I get that error when trying to replay the campaign's first level...
and when I tried to disable the mods the game says it can't replay because "it has different mod configuration"
does this mean it's a mod related problem ?
[0.12.3] Map Desynchronisation: tick 60
[0.12.3] Map Desynchronisation: tick 60
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Last edited by jockeril on Tue Aug 11, 2015 9:38 pm, edited 1 time in total.
Re: [0.12.2] Map Desynchronisation: tick 60
Well, yes, it could be mod related problem. The mod has to be determinstic (MP) friendly to work in replay properly. It would probably be needed to test it without mods first, and if so, to find the mod that is causing it to desync.
It still might be core Factorio problem, but most probably it is fault of the mod.
It still might be core Factorio problem, but most probably it is fault of the mod.
Re: [0.12.2] Map Desynchronisation: tick 60
don't know if it means something, but all the mods are 0.12.x approved, here's the list:kovarex wrote:Well, yes, it could be mod related problem. The mod has to be determinstic (MP) friendly to work in replay properly. It would probably be needed to test it without mods first, and if so, to find the mod that is causing it to desync.
It still might be core Factorio problem, but most probably it is fault of the mod.
I've fixed the "lane-splitters" mod force.reset_recipes & force.reset_technologies commands, so there is no more error on that...
but the error still appears, and I can't replay it without...
Re: [0.12.2] Map Desynchronisation: tick 60
Just to make things clear, the replace is probably lost, I just want to find out, what is causing the problem.jockeril wrote:don't know if it means something, but all the mods are 0.12.x approved, here's the list:kovarex wrote:Well, yes, it could be mod related problem. The mod has to be determinstic (MP) friendly to work in replay properly. It would probably be needed to test it without mods first, and if so, to find the mod that is causing it to desync.
It still might be core Factorio problem, but most probably it is fault of the mod.
I've fixed the "lane-splitters" mod force.reset_recipes & force.reset_technologies commands, so there is no more error on that...
but the error still appears, and I can't replay it without...
So what I would like to ask you to do (I can do it later when I find time, but it would be helpful), is to try to disable all mods and try to make a new replay and let it run.
If it works, than if you could try it with half of the mods, and see if it works etc. By bisecting, you could find out which mod is responsible.
Re: [0.12.2] Map Desynchronisation: tick 60
I get you - find the cause by way of elimination... Ok I will try that later. thank you for the replyskovarex wrote:Just to make things clear, the replace is probably lost, I just want to find out, what is causing the problem.jockeril wrote:don't know if it means something, but all the mods are 0.12.x approved, here's the list:kovarex wrote:Well, yes, it could be mod related problem. The mod has to be determinstic (MP) friendly to work in replay properly. It would probably be needed to test it without mods first, and if so, to find the mod that is causing it to desync.
It still might be core Factorio problem, but most probably it is fault of the mod.
I've fixed the "lane-splitters" mod force.reset_recipes & force.reset_technologies commands, so there is no more error on that...
but the error still appears, and I can't replay it without...
So what I would like to ask you to do (I can do it later when I find time, but it would be helpful), is to try to disable all mods and try to make a new replay and let it run.
If it works, than if you could try it with half of the mods, and see if it works etc. By bisecting, you could find out which mod is responsible.

Re: [0.12.3] Map Desynchronisation: tick 60
I'v finally got around to test it, now on 12.3 and even went through the steps in the tutorial's speed - the problem re-appears every time...
It's not a mod problem, It's a game problem - whether this happens with all replay saves, I can't tell, but I can say it happens with the "first steps" campaign on level 1 (and I presume it will also happen in the other levels). It's actually only logical that it will happen with all replays, but I can't be sure and don't have the time or willpower to test this theory
EDIT: The above tests were done without the use of mods installed. Guess I forgot to mention that...
It's not a mod problem, It's a game problem - whether this happens with all replay saves, I can't tell, but I can say it happens with the "first steps" campaign on level 1 (and I presume it will also happen in the other levels). It's actually only logical that it will happen with all replays, but I can't be sure and don't have the time or willpower to test this theory
EDIT: The above tests were done without the use of mods installed. Guess I forgot to mention that...
Last edited by jockeril on Wed Aug 12, 2015 6:52 pm, edited 1 time in total.
Re: [0.12.3] Map Desynchronisation: tick 60
Can confirm this happens on 0.12.3 even without mods.
Steps to reproduce:
- Play --> Start campaign --> First steps --> level-01 (also happens with level-02)
- Let it run for 10 seconds, then save and quit
- Play --> Replay game --> pick your save
- Error happens: Map desynchronisation: tick 60
EDIT: I tried the New hope campaign, it threw a different error when replaying.
New thread for that: https://forums.factorio.com/forum/vie ... =7&t=14791
Steps to reproduce:
- Play --> Start campaign --> First steps --> level-01 (also happens with level-02)
- Let it run for 10 seconds, then save and quit
- Play --> Replay game --> pick your save
- Error happens: Map desynchronisation: tick 60
EDIT: I tried the New hope campaign, it threw a different error when replaying.
New thread for that: https://forums.factorio.com/forum/vie ... =7&t=14791
Re: [0.12.3] Map Desynchronisation: tick 60
Thx, fixed for 0.12.4