Search found 12 matches

by oracleguy
Mon Apr 01, 2019 4:15 pm
Forum: Duplicates
Topic: Update 0.17.23 not possible.
Replies: 2
Views: 1128

Re: Update 0.17.23 not possible.

I was seeing the same thing last night. The zip file for the upgrade from .22 to .23 downloaded but was corrupt and couldn't be unzipped.
by oracleguy
Fri Jan 26, 2018 1:55 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

With 0.16.19 the desync happens instantly when I join the server. Let me know if you want to desync report from 0.16.19.
by oracleguy
Thu Jan 25, 2018 12:28 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

So I ran a test with a new blank map and couldn't reproduce the problem. I'm guessing it needs more content than a blank map. However I can still easily reproduce it with the save file I sent. Here is a video of me reproducing it with the save I posted: https://drive.google.com/open?id=1stvN7vf_j4oH...
by oracleguy
Wed Jan 24, 2018 11:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

The issue is I can't run the save with the desync-detection flags turned on without 60 seconds of game simulation taking 10+ hours when the save sizes are so large. So "run it for a few minutes and it will maybe desync" becomes "run it for a few days/a week and it will maybe desync&q...
by oracleguy
Wed Jan 24, 2018 11:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

with an exact series of steps that reproduces it. "Start the server, join, and wait some time" is not going to cut it with this :P. That's the thing, the steps are literally that simple. I'll make a recording of it tonight. My current theory is the linux headless/client is broken and conn...
by oracleguy
Wed Jan 24, 2018 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

Thanks for the report. I'll look into it. Every one of these save files that are "reproducible" end up being > 30 MB which makes testing them reallllly slooooow.. :\ You have my sympathies, I know how you feel. Let me know if you have any more questions or if there is any other data I can...
by oracleguy
Wed Jan 24, 2018 4:12 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

Re: [0.16.18] Repeated and reproducable desync

You just need to run the save and walk around and look at the map for about 20-30 seconds total, you don't have to build or remove anything. The server was running the Linux headless version and I was using the Windows build from Steam. I was the only player on the server.
by oracleguy
Wed Jan 24, 2018 1:39 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Repeated and reproducable desync
Replies: 16
Views: 11642

[0.16.18] Repeated and reproducable desync

Loaded up 0.16.18 and connected to my server. The save was previously on 0.16.16. I just started walking around the map and the game desynced. I tried re-connecting and the game immediately desynced. I tried restarting the server and the problem persisted. I rolled back to the previous save and I wa...
by oracleguy
Fri Dec 29, 2017 2:34 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Error RailPath.cpp:65: Path is already off.
Replies: 2
Views: 2535

Re: [kovarex] [0.16.7] Error RailPath.cpp:65: Path is already off.

You are welcome; I am glad you were able to figure it out. You guys are awesome.
by oracleguy
Wed Dec 27, 2017 1:32 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Error RailPath.cpp:65: Path is already off.
Replies: 2
Views: 2535

[kovarex] [0.16.7] Error RailPath.cpp:65: Path is already off.

Started having this crash with my save file. It seems to happen in less than 5 minutes with the map running and just sitting there so it is very reproducible. I'm running it from a Linux headless server if it matters. Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tm...
by oracleguy
Tue Dec 19, 2017 2:24 pm
Forum: Duplicates
Topic: [16.6] Linux64 headless - executable bit missing
Replies: 1
Views: 960

[16.6] Linux64 headless - executable bit missing

I saw that for 16.3, a similar bug was fixed for mac: https://forums.factorio.com/viewtopic.php?t=54786 I am still having the problem with the 64-bit linux headless version. The updates for .3, .4, .5, and .6 have all come with the executable bit not being set. I have to manually chmod +x it in orde...
by oracleguy
Mon Dec 18, 2017 6:09 am
Forum: Duplicates
Topic: [16.5] Crash in Inserter::getInventory(unsigned char)
Replies: 1
Views: 703

[16.5] Crash in Inserter::getInventory(unsigned char)

Running on a Linux headless server, it crashed with this stack trace: 24021.523 Error CrashHandler.cpp:419: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... 24025.067 Warning Logger.cpp:446: Symbols.size() == 24, usedSize == 17 #0 0x0000000000b08b1d in Logger::log...

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