash: 5152754
294.670 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.
304.607 Uploading log file
304.669 Info SystemUtil.cpp:871: Started /home/pc/Games/Factorio/factorio_2.0/bin/x64/factorio; trampoline PID: 161005
What did I do?
I loaded a saved game to which I added my mod. Using the commands at the top of the log file, I verified that there is a valid entity on game.surfaces.minime_character_previews_character. I then opened the "storage" tab of gvv and went to a table that contained a reference to that LuaEntity. Right-clicking on the entry resulted in the crash.