Game Crash

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CrazyAckAck
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Game Crash

Post by CrazyAckAck »

Game will play just fine in single player, but if I try to load it up as a multiplayer it crashes. Not using any mods and running version 0.12.0(Build 103, win64) Tried loading it from another PC, but I get the same error. Any thoughts?

Code: Select all

   0.002 2015-07-19 00:26:19; Factorio 0.12.0 (Build 103, win64)
   0.002 Operating system: Windows 8 
   0.002 Read data path: C:/Program Files/Factorio11.19/data
   0.002 Write data path: C:/Users/Chelsea/AppData/Roaming/Factorio
   0.002 Binaries path: C:/Program Files/Factorio11.19/bin
   0.070 Initialised Direct3D: Intel(R) HD Graphics 3000; driver: igdumd64.dll 9.17.10.4229
   0.121 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all]
   0.267 Loading mod core 0.0.0 (data.lua)
   0.275 Loading mod base 0.12.0 (data.lua)
   1.727 Initial atlas bitmap size is 8192
   1.750 Created atlas bitmap 8192x8192
   1.752 Created atlas bitmap 8192x6963
  24.113 Info Updater.cpp:720: Downloading https://www.factorio.com/updater/get-available-versions?username=CrazyAckAck&token=<private>&apiVersion=2
  24.491 0 packages available to download (experimental updates disabled).
  24.556 Factorio initialised
  55.157 Info Router.cpp:405: Router peerID(101) shutting down.
  55.158 Info Router.cpp:432: Router state -> Disconnected
  55.158 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
  55.158 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
  55.158 Loading map C:/Users\Chelsea\AppData\Roaming\Factorio\saves\_autosave1.zip
  55.258 Info Scenario.cpp:160: Map version 0.12.0-36
  55.945 Info WindowsUDPSocket.cpp:73: Opening socket at port (34197)
  55.946 Info Router.cpp:432: Router state -> Connected
  55.946 Info Synchronizer.cpp:55: NetworkTick(0) initialized Synchronizer local peer(0) latency(15).
  55.946 Hosting game at port 34197, peerID 0, session magic 1154
  55.946 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(3456001) changing state from(CreatingGame) to(InGame)
  55.946 Info NetworkInputHandler.cpp:40: mapTick(3456001) networkTick(0) initialized NetworkInputHandler local peer(0).
  57.041 Info MultiplayerManager.cpp:1311: Received peer info for peer(0) username(Crazy).
  57.042 Info MultiplayerManager.cpp:989: networkTick(15) mapTick(3456001) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
  57.042 Info MultiplayerManager.cpp:989: networkTick(15) mapTick(3456001) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
  57.043 Error NetworkInputHandler.cpp:431: Cannot deduce player for input action.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\temp\factorio-5829127a\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\temp\factorio-5829127a\src\util\logger.cpp (283): Logger::writeStacktrace
c:\temp\factorio-5829127a\src\util\logger.cpp (337): Logger::logStacktrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (79): CrashHandler::writeStackTrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (137): CrashHandler::SignalHandler
f:\dd\vctools\crt\crtw32\misc\winsig.c (587): raise
f:\dd\vctools\crt\crtw32\misc\abort.c (82): abort
c:\temp\factorio-5829127a\src\net\networkinputhandler.cpp (431): NetworkInputHandler::sendToListeners
c:\temp\factorio-5829127a\src\scenario\scenario.cpp (743): Scenario::update
c:\temp\factorio-5829127a\src\mainloop.cpp (250): MainLoop::gameUpdateStep
c:\temp\factorio-5829127a\src\mainloop.cpp (351): MainLoop::updateLoop
c:\boost_1_58_0\boost\function\function_template.hpp (160): boost::detail::function::void_function_obj_invoker0<boost::_bi::bind_t<void,void (__cdecl*)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool),boost::_bi::list5<boost::_bi::value<ThreadBarrier * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<bool * __ptr64>,boost::_bi::value<bool> > >,void>::invoke
c:\temp\factorio-5829127a\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF653A8B163)
00007FF653A8B163 (Factorio): (filename not available): boost::`anonymous namespace'::thread_start_function
f:\dd\vctools\crt\crtw32\startup\threadex.c (376): _callthreadstartex
f:\dd\vctools\crt\crtw32\startup\threadex.c (354): _threadstartex
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA3B6313D2)
00007FFA3B6313D2 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA3BD45444)
00007FFA3BD45444 (ntdll): (filename not available): RtlUserThreadStart
  58.640 Error Util.cpp:45: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.


Aranthos
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Re: Game Crash

Post by Aranthos »

I'm getting a similar error, save file is attached. Error occurs on both Linux and Windows x64 on three different computers (2x Windows, 1x Linux) whenever trying to play multiplayer, same as the OP though single player works fine.
Log from my Linux PC is also attached, I don't have any from the Windows machines but from what I recall it was loosely similar - the same "132.165 Error NetworkInputHandler.cpp:431: Cannot deduce player for input action." appeared for sure.

Both Windows machines taking part in this game have the auto fill mod but it's played nice with the Linux machine (which doesn't have the mod) for days, don't want to say it definitely isn't the cause but it at least isn't likely.
Attachments
factorio-previous.log
(4.42 KiB) Downloaded 131 times
_autosave2.zip
(5.46 MiB) Downloaded 101 times

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