[0.15.13] Desync loop on join (Factorio RPG)

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
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Mylon
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[0.15.13] Desync loop on join (Factorio RPG)

Post by Mylon »

Here's the desync save: (may take a while to show up) https://www.dropbox.com/s/d1v47692tlwe6 ... 9.zip?dl=0

The only mods are the scenario, built into the save.

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Re: [0.15.13] Desync loop on join (Factorio RPG)

Post by Rseding91 »

Looking at the custom scenario: the nuclear.lua file is wrong. It will only ever do anything the first time you launch the game and then every time after that it's going to error because surface is nil - it stored the reference as a local variable instead of in global.
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Re: [0.15.13] Desync loop on join (Factorio RPG)

Post by Mylon »

nuclear.lua is commented out. There's a lot of extraneous stuff in the scenario that is temporary turned on/off via comments. But I'll keep that in mind in the future.

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Re: [0.15.13] Desync loop on join (Factorio RPG)

Post by Rseding91 »

I would look at the desync itself but you've only uploaded 1 half of the full desync report. It should contain both a desynced level and a reference level.
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Re: [0.15.13] Desync loop on join (Factorio RPG)

Post by Mylon »

I think this is the same desync report, with both the desync level and the reference level: https://www.dropbox.com/s/win35nqjibgt5 ... 8.zip?dl=0

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