[0.15.6] Desync with mods.

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
Post Reply
User avatar
distortions864
Fast Inserter
Fast Inserter
Posts: 108
Joined: Thu Apr 20, 2017 12:56 am
Contact:

[0.15.6] Desync with mods.

Post by distortions864 »

Windows 8 headless server (16 tick latency), servername: ![0.15.6 with mods (Big Server, US EAST)] (mine), Mac OS X 10.12.4 client (MacBook Pro Retina 15" early 2013).

Mod pack attached: Infinizoom 0.1.1, nanobots 1.8.1, squeak through 1.1.7, arumbalights-fix 0.15.0, autofill 1.4.7, autofill 1.4.7, base 0.15.6, bullet-trails 0.2.2, long-reach-fix 0.0.7, stimps-be-gone 0.1.2, textplates 0.2.3, tree_collision 0.4.1.

Desync happened when nanobots attempted to remove concrete, outside of logistics network range with logistics-add-on module installed in character armor.

Map has pollution and biters disabled.
Attachments
mods.zip
(2 MiB) Downloaded 101 times

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.15.6] Desync with mods.

Post by orzelek »

There is an issue with mod settings that could cause this - try in 0.15.7 and see if it's fixed.

User avatar
distortions864
Fast Inserter
Fast Inserter
Posts: 108
Joined: Thu Apr 20, 2017 12:56 am
Contact:

Re: [0.15.6] Desync with mods.

Post by distortions864 »

Will do! -- Thanks!

User avatar
distortions864
Fast Inserter
Fast Inserter
Posts: 108
Joined: Thu Apr 20, 2017 12:56 am
Contact:

Re: [0.15.6] Desync with mods.

Post by distortions864 »

So far, has not reoccurred. 0.15.10.

Post Reply

Return to “Desyncs with mods”