While the desync happened, I was the only player on the server. The server is currently running and is named āDeath World - All Welcomeā
It happened while walking east and bumping into a power pole.
I guess that the cause lies within the latency state, but really unsure.
Desync report (~710MiB)
Search found 32 matches
- Thu Aug 04, 2022 1:37 pm
- Forum: Bug Reports
- Topic: [1.1.64] Desync on unmodded server
- Replies: 0
- Views: 68
- Mon Jan 10, 2022 12:10 pm
- Forum: Duplicates
- Topic: [1.1.50] Controls settings window cuts off long keyboard combinations
- Replies: 3
- Views: 528
[1.1.50] Controls settings window cuts off long keyboard combinations
The settings window for keyboard controls cuts off long texts. I assume it only affects translations, here shown for German. This causes some issues with actions bound to the numpad. Marked in red are āIncrease game speedā, āDecrease game speedā and āSet game speed to 1ā, which are all three by defa...
- Thu May 20, 2021 8:55 pm
- Forum: Duplicates
- Topic: [Meta] Linux/macOS downloads for stable release still named āalphaā
- Replies: 1
- Views: 459
[Meta] Linux/macOS downloads for stable release still named āalphaā
The stand-alone downloads for any stable, post-release Linux or macOS version still have āalphaā in their name. It doesnāt have any impact on the actual game (of course), but it looks kind-of weird that the server offers factorio_alpha_1.1.33.tar.xz when requesting the latest stable release⦠Unless ...
- Thu May 20, 2021 8:40 pm
- Forum: Not a bug
- Topic: [1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"
- Replies: 1
- Views: 430
[1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"
I took the Darude Sandstorm video player save from https://forums.factorio.com/viewtopic.php?t=37490 , and tried to migrate it to 1.1 from 0.14. To do so, I saved it in 0.15.40, then in 0.17.79, then in 1.0.0. Loading the resulting map in 1.0.0 works fine, but trying to load it in 1.1.33 (to perform...
- Sat Jan 09, 2021 8:57 pm
- Forum: Technical Help
- Topic: Can't join any multiplayer game
- Replies: 3
- Views: 658
Re: Can't join any multiplayer game
I assume you use Windows. So check if your home network is marked as a private network, as the windows firewall might block access if you are connected to a āpublicā network. And check any firewall application you may have, those may block the network traffic. I assume you use the Steam version. Try...
- Sat Jan 09, 2021 8:18 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 623
Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
It seems to work after loading the last successful autosave. I think this is 1/0 magic thenā¦
- Sat Jan 09, 2021 7:34 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 623
Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Thanks for the report. Looking at the stack trace it's crashing at a place that should never crash unless there's some kind of memory corruption going on. Ok, Iāll just load the last auto-save then Do you have any way to reproduce the issue from a known working state? If not; there's nothing I can ...
- Sat Jan 09, 2021 7:05 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 623
[1.1.8] Crash during saving (FluidManager::getSaveIndex)
The game started crashing during autosaving, I got a notification that the saving process died. I tried to manually save, and it crashed again. (I chose a new file name to not destroy my save file, in case it overwrites the map with partial data, so no total data loss on my side.) Then I turned on h...
- Wed Nov 06, 2019 10:58 pm
- Forum: Won't fix.
- Topic: [0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.
- Replies: 1
- Views: 666
[0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.
You can break the cutscenes during the first part of the Arrival campaign, in which the biters spawn, go to ship wrecks and munch on them. This is probably a minor issue, but it looks odd nonetheless when happening. This happens only due to malicious intent, when you try to break the scenario. Steps...
- Wed Nov 06, 2019 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()
- Replies: 1
- Views: 1613
[wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()
Background: I did an NPE play-through to find some issues. I donāt know what exactly caused this. Compilatron approached the coal mine in the starting location, I think because I placed a chest collecting coal. (It seems if you do so, Compilatron sometimes approaches it to tell you that you can take...
- Sat Jul 06, 2019 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
- Replies: 1
- Views: 1807
[Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
I tried to join a vanilla multiplayer game, while I had some mods enabled. When the Game restarted after the mod sync process, the MP lobby server somehow returned an HTTP 404 error, causing the restarted game instance to get stuck without a GUI. I expected the game to either throw me back into the ...
- Wed May 08, 2019 1:12 pm
- Forum: Ideas and Suggestions
- Topic: GUI: Allow scrolling on closed drop down fields
- Replies: 2
- Views: 587
GUI: Allow scrolling on closed drop down fields
TL;DR Allow using the "scroll up" and "scroll down" action (typically mapped to the mouse wheel) on closed drop down fields to switch between entries. What? When the mouse is placed on a closed drop down field, allow using the mouse wheel to switch the currently selected item. S...
- Sun Apr 14, 2019 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try
- Replies: 1
- Views: 2201
[Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try
(As you know) When opening a Mod with dependencies in the in-game Mod portal GUI, the GUI shows a button with a right arrow for each dependency. Those buttons can be used to open the respective mod in the GUI. Iāll call this button type āmod link buttonā. The bug report: The mod link button does not...
- Sat Apr 13, 2019 7:49 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17][Linux] FPS 3.3 with default settings on GeForce GT 630
- Replies: 29
- Views: 3870
Re: [0.17.27][Linux] FPS 3.3 with default settings on GeForce GT 630
Things you may want to try: Run nvidia-smi in a terminal window on your secondary display. A simple way is running watch nvidia-smi Using watch has the advantage over using the repeat function built into nvidia-smi, that it wonāt scroll the output arbitrarily. Thisāll tell you if it is exhausted VRA...
- Sat Mar 23, 2019 8:10 pm
- Forum: Implemented Suggestions
- Topic: Symbol for Deconstruction Planner "Items On Ground"
- Replies: 4
- Views: 1339
Re: Symbol for Deconstruction Planner "Items On Ground"
I think this filter can be used to mass-remove modules or module requests (created when modules are included in blueprints) from buildings.
- Tue Mar 19, 2019 10:05 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Improve map download netcode
- Replies: 7
- Views: 1533
Re: [Optimization] Improve map download netcode
It has been some years since I programmed mixed TCP/UDP, but I also recall there are issues with TCP sending more and more until it causes packet loss [ā¦] Yeah, thats the TCP congestion control algorithm (https://en.wikipedia.org/wiki/TCP_congestion_control). Many algorithms use packet loss as an i...
- Tue Mar 19, 2019 3:58 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Improve map download netcode
- Replies: 7
- Views: 1533
Re: [Optimization] Improve map download netcode
Probably too small payload for each transmitted packet. 660K/1800 ~ 320 bytes of payload per packet, i'm not sure they even using TCP for bulk data transfer, and I think they should. Its actually 1300 packages/s incoming, and 1800 packages/s sent. While downloading maps, Factorio sends more package...
- Tue Mar 12, 2019 1:06 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Improve map download netcode
- Replies: 7
- Views: 1533
[Optimization] Improve map download netcode
The network code used to download multiplayer maps can be optimized, resulting in generally faster map downloads. Here in Germany, many ISPs offer highly asymmetric DSL lines, like 16MBit/s down, 0.5MBit/s up. Because the factorio network code uses about 4 times the number of packages in upload dire...
- Thu Mar 07, 2019 7:43 pm
- Forum: Not a bug
- Topic: [0.17.8] [GUI] Confirmation buttons are ultra wide
- Replies: 2
- Views: 597
Re: [0.17.8] [GUI] Confirmation buttons are ultra wide
I think this is intentional. At least the early mock-ups, like shown in https://www.factorio.com/blog/post/fff-246, already show those wide buttons. But under some circumstances, the text on other buttons gets truncated, while the large green button grabs most of the horizontal space available. This...
- Fri Sep 07, 2018 8:38 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 28066
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
There are quite some different keyboard layouts out there ⦠The scan code based approach looks reasonable. I use the german »neo2« layout, so my keyboard looks like this: http://neo-layout.org/grafik/druckvorlage/neo-druckvorlage.png (Ignore the bottom row. The image is a low resolution render of a ...