Comments (8)
Yes there seems to be a small error pinned production, on the other hand concerning the desynchronizations I play in MP I never had a problem but I think it can come from the connection between the players, the data of the mod that transit are may be too large
from helmod.
well that sounds solvable. I have to add though, that I often had this problem when I was alone on the server, so there was only one other entity to transmit data to and that is the server itself. Then again, I guess the server is treated like just another player, isn't?
from helmod.
For you is exactly same, if the connexion between player and server is too lower you can have desynchronizations.
is the same for player 2 but different for player 1
from helmod.
Yeah, thought so. Question is: can you do something about the problem?^^
from helmod.
i go analyze my code this weekend, I work in week :)
if u can try to crash with debug mod
backup %appdata%/factorio/mods/helmodxxx.zip in other folder
unzip my mod in factorio mod folder and edit helmod.lua in line 15 change
Logging:new(0)
to
Logging:new(3)
after crash send me log
and delete my mod folder, restore the backuped helmodxxx.zip
from helmod.
Wow,I just saw your edited post today. Kinda expected a new post, so I would receive an email^^ I've turned the debugging on, but as of now I wasn't able to recreate a desync. Figured. If you want something to crash it doesn't. What I noticed so far though was a "server not responding" every time a opened the planner and sometimes when switching to another category (like summary or ressources). Not sure if that was the case with debugging turned off.
I don't have the time for further testing right now, but I'll get to it again later today or tomorrow
from helmod.
Finally. Hadn't had much time for Factorio the last couple of days, but here you go. Happened relativly fast this time, had multiple tests with 175MB+ log file.
factorio desync crash logged.txt
from helmod.
i can't reproduce and i have never problem in my MP games
from helmod.
Related Issues (20)
- Products linked broken HOT 7
- Incorrect calculation of the number of required factories HOT 2
- Incorrect calculation of the number of inserters when the factory limitation is enabled HOT 1
- factory display issue HOT 1
- Link/unlinked block are ignored. HOT 1
- Error when propagate on rocket recipe
- Bug on default factory + module HOT 1
- Bug on switch beacon, module reset HOT 1
- Linked/unlinked block display issue with first block HOT 1
- Block in ingredient input mode doesn't show it's input/output in the parent block HOT 3
- interface gives wrong machine number for yellow factories HOT 2
- Recipe with loops in sub block not displaying correctly in parent block (Kovarex enrichment)
- Issue with values of sub block in parent block. Last block determine what parent block requests HOT 12
- Linked block with multiple product might not get right ratio ? HOT 2
- Calculates blocks with multiple outputs incorrectly, multi linked product HOT 1
- [request] More consistent behavior with the rest of the game. HOT 2
- [request] better calculation in Pyanadons HOT 2
- can't set input in ingredient mod HOT 1
- Unable to prioritize consumer block "main consume"
- Size of recipe icons in reproductive complex crazy small HOT 1
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from helmod.