[0.13.3] Game crashes always after loading the world

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ThunderWolf2100
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[0.13.3] Game crashes always after loading the world

Post by ThunderWolf2100 »

I was playing my map when it crashed, no problem, reload game and load latest autosave, but after a few seconds, crashes again, and this repeats itself no matter what i do, always at about the same time (about 10-20 seconds), here is the log:
0.001 2016-07-09 13:42:15; Factorio 0.13.3 (build 22991, win64, alpha)
0.001 Operating system: Windows 10
0.001 Program arguments: "E:\Games\Factorio\bin\x64\factorio.exe"
0.001 Read data path: E:/Games/Factorio/data
0.001 Write data path: C:/Users/Thunder/AppData/Roaming/Factorio
0.001 Binaries path: E:/Games/Factorio/bin
0.028 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 130%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 20%] [Screen: 255] [DXT: false]
0.028 Available display adapters: 1
0.029 [0]: \\.\DISPLAY1 - AMD Radeon HD 7560D {0x05, [0,0], 1920x1080, 32bit, 60Hz}
0.029 Create display on adapter 0. Size 1664x936 at position [118, 54].
0.288 Initialised OpenGL:[0] AMD Radeon HD 7560D; driver: 4.5.13399 Compatibility Profile Context 15.201.1151.1008
0.334 Desktop composition is active.
0.565 Loading mod core 0.0.0 (data.lua)
0.582 Loading mod base 0.13.3 (data.lua)
1.091 Checksum for core: 714099156
1.091 Checksum for mod base: 3065127710
1.879 Initial atlas bitmap size is 16384
1.884 Created atlas bitmap 16384x6369
1.884 Created atlas bitmap 4096x968
30.997 Sprites loaded
30.997 Convert atlas 4096x968 to: trilinear-filtering
31.106 Loading sounds...
34.628 Custom inputs active: 0
34.849 Factorio initialised
38.552 Loading map C:/Users\Thunder\AppData\Roaming\Factorio\saves\_autosave2.zip
38.828 Info Scenario.cpp:129: Map version 0.13.3-1
40.135 Checksum for script C:/Users/Thunder/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-cowk3t\libraries\stackwalker\stackwalker.cpp (906): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-cowk3t\src\util\logger.cpp (328): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-cowk3t\src\util\logger.cpp (382): Logger::logStacktrace
c:\cygwin64\tmp\factorio-cowk3t\src\entity\itementity.cpp (30): ItemEntity::ItemEntity
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportline.cpp (292): TransportLine::dropItems
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportbelt.cpp (211): TransportBelt::dropItems
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportbeltconnectable.cpp (273): TransportBeltConnectable::preDieHook
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithhealth.cpp (202): EntityWithHealth::die
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithhealth.cpp (131): EntityWithHealth::damage
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithowner.cpp (118): EntityWithOwner::damage
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\damagetriggereffectitem.cpp (22): DamageTriggerEffectItem::applyInternal
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\triggereffectitem.cpp (65): TriggerEffectItem::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\triggereffect.cpp (24): TriggerEffect::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\directtriggeritem.cpp (15): DirectTriggerItem::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (348): Shooter::doShoot
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (283): Shooter::doShoot
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (244): Shooter::shootInternal
c:\cygwin64\tmp\factorio-cowk3t\src\entity\unit.cpp (141): Unit::attack
c:\cygwin64\tmp\factorio-cowk3t\src\ai\gotobehavior.cpp (607): GotoBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\pursuebehavior.cpp (30): PursueBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\groupbehavior.cpp (151): GroupBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\commandable.cpp (113): Commandable::runBehavior
c:\cygwin64\tmp\factorio-cowk3t\src\entity\unit.cpp (245): Unit::update
c:\cygwin64\tmp\factorio-cowk3t\src\surface\chunk.cpp (471): Chunk::update
c:\cygwin64\tmp\factorio-cowk3t\src\surface\surface.cpp (906): Surface::update
c:\cygwin64\tmp\factorio-cowk3t\src\map\map.cpp (1095): Map::update
c:\cygwin64\tmp\factorio-cowk3t\src\game.cpp (141): Game::update
c:\cygwin64\tmp\factorio-cowk3t\src\scenario\scenario.cpp (773): Scenario::update
c:\cygwin64\tmp\factorio-cowk3t\src\mainloop.cpp (337): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-cowk3t\src\mainloop.cpp (472): MainLoop::updateLoop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\functional (214): std::_Func_impl<std::_Binder<std::_Unforced,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,enum MainLoop::HeavyMode),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 & __ptr64,enum MainLoop::HeavyMode & __ptr64>,std::allocator<int>,void>::_Do_call
c:\cygwin64\tmp\factorio-cowk3t\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF72FF60A33)
00007FF72FF60A33 (factorio): (filename not available): boost::thread::start_thread_noexcept
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF817EE8102)
00007FF817EE8102 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF81909C5B4)
00007FF81909C5B4 (ntdll): (filename not available): RtlUserThreadStart
64.304 Error ItemEntity.cpp:30: Item stack is empty.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-cowk3t\libraries\stackwalker\stackwalker.cpp (906): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-cowk3t\src\util\logger.cpp (328): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-cowk3t\src\util\logger.cpp (382): Logger::logStacktrace
c:\cygwin64\tmp\factorio-cowk3t\src\util\crashhandler.cpp (84): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-cowk3t\src\util\crashhandler.cpp (186): CrashHandler::SignalHandler
d:\th\minkernel\crts\ucrt\src\appcrt\misc\signal.cpp (516): raise
d:\th\minkernel\crts\ucrt\src\appcrt\startup\abort.cpp (71): abort
c:\cygwin64\tmp\factorio-cowk3t\src\entity\itementity.cpp (30): ItemEntity::ItemEntity
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportline.cpp (292): TransportLine::dropItems
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportbelt.cpp (211): TransportBelt::dropItems
c:\cygwin64\tmp\factorio-cowk3t\src\entity\transportbeltconnectable.cpp (273): TransportBeltConnectable::preDieHook
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithhealth.cpp (202): EntityWithHealth::die
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithhealth.cpp (131): EntityWithHealth::damage
c:\cygwin64\tmp\factorio-cowk3t\src\entity\entitywithowner.cpp (118): EntityWithOwner::damage
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\damagetriggereffectitem.cpp (22): DamageTriggerEffectItem::applyInternal
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\triggereffectitem.cpp (65): TriggerEffectItem::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\triggereffect.cpp (24): TriggerEffect::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\directtriggeritem.cpp (15): DirectTriggerItem::apply
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (348): Shooter::doShoot
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (283): Shooter::doShoot
c:\cygwin64\tmp\factorio-cowk3t\src\trigger\shooter.cpp (244): Shooter::shootInternal
c:\cygwin64\tmp\factorio-cowk3t\src\entity\unit.cpp (141): Unit::attack
c:\cygwin64\tmp\factorio-cowk3t\src\ai\gotobehavior.cpp (607): GotoBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\pursuebehavior.cpp (30): PursueBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\groupbehavior.cpp (151): GroupBehavior::execute
c:\cygwin64\tmp\factorio-cowk3t\src\ai\commandable.cpp (113): Commandable::runBehavior
c:\cygwin64\tmp\factorio-cowk3t\src\entity\unit.cpp (245): Unit::update
c:\cygwin64\tmp\factorio-cowk3t\src\surface\chunk.cpp (471): Chunk::update
c:\cygwin64\tmp\factorio-cowk3t\src\surface\surface.cpp (906): Surface::update
c:\cygwin64\tmp\factorio-cowk3t\src\map\map.cpp (1095): Map::update
c:\cygwin64\tmp\factorio-cowk3t\src\game.cpp (141): Game::update
c:\cygwin64\tmp\factorio-cowk3t\src\scenario\scenario.cpp (773): Scenario::update
c:\cygwin64\tmp\factorio-cowk3t\src\mainloop.cpp (337): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-cowk3t\src\mainloop.cpp (472): MainLoop::updateLoop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\functional (214): std::_Func_impl<std::_Binder<std::_Unforced,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,enum MainLoop::HeavyMode),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 & __ptr64,enum MainLoop::HeavyMode & __ptr64>,std::allocator<int>,void>::_Do_call
c:\cygwin64\tmp\factorio-cowk3t\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF72FF60A33)
00007FF72FF60A33 (factorio): (filename not available): boost::thread::start_thread_noexcept
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF817EE8102)
00007FF817EE8102 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF81909C5B4)
00007FF81909C5B4 (ntdll): (filename not available): RtlUserThreadStart
65.556 Error CrashHandler.cpp:85: Map tick at moment of crash: 2125103
65.556 Error Util.cpp:77: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
Any help? thank you!

kinnom
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Re: [0.13.3] Game crashes always after loading the world

Post by kinnom »

could you uplaod the save file?
no yes yes no yes no yes yes

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prg
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Re: [0.13.3] Game crashes always after loading the world

Post by prg »

0.001 2016-07-09 13:42:15; Factorio 0.13.3 (build 22991, win64, alpha)
Try updating the game first.
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Rseding91
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Re: [0.13.3] Game crashes always after loading the world

Post by Rseding91 »

prg wrote:
0.001 2016-07-09 13:42:15; Factorio 0.13.3 (build 22991, win64, alpha)
Try updating the game first.
Updating his game will fix it. This was already resolved in 0.13.4/5.
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