Hello,
i'm running a dedicated server using docker. Today i tried to join it and i got a desync. I was told to post the log here.
No other player were present on the Server while i connected.
If you need any other information, i'm happy to provide.
Edit:
not sure but it looks like i can't upload ...
Search found 23 matches
- Thu Feb 20, 2025 11:24 am
- Forum: Pending
- Topic: [2.0.34] Desync while connecting to dedicated server
- Replies: 1
- Views: 110
- Sun Nov 17, 2024 2:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.19] Trash Artillery Shells
- Replies: 0
- Views: 180
[2.0.19] Trash Artillery Shells
Hi,
i noticed that you can't just Shift/Ctrl-Click the Artillery Shells out of you Inventory. It says that all the Ammo Slots are full. I know that Shift+Click on Ammo doesn't trash, but rather filles up the Ammo Slots for the Weapons, but since there is no handheld Artillery Cannon, i would expect ...
i noticed that you can't just Shift/Ctrl-Click the Artillery Shells out of you Inventory. It says that all the Ammo Slots are full. I know that Shift+Click on Ammo doesn't trash, but rather filles up the Ammo Slots for the Weapons, but since there is no handheld Artillery Cannon, i would expect ...
- Sat Oct 26, 2024 4:42 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.11] Undo doesnt work for removed trainstopps ins schedule
- Replies: 0
- Views: 109
[2.0.11] Undo doesnt work for removed trainstopps ins schedule
TL;DR
Undo changes on Train Schedule with Strg+ZWhat?
Hi,I accidently removed a trainstop from my train schedule and i can't undo the action with Strg+z.
Maybe this can be added?
Thanks!
- Sat Oct 26, 2024 4:40 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.11] no filter for depleted miner
- Replies: 0
- Views: 118
[2.0.11] no filter for depleted miner
Hi,
i noticed that there is no filter for depleted Miner for the deconstruction planner. That would be somewhat convenient.
Thanks!
i noticed that there is no filter for depleted Miner for the deconstruction planner. That would be somewhat convenient.
Thanks!
- Sat Oct 26, 2024 4:36 pm
- Forum: Not a bug
- Topic: [2.0.11] Feature Request: Set Logistic request from Blueprint
- Replies: 2
- Views: 296
- Sat Oct 26, 2024 4:34 pm
- Forum: Not a bug
- Topic: [2.0.11] "Fuel (all locomotives)" condition with unexpected behavior
- Replies: 4
- Views: 980
Re: [2.0.11] "Fuel (all locomotives)" condition with unexpected behavior
I think this sort of thing is more critical for trains with locomotives in both directions, where you might end up using the fuel unevenly.
For that you can use "any locomotive". Here it should check each locomotive if the condition is given. with "all locomotives", one direction can run dry ...
- Sat Oct 26, 2024 4:24 pm
- Forum: Not a bug
- Topic: [2.0.11] Rocket Silo requests more than required
- Replies: 5
- Views: 984
Re: [2.0.11] Rocket Silo requests more than required
so i have to set this for every items i have in the request llist? thats kind of tedious
- Sat Oct 26, 2024 3:24 pm
- Forum: Not a bug
- Topic: [2.0.11] Rocket Silo requests more than required
- Replies: 5
- Views: 984
[2.0.11] Rocket Silo requests more than required
Hi,
my Rocket Silo is set to "Automatic request from space platforms"
now one platform requests one stack of green chips. However the Rocket wants to send a full rocket with green chips. There are other items requested that would fit in the rest of the rocket, but these are ignored.
Is this a bug ...
my Rocket Silo is set to "Automatic request from space platforms"
now one platform requests one stack of green chips. However the Rocket wants to send a full rocket with green chips. There are other items requested that would fit in the rest of the rocket, but these are ignored.
Is this a bug ...
- Sat Oct 26, 2024 2:40 pm
- Forum: Not a bug
- Topic: [2.0.11] Feature Request: Set Logistic request from Blueprint
- Replies: 2
- Views: 296
[2.0.11] Feature Request: Set Logistic request from Blueprint
Hi,
could it be possible to throw a blueprint into a logistic request slot and it automatically takes all ingrediences necessary to build this blueprint and requests them?
That would be neat.
could it be possible to throw a blueprint into a logistic request slot and it automatically takes all ingrediences necessary to build this blueprint and requests them?
That would be neat.
- Sat Oct 26, 2024 1:52 pm
- Forum: Not a bug
- Topic: [2.0.11] Undo doesnt work for removed trainstopps ins schedule
- Replies: 1
- Views: 166
[2.0.11] Undo doesnt work for removed trainstopps ins schedule
Hi,
basically what the topic says.
I accidently removed a trainstop from my train schedule and i can't undo the action with Strg+z.
Maybe this can be added?
Thanks!
basically what the topic says.
I accidently removed a trainstop from my train schedule and i can't undo the action with Strg+z.
Maybe this can be added?
Thanks!
- Sat Oct 26, 2024 1:17 pm
- Forum: Not a bug
- Topic: [2.0.11] "Fuel (all locomotives)" condition with unexpected behavior
- Replies: 4
- Views: 980
[2.0.11] "Fuel (all locomotives)" condition with unexpected behavior
Hi,
i wanted to make an interrupt, that moves my train to the refuel station as soon as a threshold of fuel is below a certain point.
i have 2 locomotives and i selected "Fuel (all locomotives)" as condition. however only the content of one locomotive is shown in the overview (e.g. i have 20 fuel ...
i wanted to make an interrupt, that moves my train to the refuel station as soon as a threshold of fuel is below a certain point.
i have 2 locomotives and i selected "Fuel (all locomotives)" as condition. however only the content of one locomotive is shown in the overview (e.g. i have 20 fuel ...
- Sat Oct 26, 2024 10:41 am
- Forum: Not a bug
- Topic: [2.0.11] no filter for depleted miner
- Replies: 1
- Views: 237
[2.0.11] no filter for depleted miner
Hi,
i noticed that there is no filter for depleted Miner for the deconstruction planner. That would be somewhat convenient.
Thanks!
i noticed that there is no filter for depleted Miner for the deconstruction planner. That would be somewhat convenient.
Thanks!
- Tue Sep 15, 2020 5:54 pm
- Forum: Desyncs with mods
- Topic: [1.0.0] Desync with dedicated Server + Mods (CircuitHUD)
- Replies: 1
- Views: 2170
[1.0.0] Desync with dedicated Server + Mods (CircuitHUD)
Hello all,
i noticed some problems when playing together with my friend.
After adding some Mods, the game started to desync randomly. After a random amount of time, one or the other was disconnecting.
Right now with a savegame of ~12 hours, the game won't allow more than one player on the server ...
i noticed some problems when playing together with my friend.
After adding some Mods, the game started to desync randomly. After a random amount of time, one or the other was disconnecting.
Right now with a savegame of ~12 hours, the game won't allow more than one player on the server ...
- Tue Jun 28, 2016 7:38 pm
- Forum: Duplicates
- Topic: [13.0] Updated version has same file name
- Replies: 2
- Views: 1228
Re: [13.0] Updated version has same file name
woops. Used the search function and haven't found. My bad
- Tue Jun 28, 2016 7:09 pm
- Forum: Duplicates
- Topic: [13.0] Updated version has same file name
- Replies: 2
- Views: 1228
[13.0] Updated version has same file name
Hello guys,
first of all. What a great update. Have just read the Changelog and WOW. Amazing
Anyways. After drooling over the Modmanager i tried to install some mods (namely RSO and increased inventory) and every time i got an Error message saying "{Error} Updated version has same file name [OK ...
first of all. What a great update. Have just read the Changelog and WOW. Amazing
Anyways. After drooling over the Modmanager i tried to install some mods (namely RSO and increased inventory) and every time i got an Error message saying "{Error} Updated version has same file name [OK ...
- Sat Oct 03, 2015 11:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 86029
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
same here, i'm having troubles setting up the chests. sometimes they work out of the box. sometimes i place them in different orders (chests, belts, power poles) and they still wont connect.
playing 0.12.10 with mod version 2.0.0
not sure if there is a problem with some other mod. i hope not
playing 0.12.10 with mod version 2.0.0
not sure if there is a problem with some other mod. i hope not
- Fri Aug 14, 2015 8:41 pm
- Forum: Pending
- Topic: "experimental update enable" resets after update
- Replies: 1
- Views: 3636
"experimental update enable" resets after update
as the tital says
enabled experimental updates in the options, looked for updates via "about" menupoint, updated to next version (0.12.4 in this case). After update, the experimental update option in the setting is reset to off. Happened the last two times (0.12.1 and 0.12.2).
not sure if the ...
enabled experimental updates in the options, looked for updates via "about" menupoint, updated to next version (0.12.4 in this case). After update, the experimental update option in the setting is reset to off. Happened the last two times (0.12.1 and 0.12.2).
not sure if the ...
- Thu Aug 13, 2015 4:49 pm
- Forum: Not a bug
- Topic: Animation of Inserter not working? [solved]
- Replies: 3
- Views: 6008
Re: Animation of Inserter not working?
oooh i got it now ...
it was the cyberchest wich had "ground collection" activated omg
it was the cyberchest wich had "ground collection" activated omg
- Thu Aug 13, 2015 3:56 pm
- Forum: Not a bug
- Topic: Animation of Inserter not working? [solved]
- Replies: 3
- Views: 6008
Animation of Inserter not working? [solved]
Hi guys,
i loaded a savegame and was walking through my base as i saw this expressbelt where the items disappeared from.
made a little video https://youtu.be/4QlTWRa84lw
and here the save Edit:
After replacing this special part of the belt, it worked again.
i loaded a savegame and was walking through my base as i saw this expressbelt where the items disappeared from.
made a little video https://youtu.be/4QlTWRa84lw
and here the save Edit:
After replacing this special part of the belt, it worked again.
- Thu Jul 30, 2015 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12] [kovarex] destroyed and replaced belts don't move existing item
- Replies: 4
- Views: 2587
Re: [0.12] [kovarex] destroyed and replaced belts don't move existing item
I'm playing 0.12.1 ATM and i think i saw the same bug again yesterday. When i See it happening again i post a screenshot
Edit: nope, seems to be fixed
Edit: nope, seems to be fixed