Search found 8 matches
- Fri Jan 26, 2018 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 16308
Re: [0.16.18] Desyncs while running
Just updated to 0.16.20, turned off peaceful mode and have had no desyncs now for a good half hour at least, with multiple pollution-triggered attacks. Seems fixed for me! Thanks devs!
- Thu Jan 25, 2018 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 16308
Re: [0.16.18] Desyncs while running
I just tried this, didn't immediately work. Got in again and issued /c game.forces.enemy.kill_all_units() at which point the desyncs stopped
To test some stuff out I wandered around for a while, placed some buildings etc then went and attacked a nest - then the desync hit. Definitely seems to be ...
To test some stuff out I wandered around for a while, placed some buildings etc then went and attacked a nest - then the desync hit. Definitely seems to be ...
- Thu Jan 25, 2018 4:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 16308
Re: [0.16.18] Desyncs while running
Just for fun, I tried Windows server => windows client and while I couldn't get a desync to occur, I did notice some *really* weird biter/spitter behaviour.
I engaged a group, they chased after me then after a short distance, they seemed to lose interest, start wandering around in circles then just ...
I engaged a group, they chased after me then after a short distance, they seemed to lose interest, start wandering around in circles then just ...
- Thu Jan 25, 2018 4:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 16308
Re: [0.16.18] Desyncs while running
Is anyone able to test mac client -> linux server and mac client -> windows server?
I'll do both of these right now, stay tuned
EDIT-
I took my known bad map from my main server and copied it to a fresh linux server without mods
Mac client => linux server, desyncs almost immediately (~3-5 seconds ...
I'll do both of these right now, stay tuned
EDIT-
I took my known bad map from my main server and copied it to a fresh linux server without mods
Mac client => linux server, desyncs almost immediately (~3-5 seconds ...
- Thu Jan 25, 2018 2:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 13231
Re: [0.16.18] Repeated and reproducable desync
The desync involves biters so you'll need at least some of them for it to happen.
I've been able to make this small map (~5mb), generating a small amount of pollution and with biter evolution set to 1, and have had a couple of desyncs now between linux headless and macos client. Desync is still ...
I've been able to make this small map (~5mb), generating a small amount of pollution and with biter evolution set to 1, and have had a couple of desyncs now between linux headless and macos client. Desync is still ...
- Thu Dec 14, 2017 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 41870
Re: [16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Could some of you try the attached app? To make it smaller, I removed a lot of data, so the game won't start properly, but it should crash later, with a factorio window open and a log file created. The error should say something about 'Unknown key:"font.default"'.
This didn't immediately work ...
This didn't immediately work ...
- Fri Jun 09, 2017 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.19] Rocket launching when inserting extra modules
- Replies: 6
- Views: 4501
[Rseding91] [0.15.19] Rocket launching when inserting extra modules
When you have a rocket ready to launch, and auto-launch with cargo checked, if you are then to add more than 4 modules of any kind to the silo, the extras overflow into the cargo and triggers the launch.
Ie, if I have a stack of 5 prod 3 modules and ctrl+click the silo to drop them in, four modules ...
Ie, if I have a stack of 5 prod 3 modules and ctrl+click the silo to drop them in, four modules ...
- Fri May 26, 2017 4:48 am
- Forum: Ideas and Suggestions
- Topic: 'killed by' and 'respawn' messages in server output
- Replies: 0
- Views: 897
'killed by' and 'respawn' messages in server output
TL;DR
Output the 'xx was killed by xx' and 'xx respawned' log lines in the headless server stdout
What ?
In multiplayer, when a player is killed by whatever and respawns, those messages are shown in-game to all connected, but are not echoed out to stdout in the headless server runtime.
Having ...
Output the 'xx was killed by xx' and 'xx respawned' log lines in the headless server stdout
What ?
In multiplayer, when a player is killed by whatever and respawns, those messages are shown in-game to all connected, but are not echoed out to stdout in the headless server runtime.
Having ...