[USED GOOGLE TRANSLATION]
In multiplayer, in the next tick, after the player is connected, desynchronization occurs.
And ONLY when the player connects, and this does NOT happen in the process of the game itself.
Desynchronization occurs due to the disabled state of the beacon in the status "disabled by the script" and its effect on the machine.
=========== This is what one of the mods did =============
entite.active = false;
entite.operable = false;
entite.rotatable = false;
=========== Or an analogue through the console ===============
/с game.player.selected.active = false ; game.player.selected.rotatable = false ; game.player.selected.operable = false ;
==========
A minimum of content has been retained in save. (No Mods used)
(Saved Location = x: 260 y: 760)
I hope for a quick fix. T_T
======== video clip text ========
player connected №1 #pre_test
player disconnected №1 #pre_test
player connected №2 #test
on beacon "/с game.player.selected.active = false ; game.player.selected.rotatable = false ; game.player.selected.operable = false ;"
player disconnected №2 #test
player connected №3 #drop
player desynchronization №3 #drop
=============================
[0.17.79] desync with beacon disabled
[0.17.79] desync with beacon disabled
- Attachments
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- SAVE_desync_new_test.zip
- (6.39 MiB) Downloaded 156 times
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- desync-report-2019-11-29_17-45-02.7z
- (9.71 MiB) Downloaded 160 times
Re: [0.17.79] desync with beacon disabled
Thanks for the report. It's now fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.