Fixture_fabricator_component.lua:171: attempt to index local 'building' (a nil value)

Summary:
Placed ghosts of several buildings for city building layout planning, but haven’t begun construction of anything yet. Saved game. Reloaded, and encountered this error via in-game dialog as the load was completing.

2016-06-12 13:15:01.996216 | client |  1 |                      client.core | reporting client load progress 99.500%...
2016-06-12 13:15:03.032825 | server |  2 |                         lua.code | generating traceback...
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code | -- Script Error (lua) Begin ------------------------------- 
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    .../fixture_fabricator/fixture_fabricator_component.lua:171: attempt to index local 'building' (a nil value)
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    stack traceback:
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    	[C]: ?
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    	.../fixture_fabricator/fixture_fabricator_component.lua:171: in function '_are_dependencies_satisfied'
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    	.../fixture_fabricator/fixture_fabricator_component.lua:218: in function '_start_project'
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code |    	.../fixture_fabricator/fixture_fabricator_component.lua:42: in function <.../fixture_fabricator/fixture_fabricator_component.lua:40>
2016-06-12 13:15:03.032825 | server |  0 |                         lua.code | -- Lua Error End   ------------------------------- 
2016-06-12 13:15:03.050827 | server |  2 |                         lua.code | generating traceback...
2016-06-12 13:15:03.050827 | server |  0 |                         lua.code | -- Script Error (native) Begin ------------------------------- 
2016-06-12 13:15:03.050827 | server |  0 |                         lua.code |    c++ exception: lua runtime error
2016-06-12 13:15:03.050827 | server |  0 |                         lua.code |    stack traceback:
2016-06-12 13:15:03.050827 | server |  0 |                         lua.code | -- Lua Error End   ------------------------------- 
2016-06-12 13:15:03.053828 | server |  2 |                         lua.code | generating traceback...

[trimmed duplicates]

2016-06-12 13:15:03.393871 | server |  2 |                         lua.code | generating traceback...
2016-06-12 13:15:04.406000 | server |  1 |                  simulation.core | finished loading game
2016-06-12 13:15:04.406000 | server |  0 |                          sysinfo | Memory Stats: Finished Loading Simulation
2016-06-12 13:15:04.406000 | server |  0 |                          sysinfo |  Total System Memory:     7.965 GB (8552861696 bytes)
2016-06-12 13:15:04.406505 | server |  0 |                          sysinfo |  Current Memory Usage:    1.752 GB (1881161728 bytes)
2016-06-12 13:15:04.406505 | server |  0 |                          sysinfo |  Total Address Space:     128.000 TB (140737488224256 bytes)
2016-06-12 13:15:04.406505 | server |  0 |                          sysinfo |  Available Address Space: 127.997 TB (140734611210240 bytes)
2016-06-12 13:15:04.406505 | server |  0 |                          sysinfo |  Used Address Space:      2.679 GB (2877014016 bytes)
2016-06-12 13:15:04.441505 | server |  2 |                          network | server allocating new send buffer (total: 0)
2016-06-12 13:15:05.428630 | server |  0 |                  simulation.core | took 987 ms to flush streamer
2016-06-12 13:15:05.802679 | server |  1 |         simulation.remote_client | started buffering client updates. (seq:250 ack:240)
2016-06-12 13:15:10.382261 | server |  0 |               ai.execution_frame | (2454475 Stone Tunnel Door) [stonehearth:top] ai slow start is 0
2016-06-12 13:15:10.390262 | server |  0 |        simulation.pathfinder.bfs | using fast tile iterator!
2016-06-12 13:15:11.250372 | client |  1 |                renderer.renderer | ignoring duplicate screen resize to (1680, 987)
2016-06-12 13:15:12.269999 | server |  0 |                  simulation.core | took 2263 ms to update game state
2016-06-12 13:15:12.270499 | server |  2 |                  simulation.core | game loop exhausted before any jobs processed!
2016-06-12 13:15:12.418018 | server |  1 |         simulation.remote_client | stopped buffering client updates. (seq:250 ack:243)
2016-06-12 13:15:12.687052 | server |  0 |                  simulation.core | took 250 ms to process job list
2016-06-12 13:15:12.687554 | server |  1 |         simulation.remote_client | started buffering client updates. (seq:334 ack:250)
2016-06-12 13:15:12.759061 | server |  1 |         simulation.remote_client | stopped buffering client updates. (seq:334 ack:334)
2016-06-12 13:15:12.916081 | server |  0 |                  simulation.core | took 154 ms to process job list
2016-06-12 13:15:13.021594 | server |  0 |                  simulation.core | took 102 ms to process job list
2016-06-12 13:15:13.352637 | server |  0 |                  simulation.core | took 211 ms to process job list
2016-06-12 13:15:14.462278 | client |  1 |                              rpc | critical error in http reactor: could not trace[trace 332 25]

Attachments:
log, save

Version Number and Mods in use:
A17 D3002 x64

Plot thickens on this one. Without knowing much about the recent code changes, this feels to me like it might be related to the building editor merging different buildings together when they touch one another. I designed out some roads, and a handful of building templates with the intent to click on a building or two at a time and build it out a piece at a time. But because the roads touch each building’s door, and because the roofs are close together their overhangs touch each other in a few places, therefore the building editor decided that every building and the road were all the same huge building.

So I of course decided to try and build it to see how far along they’d get. They didn’t get far. They built a couple tiny sections of road and then ignore the rest entirely.

In that way, it relates to this, but because I am also seeing this fixture fabricator bug, it feels different (but still related).

@not_owen_wilson

Further analysis confirms this is indeed linked to those ghosted, merged buildings. When I remove the giant merged building and re-save, when I load up the save that doesn’t contain the merged stuff, I don’t receive these errors at all.