Search found 12 matches
- Mon Apr 01, 2019 4:15 pm
- Forum: Duplicates
- Topic: Update 0.17.23 not possible.
- Replies: 2
- Views: 1244
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.
- Fri Jan 26, 2018 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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.
- Thu Jan 25, 2018 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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...
- Wed Jan 24, 2018 11:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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...
- Wed Jan 24, 2018 11:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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...
- Wed Jan 24, 2018 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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...
- Wed Jan 24, 2018 4:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
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.
- Wed Jan 24, 2018 1:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Repeated and reproducable desync
- Replies: 16
- Views: 12511
[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...
- 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: 2830
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.
- 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: 2830
[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...
- Tue Dec 19, 2017 2:24 pm
- Forum: Duplicates
- Topic: [16.6] Linux64 headless - executable bit missing
- Replies: 1
- Views: 1103
[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...
- Mon Dec 18, 2017 6:09 am
- Forum: Duplicates
- Topic: [16.5] Crash in Inserter::getInventory(unsigned char)
- Replies: 1
- Views: 826
[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...