Search found 10 matches

by Rivaryn
Tue Feb 21, 2017 1:49 am
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4073

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...
by Rivaryn
Fri Feb 17, 2017 2:38 pm
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4073

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...
by Rivaryn
Fri Feb 17, 2017 6:27 am
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4073

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...
by Rivaryn
Thu Feb 16, 2017 5:55 am
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4073

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...
by Rivaryn
Wed Feb 15, 2017 2:22 am
Forum: Duplicates
Topic: Crash to desktop when switching weapons
Replies: 4
Views: 1423

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...
by Rivaryn
Wed Feb 15, 2017 2:18 am
Forum: Duplicates
Topic: Crash to desktop when switching weapons
Replies: 4
Views: 1423

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...
by Rivaryn
Sat Jul 16, 2016 7:59 pm
Forum: Technical Help
Topic: 0.13.8 Flagged as Virus
Replies: 1
Views: 1052

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...
by Rivaryn
Sat Oct 31, 2015 4:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 92705

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...
by Rivaryn
Mon Sep 14, 2015 9:51 pm
Forum: Pending
Topic: [0.12.6] Deserialisation error on connect to headless MP
Replies: 9
Views: 11920

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...
by Rivaryn
Mon Sep 14, 2015 5:22 pm
Forum: Pending
Topic: [0.12.6] Deserialisation error on connect to headless MP
Replies: 9
Views: 11920

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...

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