Search found 3 matches
- Wed Nov 25, 2020 6:46 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Desync in a big 4 Player Map
- Replies: 4
- Views: 1045
Re: [1.1.0] Desync in a big 4 Player Map
I'll be removing the Desync report from the dropbox now
- Tue Nov 24, 2020 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Desync in a big 4 Player Map
- Replies: 4
- Views: 1045
Re: [1.1.0] Desync in a big 4 Player Map
This Position was indeed the position of the only Spidertron with logistics requests, Will's. Will kepp updated if picking it up helps.
--edit-- we could not replicate the desync however after this desync our autosave crashed the server like in https://forums.factorio.com/viewtopic.php?f=30&t=91673 ...
--edit-- we could not replicate the desync however after this desync our autosave crashed the server like in https://forums.factorio.com/viewtopic.php?f=30&t=91673 ...
- Tue Nov 24, 2020 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Desync in a big 4 Player Map
- Replies: 4
- Views: 1045
[1.1.0] Desync in a big 4 Player Map
Today on ColonelWill's Stream, as stated, on a 4 Player Towns Multiplayer Map with about 2k SPM we had a DSync.
The DSync was at least from our understanding closely correlated with the making of a blueprint from a Station, including the track and some beltwork.
Also in close temporal proximity ...
The DSync was at least from our understanding closely correlated with the making of a blueprint from a Station, including the track and some beltwork.
Also in close temporal proximity ...