TL;DR The following save can be loaded on a server (headless and normal) but can not be loaded by clients.
This was initially discovered as a desync on a deadicated headless server running Ubuntu. Following the common steps for getting a clean desync report, I ran "/c game.tick_paused = true" and then joined the server, desyncing instantly. The report can be found here: https://archive.explosivegaming.nl/clus ... -17-06.zip
I was unable to load either of the saves inside because of an invalid bool error. Thinking the save had been corrupted, I attempted to restart the server but it loaded the save fine. Joining the server still caused a desync on join. Attempting to load the save a second time caused the invalid bool error on the headless machine. The corrupted save can be found here: https://archive.explosivegaming.nl/clus ... osave8.zip
I then decided to download one of the autosaves that was causing the desyncs and run it on a lan server. I was able to load this save file, but rather than clients desyncing it would give them the invalid bool error. It is only the clients which get this error, the save can be hosted without any issue. The save file is here: https://archive.explosivegaming.nl/clus ... l_test.zip
Attached are the client and server logs from hosting and connecting to "invalid_bool_test.zip" (link directly above)
The save is running the OARC Multiplayer Spawn Mod, version 2.1.5, which can be found here: https://mods.factorio.com/download/oarc ... 482dc6e7e7
[Rseding91] [2.0.14] Invalid bool, Client side only.
- Cooldude2606
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[Rseding91] [2.0.14] Invalid bool, Client side only.
- Attachments
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- server-2024-11-06--1523.log
- (10.16 KiB) Downloaded 10 times
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- client-2024-11-06--1523.log
- (34.75 KiB) Downloaded 7 times
Re: [Rseding91] [2.0.14] Invalid bool, Client side only.
Thanks for the report. This is now fixed for the next release.
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