Search found 19 matches
- Wed May 14, 2025 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
Re: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
I confirm that this issue is gone in 2.0.49, I could no longer reproduce it, thanks for the fix.
- Tue Apr 29, 2025 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
Re: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
If the change makes it to a new Factorio version I'll try to replicate to confirm then. Thanks for the help.
- Tue Apr 29, 2025 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
Re: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
Was this problem actually reproduced? This is an issue with running inside OCI containers, such as the ones made with podman/docker, this problem doesn't happen if I run Factorio as a normal program in Linux, this only happens inside containers.
As for the other logs and timestamps: I don't have ...
As for the other logs and timestamps: I don't have ...
- Tue Apr 29, 2025 3:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
Re: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
Here are the two log files, I removed the leading line timestamp for easy diff.
In the “work” log the server immediately responded with mod mismatch because that run had no mods.
The “fail” log is a run with 621 fake mods present, this one ended with connection timeout.
During the failed run the ...
In the “work” log the server immediately responded with mod mismatch because that run had no mods.
The “fail” log is a run with 621 fake mods present, this one ended with connection timeout.
During the failed run the ...
- Mon Apr 28, 2025 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
Re: [2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
I confirm that this happens when running Factorio inside a container (podman) and mods/ is an overlay mount, this happens regardless of the mods being present in the upper or lower layer of the overlay.
I have 7.0G of mods and a mobile internet connection so It's not possible for me to share the ...
I have 7.0G of mods and a mobile internet connection so It's not possible for me to share the ...
- Mon Apr 28, 2025 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
- Replies: 15
- Views: 2400
[raiguard][2.0.45] No multiplayer connectivity after 620 distinct mods (inside podman container)
I found that if I have more than exactly 620 distinct mods present in the mods directory, the game won't connect at all to remote servers with mods.
I have reproduced this with 2.0.43 and 2.0.45, both with Space Age, and remote servers are headless.
UDP traffic still goes out and the server ...
I have reproduced this with 2.0.43 and 2.0.45, both with Space Age, and remote servers are headless.
UDP traffic still goes out and the server ...
- Fri Dec 06, 2024 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.9] Crash with mod moving building with liquid contents (Fluid::clear())
- Replies: 2
- Views: 384
Re: [2.0.9] Crash with mod moving building with liquid contents (Fluid::clear())
This bug is no longer happening, it got fixed.
Thanks for the fix.
Thanks for the fix.
- Sun Nov 03, 2024 4:23 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.9] Crash with mod moving building with liquid contents (Fluid::clear())
- Replies: 2
- Views: 384
[2.0.9] Crash with mod moving building with liquid contents (Fluid::clear())
This crash happens when trying to move entities, after some tests it looks like any machine with liquid contents will make the game crash if moved with Even Pickier Dollies .
Saved game set up to trigger the error is attached, only move any building into the pipes to connect to them and then move ...
Saved game set up to trigger the error is attached, only move any building into the pipes to connect to them and then move ...
- Sun Jan 15, 2023 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Error: No pictures to put in atlas after updating to space-exploration 0.6.96, with some mods
- Replies: 1
- Views: 2603
[1.1.76] Error: No pictures to put in atlas after updating to space-exploration 0.6.96, with some mods
I reported this to the space-exploration developers and I was told to forward the bug report here.
After updating space-exploration from v0.6.94 to v0.6.96 the game won't initialize and will throw a “ No pictures to put in atlas error ”, this is the relevant terminal output:
Error AtlasSystem.cpp ...
After updating space-exploration from v0.6.94 to v0.6.96 the game won't initialize and will throw a “ No pictures to put in atlas error ”, this is the relevant terminal output:
Error AtlasSystem.cpp ...
- Tue Jun 28, 2022 5:51 pm
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Apparently this has to do with the system that's serving the game too, I could reproduce it with another set to mods in one system but won't reproduce in another newer computer I got.
This isn't reproducible after all and as we saw the desync actually happens because some mods can effectively lock ...
This isn't reproducible after all and as we saw the desync actually happens because some mods can effectively lock ...
- Wed Jun 22, 2022 2:55 pm
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Not really, as the mod only translates based on the languages of connected players, by asking each player "what is x prototype's name in your loaded language" since the game only loads one locale. I'm not sure if this is enough to answer your question?
Yes, it was a good answer.
It gave me the ...
Yes, it was a good answer.
It gave me the ...
- Wed Jun 22, 2022 4:45 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Headless servers don't have a player, so they don't aid in this while a listen server which has a player, does.
I did not test to see this so I'll ask you since you know about flib.
The cached translations are supposed to be stored in the client side, right?
What puzzles me here is that I don't ...
I did not test to see this so I'll ask you since you know about flib.
The cached translations are supposed to be stored in the client side, right?
What puzzles me here is that I don't ...
- Wed Jun 22, 2022 3:43 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
This fixed the problem, thanks for your help.lyvgbfh wrote: Wed Jun 22, 2022 2:48 amPlease try changing flib's dictionary levels per batch setting and see if this helps.
I still wonder why this doesn't happen if the host is not a headless Factorio. There must be something that can be improved here.
- Wed Jun 22, 2022 3:20 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Where do I see this? I could not find any settings for this in the Mod Settings GUI.lyvgbfh wrote: Wed Jun 22, 2022 2:48 am This isn't a desync in the sense of the term that is typically used on the forum. Please try changing flib's dictionary levels per batch setting and see if this helps.
Edit: nevermind, found it, testing now.
- Wed Jun 22, 2022 3:19 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Ok there is no desync then
More like “not the usual desync behavior”; we don't really know what's happening.
If server and client depart in their state, whether by race condition or inability to synchronize, it's still a desync.
the players are just dropped from the game after connecting?
If ...
More like “not the usual desync behavior”; we don't really know what's happening.
If server and client depart in their state, whether by race condition or inability to synchronize, it's still a desync.
the players are just dropped from the game after connecting?
If ...
- Wed Jun 22, 2022 2:38 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
No, it's not a desync that triggers that message.
This desync is more like a it-never-synced to begin with. And this only happens if it's served by a headless server, it won't happen if you start the game as single player or host it in a graphical version of the game, it's as if some interaction ...
This desync is more like a it-never-synced to begin with. And this only happens if it's served by a headless server, it won't happen if you start the game as single player or host it in a graphical version of the game, it's as if some interaction ...
- Wed Jun 22, 2022 2:21 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
Yes, it is when server and client don't agree in what happened in the game so they end up with a different state, generally triggered by network problems or mods not taking care in their state so server and client differ at some point.
So, what did you mean by “desync report”?
If you mean what ...
So, what did you mean by “desync report”?
If you mean what ...
- Wed Jun 22, 2022 2:13 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Re: Always reproducible desync with only a set of mods and only if headless
I don't know what a desync report is.
What is it?
What is it?
- Wed Jun 22, 2022 1:31 am
- Forum: Technical Help
- Topic: Clients getting dropped from headless server
- Replies: 17
- Views: 4548
Clients getting dropped from headless server
I started experiencing a bug in my private server, which has many mods, with one single symptom:
Right after connecting every single player appears to desync in about 3 seconds and is then dropped.
Server output:
Info ServerMultiplayerManager.cpp:1061: Disconnect notification for peer (5)
Info ...
Right after connecting every single player appears to desync in about 3 seconds and is then dropped.
Server output:
Info ServerMultiplayerManager.cpp:1061: Disconnect notification for peer (5)
Info ...