Search found 20 matches

by Regallion
Wed Apr 12, 2017 4:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1362189

Re: Bugs & FAQ

That's a lie -all my train stations are loaded and unloaded via loaders.
try positioning the loader near the center of the wagon(like you would with tankers) and make sure the train is auto-stopped at the station.
I'll post a screenshot if need be, in a few hours.
by Regallion
Tue Aug 30, 2016 11:18 am
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 3964

Re: [13.17] Client with 56+ mods cannot see Linux server

Naturally i meant 14.1, that was a bit of a typo.
Notably the server talked about in this report is mine.
by Regallion
Tue Aug 30, 2016 5:44 am
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 3964

Re: [13.17] Client with 56+ mods cannot see Linux server

i can confirm that the bug persists as of v 14.2 headless linux edition.
by Regallion
Sat Jul 09, 2016 12:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.5] Server cannot handle more than 3 players
Replies: 7
Views: 2835

Re: [0.13.5] Server cannot handle more than 3 players

For the quit-problem issue. It seems that if 1 player quits, when there are other players on the server, the game can hang more or less indefinitely. However if EVERYONE force-closes their clients after that, then the server will eventually process the whole dropping people part, and become unstuck....
by Regallion
Fri Jul 08, 2016 6:25 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 184716

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Can you explain the point of high-tier solar equipment? For example, solar panel mk4, produces 40 kw of energy ONLY during the day, and requires processor units to be manufactured, on top of all the mats for lower tier version. 16 of those produce 16*40=640 kw. Compared to that a basic fusion reacto...
by Regallion
Thu Jul 07, 2016 3:25 pm
Forum: Not a bug
Topic: [0.13.4] indefinite desync loop
Replies: 4
Views: 1591

Re: [0.13.4] indefinite desync loop

Well the desync didn't go away in 13.6 but we did find the cause of it (wind powerplants from KS_power), so consider this resolved anyway.
by Regallion
Wed Jul 06, 2016 8:35 am
Forum: Resolved Problems and Bugs
Topic: [0.13.5] Server cannot handle more than 3 players
Replies: 7
Views: 2835

Re: [0.13.4] Server cannot handle more than 4 players

I have performed some additional testing on the issue and got the following results: 12.35 clean: no issue whatsoever 13.4 modded : max server+3 players, adding another causes the aforementioned problem 13.5 modded: same as 13.4 13.5 clean install: same as 13.4 The quit loop issue is also present in...
by Regallion
Tue Jul 05, 2016 9:21 pm
Forum: Not a bug
Topic: [0.13.4] indefinite desync loop
Replies: 4
Views: 1591

Re: [0.13.4] indefinite desync loop

Once 13.6 is out, i will boot it up and check to see if it would be fixed. We did have such inserters around.
by Regallion
Tue Jul 05, 2016 6:08 pm
Forum: Not a bug
Topic: [0.13.4] indefinite desync loop
Replies: 4
Views: 1591

[0.13.4] indefinite desync loop

Save https://drive.google.com/open?id=0B5731fAic3BgUzZWVFRiTzV2U1E Log https://drive.google.com/open?id=0B5731fAic3BgMTJBNDBaN212SEU Mods https://drive.google.com/open?id=0B5731fAic3BgUGxfYzduaUhpbTg I am running this game as a headless server. Basically, whenever i, or anyone connect, the server im...
by Regallion
Tue Jul 05, 2016 9:35 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 166092

Re: [0.13.x] Bob's Mods: General Discussion

While on the topic of inserters, please check this mod now
viewtopic.php?f=93&t=13525
Basically it allows you to have side and near inserters without having to use recipes for them.
Perhaps something like this could be incorporated into the mod?
by Regallion
Mon Jul 04, 2016 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.5] Server cannot handle more than 3 players
Replies: 7
Views: 2835

Re: [0.13.4] Server cannot handle more than 4 players

An additional problem - sometimes, when a peer quits, the server ALSO goes into an infnite heartbeat loop. That one isn't fun. From quizzing the players it seems that happens when they quit witht the red X as opposed to something more normal.
by Regallion
Mon Jul 04, 2016 7:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.5] Server cannot handle more than 3 players
Replies: 7
Views: 2835

[0.13.5] Server cannot handle more than 3 players

I am currently running a headless server, in a 24/7 mode. Recently, however i lost the ability to handle more than3 players at once. (I do not consider <server> to be one of the players, although if you count him, it would be 4) Here's the log for the server. https://drive.google.com/open?id=0B5731f...
by Regallion
Mon May 16, 2016 5:38 am
Forum: Pending
Topic: [0.12.33][Pending]Multiplayer crash on blueprint futfillment
Replies: 5
Views: 2337

Re: [0.12.33] Multiplayer crash on blueprint futfillment

I reversed the peer-host situation. The desync happened all the same, and i got the following log out of it https://drive.google.com/open?id=0B5731fAic3BgSFpZbGZFM1RIajg I would like to note that in both circumstances it's a connection either from windows client to linux server(original) or from lin...
by Regallion
Sun May 15, 2016 9:03 pm
Forum: Pending
Topic: [0.12.33][Pending]Multiplayer crash on blueprint futfillment
Replies: 5
Views: 2337

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Unfortunately i cannot for a time, but here's a question - did you spawn as my character or a new one? If mine i have no further questions.
If not, can you try the same but with about 400 construction bots and 2 active personal roboports in your inventory?
by Regallion
Sun May 15, 2016 3:30 pm
Forum: Pending
Topic: [0.12.33][Pending]Multiplayer crash on blueprint futfillment
Replies: 5
Views: 2337

[0.12.33][Pending]Multiplayer crash on blueprint futfillment

Savefile https://drive.google.com/open?id=0B5731fAic3BgcFhZWEp6XzR6QnM Mods https://drive.google.com/open?id=0B5731fAic3BgN29qMGRuV2ozWkE Logs https://drive.google.com/open?id=0B5731fAic3BgOGc5VDJmNl9DWE0 https://drive.google.com/open?id=0B5731fAic3BgU0ZjNEF6V0k1OE0 Desync report from client https:/...
by Regallion
Sat May 07, 2016 8:30 pm
Forum: Multiplayer
Topic: [PUBLIC][EU][VANILLA][0.12.35] Dedicated Server [neo-craft]
Replies: 15
Views: 6285

Re: [PUBLIC][EU][VANILLA][0.12.33] Dedicated Server [neo-craft]

Immediate desync on connect to old IP
by Regallion
Thu May 05, 2016 12:16 pm
Forum: Multiplayer
Topic: [PUBLIC][EU][VANILLA][0.12.35] Dedicated Server [neo-craft]
Replies: 15
Views: 6285

Re: [PUBLIC][EU][VANILLA][0.12.29] Dedicated Server [neo-craft]

keycode wrote:The desync issues started yesterday around 11:00 UTC. I assigned more resources and restarted server around 23:00 UTC. No more problems so far.
Well, i cannot connect at all, so... do you not consider it a problem?
by Regallion
Wed May 04, 2016 5:28 pm
Forum: Multiplayer
Topic: [PUBLIC][EU][VANILLA][0.12.35] Dedicated Server [neo-craft]
Replies: 15
Views: 6285

Re: [PUBLIC][EU][VANILLA][0.12.29] Dedicated Server [neo-craft]

Awww, the server is not up? Can we have operating hours then?
EDIT: kay now i immediately desync upon connecting. whyyyyyy.

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