[0.12.1] [posila] Desync City

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NoPantsMcDance
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[0.12.1] [posila] Desync City

Post by NoPantsMcDance »

I've been having a lot of issues with desync recently on my server. Which it should be apparent why (lol 60k loaded entities) but I was hoping the desync report would helpout in some way to make this style of play...playable. Now obviously the solution would be "don't set enemy bases to max on every setting" but if that's the case then why make it a setting at all? Due to me not being able to upload the zip file of the desync report because it's 40MB you can download it directly from my server here http://www.sugaming.us/downloads/desync.tar.gz
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Bart
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Re: [0.12.1] Desync City

Post by Bart »

Also having a lot of desyncs on a headless server. Seems te be related to lot of drones in flight (when I request a lot, or construct/deconstruct a lot). 0.12.0 and 0.12.1 both have these desync-problems. Only in headless, if I load the map in a normal server, no problems at all (with multiple players of course).
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Re: [0.12.1] Desync City

Post by posila »

Bart: just to clarify. Do you run your headless server (which desyncs) on same platform as normal server that runs without problems?
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Bart
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Re: [0.12.1] Desync City

Post by Bart »

No, headless server is on Linux, normal server is on Windows 8.
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Re: [0.12.1] Desync City

Post by sillyfly »

Just posting to say I got recurring desyncs when connecting to Bisa's server (https://forums.factorio.com/forum/vie ... 53&t=14064), on version 0.12.3.
Every time it desynced I was just walking around the base, not even interacting with entities :)

Here is the desync report:
http://www.filedropper.com/desync-report

(I have 3 previous ones as well, if they are needed).
I am running on Linux (Debian) 64 bit, and as far as I can tell, Bisa's server is also hosted on Linux (don't know which distro and 32 or 64, though)
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Re: [0.12.1] [posila] Desync City

Post by posila »

Thanks for the reports. Both desync reports were essential during investigation of this issue and I am happy say that it has been fixed in 0.12.4.
In the end the issue was not caused by bitters nor cross-platform multiplayer, it was caused by logistic network.

Related issues: https://forums.factorio.com/forum/vie ... =7&t=14130
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