I'm debugging a desync problem. I open a save dialog before desync, and click save while desync happen. a crash happen.
(maybe it's a rare condition no need to fix)
Search found 33 matches
- Fri Jul 01, 2022 3:48 am
- Forum: Pending
- Topic: [1.1.61] Crash when manually saving during desync
- Replies: 1
- Views: 835
- Fri Jul 01, 2022 12:01 am
- Forum: Modding help
- Topic: How to compare script.dat between desynced and reference in desync-report?
- Replies: 1
- Views: 719
How to compare script.dat between desynced and reference in desync-report?
I'm analyzing a desync report and have a problem comparing 2 global tables.
I try to compare 2 script.dat files with Beyond Compare, but its not human readable.
I can load the save and print, but i can't print the global table as soon as loaded, it will be changed.
I try to compare 2 script.dat files with Beyond Compare, but its not human readable.
I can load the save and print, but i can't print the global table as soon as loaded, it will be changed.
- Sun Jun 26, 2022 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.57] Crash of headless after desync (Entity::getID)
- Replies: 4
- Views: 2959
- Wed Jun 08, 2022 6:50 pm
- Forum: Not a bug
- Topic: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
- Replies: 2
- Views: 1302
Re: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
I'm sorry for making wrong report. It did happen in my scenario, but i can't reproduce it in a simple way. Maybe it is a bug from my code or codes from other libraries. Here's the step to reproduce desync in my scenario: 1. host the scenario in a dedicate server https://github.com/kevinmama/PandaAI/...
- Wed Jun 08, 2022 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] call on player.character.die() will cause desync
- Replies: 4
- Views: 2882
Re: [1.1.59] call on player.character.die() will cause desync
thanks for fixing. I finally figure out what cause my scenario desync and report another issue:
viewtopic.php?f=7&t=102629
- Wed Jun 08, 2022 3:34 pm
- Forum: Not a bug
- Topic: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
- Replies: 2
- Views: 1302
[1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
How to Reproduce: 1. start new game (freeplay) 2. toggle heavy mode 3. execute codes below in console 4. wait for desync script.on_nth_tick(60, function() game.surfaces[1].set_tiles({ { name = 'out-of-map', position = { 32 * 100, 0 } } }) end) script.on_nth_tick(300, function() game.surfaces[1].dele...
- Wed Jun 08, 2022 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] call on player.character.die() will cause desync
- Replies: 4
- Views: 2882
Re: [boskid][1.1.59] call on player.character.die() will cause desync
by the way, when i call entity.die() on spidertron in my scenario will cause desync too. but i can't reproduce it.
Calling player.character.destroy() or entity.destroy() is always safe from desync.
Calling player.character.destroy() or entity.destroy() is always safe from desync.
- Wed Jun 08, 2022 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] call on player.character.die() will cause desync
- Replies: 4
- Views: 2882
[1.1.59] call on player.character.die() will cause desync
How to reproduce: 1. create a blank scenario 2. add the code below into control.lua 3. host new game with sceanrio 4. in chat: /toggle-heavy-mode 5. drop a copper-plate to trigger player.character.die() Then a desync will be happened script.on_event(defines.events.on_player_created, function(e) loca...
- Fri Feb 11, 2022 10:47 pm
- Forum: Gameplay Help
- Topic: Blueprints changed, but how?
- Replies: 6
- Views: 2522
Re: Blueprints changed, but how?
Same happen to me.
- Tue Nov 02, 2021 5:05 pm
- Forum: Technical Help
- Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
- Replies: 12
- Views: 2993
Re: [1.1.45] Blueprints lost after up- and then downgrade of base game
I've opened an issue. Thanks for your work.If you open an issue in GitHub and provide me the blueprint file I can try to fix that
https://github.com/asheiduk/factorio-bl ... r/issues/6
- Tue Nov 02, 2021 12:51 am
- Forum: Technical Help
- Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
- Replies: 12
- Views: 2993
Re: [1.1.45] Blueprints lost after up- and then downgrade of base game
Here is a the (current) key to a working fix for those of us with a large blueprint library: https://github.com/asheiduk/factorio-blueprint-decoder I just have a try, it fails. Maybe i have some blueprint of mods. README says that 'So all vanilla stuff should work but mods can turn up yet unknown f...
- Mon Nov 01, 2021 6:52 pm
- Forum: Technical Help
- Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
- Replies: 12
- Views: 2993
Re: [1.1.45] Blueprints lost after up- and then downgrade of base game
Yes, it is an issue. I can't play the stable version (1.1.42) with my blueprint books once I have upgrade to latest version (1.1.45). If you don't have a lot of bps, you can put all your bps in a book, export it as a string. Then downgrade to 1.1.42 and import it. But I have hundreds of books, It is...
- Tue Feb 16, 2021 12:20 am
- Forum: Duplicates
- Topic: [1.1.22] Game crash on main menu
- Replies: 0
- Views: 607
[1.1.22] Game crash on main menu
After update, it crashed after update info is shown. Factorio crashed. Generating symbolized stacktrace, please wait ... #1 0x0000000101f79742 in Logger::logStacktrace(StackTraceInfo*) + 0x12 #2 0x00000001013cfba9 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9 #3 0x0000000101f602...
- Fri Feb 05, 2021 12:48 am
- Forum: Duplicates
- Topic: [1.1.20] Crash using smart belt placing (CommonManualBuilder::buildByMovingCheck)
- Replies: 1
- Views: 1355
[1.1.20] Crash using smart belt placing (CommonManualBuilder::buildByMovingCheck)
It is always crashed when using smart belt building. I use it in multiplayer game. My computer is Mac. Factorio crashed. Generating symbolized stacktrace, please wait ... #1 0x0000000101bc2b02 in Logger::logStacktrace(StackTraceInfo*) + 0x12 #2 0x000000010101e959 in CrashHandler::writeStackTrace(Cra...
- Tue Dec 15, 2020 11:09 am
- Forum: Technical Help
- Topic: Is there a quick button for updating active mod to newest version?
- Replies: 4
- Views: 1601
Re: Is there a quick button for updating active mod to newest version?
thanks for answer. I can sync mods by loading save, It will download the proper version for the save. But what I need is update the active mod to newest version on mod portal. For example, my save's SE(space exploration) version is 0.01, the newest version is 0.11. When I do synchronize, I can get 0...
- Tue Dec 15, 2020 1:26 am
- Forum: Technical Help
- Topic: Is there a quick button for updating active mod to newest version?
- Replies: 4
- Views: 1601
Is there a quick button for updating active mod to newest version?
When I want to update active mod of my save to newest version, i need to check every mod in update list. But I installed hundreds of mods(mainly from joining mod servers), So I need more than 10 minutes to do this.
- Sun Nov 29, 2020 11:01 am
- Forum: Gameplay Help
- Topic: Can I copy and paste site settings when configuring train?
- Replies: 6
- Views: 2951
Re: Can I copy and paste site settings when configuring train?
Thanks a lot. It solve my problem:)Choumiko wrote: βSun Nov 29, 2020 9:57 amI made a tiny mod to help setting up a schedule with lots of the same conditions: https://mods.factorio.com/mod/DefaultTrainConditions
- Fri Nov 27, 2020 1:43 pm
- Forum: Gameplay Help
- Topic: Can I copy and paste site settings when configuring train?
- Replies: 6
- Views: 2951
Re: Can I copy and paste site settings when configuring train?
I know that. My question is: how to setup the first train quickly? The first train has a lot of similar station settings.
- Fri Nov 27, 2020 12:05 pm
- Forum: Gameplay Help
- Topic: Can I copy and paste site settings when configuring train?
- Replies: 6
- Views: 2951
Can I copy and paste site settings when configuring train?
Imaging that we have chain stations, when the next station is free, the train should go immediately. So I configure the such as: Stop1: Empty cargo or circuit condition 'Green > 0' Stop2: Empty cargo or circuit condition 'Green > 0' Stop3: .... StopN: Empty cargo And this style will apply to all kin...
- Sun Aug 02, 2020 10:47 pm
- Forum: Gameplay Help
- Topic: how to find other player's blueprint after 0.18.37
- Replies: 1
- Views: 715
how to find other player's blueprint after 0.18.37
I used to join multiplayer map ( e.g. oarc scene ) and find some interest blueprint...