Search found 10 matches
- Tue Feb 21, 2017 1:49 am
- Forum: Modding help
- Topic: Desync only on Modded Multiplayer - Unknown Cause
- Replies: 11
- Views: 4565
Re: Desync only on Modded Multiplayer - Unknown Cause
Good Evening, I attempted to work with Reika in setting up the seed value in the global table, and testing it against the server. After a bunch of crashes related to syntax and nil value indexing, I got it to a state that loads but still desyncs. Per request, and after talking to him, I am uploading...
- Fri Feb 17, 2017 2:38 pm
- Forum: Modding help
- Topic: Desync only on Modded Multiplayer - Unknown Cause
- Replies: 11
- Views: 4565
Re: Desync only on Modded Multiplayer - Unknown Cause
I checked your script with an upvalue checker, And between save and load the values for this function has changed: That sounds like it would be a very handy piece of software for debugging problems related to desync - is that tool available for public use? I personally have not done much modding (l...
- Fri Feb 17, 2017 6:27 am
- Forum: Modding help
- Topic: Desync only on Modded Multiplayer - Unknown Cause
- Replies: 11
- Views: 4565
Re: Desync only on Modded Multiplayer - Unknown Cause
Good Evening, So with Reika's help I simply removed all the retrogen, which is that part with the local variables and ontick handler. Only the on_event function with on_chunk_generated remains, and it only calls controlChunk, all other code is stripped out. Unfortunately the problem still occurs jus...
- Thu Feb 16, 2017 5:55 am
- Forum: Modding help
- Topic: Desync only on Modded Multiplayer - Unknown Cause
- Replies: 11
- Views: 4565
Desync only on Modded Multiplayer - Unknown Cause
Good evening, I was creating a new modpack to try, and added an experimental mod that a friend made that alters how ore is generated. The basic idea is to remove the normal oregen, and then use the coordinates of a chunk to determine what level of ore is allowed to spawn there, then repopulate based...
- Wed Feb 15, 2017 2:22 am
- Forum: Duplicates
- Topic: Crash to desktop when switching weapons
- Replies: 4
- Views: 1623
Re: Crash to desktop when switching weapons
[...] the server crashed when a friend shot at a biter. I do not know if they actually killed it, or just shot at it when the server went down. The map is in peaceful mode so it's not come up until now. Below is the log and stacktrace. Is this the same issue as listed in this thread? How do I figur...
- Wed Feb 15, 2017 2:18 am
- Forum: Duplicates
- Topic: Crash to desktop when switching weapons
- Replies: 4
- Views: 1623
Re: Crash to desktop when switching weapons
Good afternoon, While playing with Angels Mods (all because they're all required...), Bob's Mods (more than half) and a few misc mods, the server crashed when a friend shot at a biter. I do not know if they actually killed it, or just shot at it when the server went down. The map is in peaceful mode...
- Sat Jul 16, 2016 7:59 pm
- Forum: Technical Help
- Topic: 0.13.8 Flagged as Virus
- Replies: 1
- Views: 1186
0.13.8 Flagged as Virus
Good Afternoon, My antivirus kicked in while playing multiplayer and decided to kill off the game and delete it, claiming it was a virus. Has anyone else had this occur? I'm guessing it was being overly aggressive, but I wanted to make sure. Here is a screenshot of the report: http://i.imgur.com/xkd...
- Sat Oct 31, 2015 4:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 97857
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
I'm running a MP server (headless linux) and I've upgraded it to 0.12.16. I try loading it up and it gives the following: 12:05:23 [ Error ] Util.cpp:47: Error while running the event handler: __Compression Chests__/control.lua:968: attempt to index field '?' (a nil value) Is this related to the iss...
- Mon Sep 14, 2015 9:51 pm
- Forum: Pending
- Topic: [0.12.6] Deserialisation error on connect to headless MP
- Replies: 9
- Views: 12340
Re: [0.12.6] Deserialisation error on connect to headless MP
Hmm, I seem to be unable to recreate the issue doing the same steps as before. When I ran it the first time after unzipping it, it had the little UAC shield on the icon, and failed to start at all. I then went to the program's properties and changed settings for all users to run as administrator. Th...
- Mon Sep 14, 2015 5:22 pm
- Forum: Pending
- Topic: [0.12.6] Deserialisation error on connect to headless MP
- Replies: 9
- Views: 12340
Re: [0.12.6] Deserialisation error on connect to headless MP
I am also having this error with 12.7. Where can I find the error logs for the client side x64 windows version? They do not seem to be in my Factorio directory in Program Files, even though I used the zip file and by default it appears everything should be contained there. If it's a permissions issu...