Single-player already does this - if you can't maintain 60 UPS _and_ a decent FPS, it slows down and just runs as fast as it can.
The issue is when the MP server is faster than the client, since everyone needs to keep up with the server.
Search found 17 matches
- Mon Jul 02, 2018 5:57 am
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 12844
- Sat Jun 30, 2018 11:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.51] Desync on join
- Replies: 2
- Views: 3205
Re: [16.51] Desync on join
We tried restarting the factorio server, and somehow this fixed the problem. Here is the working save file:
https://drive.google.com/open?id=14v71p ... 4eXS7tuO24
And attached is the current (while it's working) and previous (while it wasn't) server logs.
https://drive.google.com/open?id=14v71p ... 4eXS7tuO24
And attached is the current (while it's working) and previous (while it wasn't) server logs.
- Sat Jun 30, 2018 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.51] Desync on join
- Replies: 2
- Views: 3205
[Rseding91] [16.51] Desync on join
We discovered today that we cannot connect to our multiplayer server - immediately after loading the map, when it would normally begin catching up, it immediately desyncs. This is tested on several client computers on Windows and Linux. The server itself is Linux. Desync report uploaded here is Linu...
- Sat Jun 30, 2018 3:23 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70014
Re: Friday Facts #249 - Dead end exploration
Just wanted to say that in my current MP server we use the server-side library heavily. Transferring blueprints as physical items, or using chat, is horrible by comparison. It relies me and the other player to be online at the same time, and to explicitly sync. Compare putting a blueprint in the ser...
- Mon Jun 25, 2018 2:29 am
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 12844
Multiplayer adaptive game speed (slow down for slow clients)
I run a multiplayer server with a very large base, which hits up against UPS limits. The problem that we have is that some players' machines aren't as capable as the server. If the server is capable of running the base at 60 UPS, but the client is only capable of doing so at (say) 55 UPS, then the p...
- Fri Jan 05, 2018 8:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345294
Re: Friday Facts #224 - Bots versus belts
As my megabase has spread across the map, it's evolved into a well-struck balance between the three primary means of transport (bots, belts, trains): * Bots for random small-throughput stuff the player might need or construct, or misc non-bulk items like satellites. * Belts for local high-throughput...
- Fri Jan 05, 2018 2:29 am
- Forum: Pending
- Topic: [Dominik] [0.16.7] Random desync on local headless server
- Replies: 5
- Views: 2105
Re: [Dominik] [0.16.7] Random desync on local headless server
We haven't had the desync since upgrading, so yeah, that makes sense.
- Sun Dec 31, 2017 1:22 pm
- Forum: Duplicates
- Topic: [0.16.9] Infinite loop while trying to save
- Replies: 3
- Views: 1284
Re: [0.16.9] Infinite loop while trying to save
Upgraded to 0.16.12, can no longer reproduce after 20min. If you don't hear anything further assume this is fixed, I guess.
- Sat Dec 30, 2017 3:00 am
- Forum: Duplicates
- Topic: [0.16.9] Infinite loop while trying to save
- Replies: 3
- Views: 1284
Re: [0.16.9] Infinite loop while trying to save
We tried one more time to just start the server and do nothing. About 11m later we got another crash (note: this time the server began to save, then crashed a few seconds later), added to the folder as server-crash-2.log, so it seems to be consistent and something in that save.
- Sat Dec 30, 2017 2:41 am
- Forum: Duplicates
- Topic: [0.16.9] Infinite loop while trying to save
- Replies: 3
- Views: 1284
Re: [0.16.9] Infinite loop while trying to save
Some more information. We reloaded the map from the 10-minutes-prior save and kept playing, and approximately the same amount of time later, the server crashed outright. When we attempted to save after disconnecting, we had the same failure-to-save as before. I've added the following files to the dr...
- Sat Dec 30, 2017 2:10 am
- Forum: Duplicates
- Topic: [0.16.9] Infinite loop while trying to save
- Replies: 3
- Views: 1284
[0.16.9] Infinite loop while trying to save
This happened while a friend and I were playing on my server (headless linux), the server attempted to autosave and froze at 0% of the save progress bar. Upon examining the CPU usage one thread was constantly at 100% while others were idle. No IO was occurring. I attached strace to this thread and o...
- Sun Dec 24, 2017 5:48 am
- Forum: Pending
- Topic: [Dominik] [0.16.7] Random desync on local headless server
- Replies: 5
- Views: 2105
Re: [Dominik] [0.16.7] Random desync on local headless server
EDIT3: Ok, disregard all this. Looks like desync still occurs even without the circuit. Maybe less often? Ok, I've made some progress. As far as I can tell, desyncs only occur while this circuit is active: 0eNrtWG2OmzAQvYt/ttBiE0LgR6Wco1ohAs6uJTDImKhRlAP0IL1YT9IxtPkEYntX2a1290e0/hqP35t5Y7NDq6KltWBco...
- Fri Dec 22, 2017 5:27 pm
- Forum: Pending
- Topic: [Dominik] [0.16.7] Random desync on local headless server
- Replies: 5
- Views: 2105
Re: [Dominik] [0.16.7] Random desync on local headless server
Yeah, sorry. Long-term megabase. I might try over the weekend deleting most of the contents and seeing if I can still repro.
- Fri Dec 22, 2017 3:28 pm
- Forum: Pending
- Topic: [Dominik] [0.16.7] Random desync on local headless server
- Replies: 5
- Views: 2105
[Dominik] [0.16.7] Random desync on local headless server
When playing on my server, a desync can happen randomly. When it happens, it tends to persist for some time - attempts to reconnect sometimes succeed, sometimes consistently desync as soon as I attempt to join. But other times, I can join fine and then play for hours before it happens again. This st...
- Sat Dec 16, 2017 2:15 am
- Forum: General discussion
- Topic: How to get old concrete in 0.16
- Replies: 11
- Views: 5395
How to get old concrete in 0.16
I don't know anything about modding, but is there some way to get the old concrete graphics in 0.16? The new concrete looks like stone brick, not a smooth factory floor. The old concrete looked way better.
- Thu Dec 14, 2017 12:07 am
- Forum: Duplicates
- Topic: [16.0] Bad free() when trying to update headless server
- Replies: 2
- Views: 1132
Re: [16.0] Bad free() when trying to update headless server
Ah, it's a 0.16.0 problem not specific to trying to update, I should've tried that first...guess I'll go download the full release instead of the patch. Thanks!
edit: Yep, that fixed it. Sorry for the dupe thread.
edit: Yep, that fixed it. Sorry for the dupe thread.
- Wed Dec 13, 2017 11:55 pm
- Forum: Duplicates
- Topic: [16.0] Bad free() when trying to update headless server
- Replies: 2
- Views: 1132
[16.0] Bad free() when trying to update headless server
When trying to update the core-linux_headless64 binary from 0.16.0 to 0.16.1, I got the following output: $ /srv/factorio/factorio/bin/x64/factorio --apply-update /tmp/factorio-update/core-linux_headless64-0.16.0-0.16.1-update.zip 0.000 2017-12-13 15:32:46; Factorio 0.16.0 (build 34159, linux64, hea...