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: 14760
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: 14760
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 som...
- Thu Jan 25, 2018 4:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 14760
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 ...
- Thu Jan 25, 2018 4:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 14760
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) ...
- Thu Jan 25, 2018 2:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12519
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 com...
- 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: 38759
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 ...
- 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: 4195
[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 ...
- Fri May 26, 2017 4:48 am
- Forum: Ideas and Suggestions
- Topic: 'killed by' and 'respawn' messages in server output
- Replies: 0
- Views: 769
'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 them ...