2.0.11 Desync with 2.0 without Space Age Modded

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
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Buggi
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2.0.11 Desync with 2.0 without Space Age Modded

Post by Buggi »

For some reason I couldn't post this in the Desyncs with mods forum.

Running a Modded dedicated server with 2.0.11 with Elevated Rail and Quality but NOT running Space Age

Desync on the server then causes desyncs on joining until the server is rebooted, only to desync again after a couple minutes. If I knew how to track down WHY its desyncing I could debug the situation myself.

https://drive.google.com/file/d/1F0jNVu ... sp=sharing

We don't have many mods, but without knowing what is causing it I can't track it down. Nothing causes the desync, it just happens.

Though I know I triggered one by placing down a parameterized blueprint. That was one instance, there are many that have no obvious cause.
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Re: 2.0.11 Desync with 2.0 without Space Age Modded

Post by boskid »

Thanks for the report however it looks like parts of the desync point at an aai-express-loader entity, which means i am not considering this to be a base game issue until proven otherwise.
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Re: 2.0.11 Desync with 2.0 without Space Age Modded

Post by Buggi »

How the heck do you find that?
I looked through the log 3 times and couldn't find any reference to a mod being the reason.
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Re: 2.0.11 Desync with 2.0 without Space Age Modded

Post by boskid »

Ok i wasted way too much time trying to investigate this and i found the exact mod and exact interaction that is causing the desync and why i was seeing aai-express-loaders.

Desync is caused by Reverse Factory (9.0.8).

aai-express-loaders were showing in the desync report because you have loaders taking items out of the reverse factories and the core of the desync is around the logic of reverse factory where it ejects unpaired ingredients to the output slots. Some of the reverse factories on your map take chemical science packs but it looks like the recipe for them requires 2 items to start crafting, however in certain cases those items are moved from source inventory to results inventory and this is where the desync comes from: this logic is not save-load stable and so it may move items from the source inventory to results inventory only on the server but on the client it will fail to move those items, because item was not inserted into results inventory the aai-express-loaders were not woken up and so there was a difference in active entities in the desync report.

Easiest reproduction i got for this issue is following:
1/ 2.0 Base + Reverse Factory (9.0.8) + (kry_stdlib 1.5.2 dependency)
2/ Have reverse factory 3 with loader taking items out of it
3/ Put 1 chemical science pack into the reverse factory
4/ After some small amount of time the item is ejected. This is where the desync happens (under /toggle-heavy-mode it throws a diff).
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Re: 2.0.11 Desync with 2.0 without Space Age Modded

Post by Buggi »

Thank you so much for tracking this down. Earendel is off the hook!
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