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Desync Error
Posted: Sat Aug 24, 2019 10:43 am
by Firemonkey1412
We updated all mods and factorio from 17.58 to 17.66. If someone wants to join to the server their comes after between 1 second and 10 seconds an desync error. We diasbled all other mods except py-mods and their is still this desync. What do you need to check this out? We tested to enable one mod by one and Py-Industries is the one, where the desync is coming.
Re: Desync Error
Posted: Sat Aug 24, 2019 11:04 am
by kingarthur
is it a new map or one with a bit of progress?
log files from the server and the desync player might help if it gives any clues as to what is causing it. im only really where of one thing in pyindustries that could cause the error. ill make a edited zip asap( like 1hr or less from this posting) and post it here for you to try
Re: Desync Error
Posted: Sat Aug 24, 2019 11:23 am
by Firemonkey1412
It´s a map with progress (ca. 2k buildings, 2k mines, 6k inserter...)
If we downgrade to following versions there is no error:
pycoalprocessing_1.3.4
pyfusionenergy_1.2.6
pyhightech_1.2.6
pyindustry_1.2.9
pypetroleumhandling_1.2.5
pyrawores_1.5.1
- where are the logfiles?
- is it allowed to avoid gases in tailings pond? Cause we do this ^^
edit: but if we downgrade there are so many recipes in the craft tab missing. They exist, they are placeable and craftable, but we can´t handcraft it because the icon is not there. Yellow Belts are missing, but red and blue belts are there. Very strange.
Re: Desync Error
Posted: Sat Aug 24, 2019 11:54 am
by kingarthur
Firemonkey1412 wrote: ↑Sat Aug 24, 2019 11:23 am
It´s a map with progress (ca. 2k buildings, 2k mines, 6k inserter...)
If we downgrade to following versions there is no error:
pycoalprocessing_1.3.4
pyfusionenergy_1.2.6
pyhightech_1.2.6
pyindustry_1.2.9
pypetroleumhandling_1.2.5
pyrawores_1.5.1
- where are the logfiles?
- is it allowed to avoid gases in tailings pond? Cause we do this ^^
Yes you can void gas. Log files are in local appdata folder on windows.
If you leave pyindustry on 1.2.9 and update the rest of the mods does that error still appear? As is none of those are a current version and that leads me to believe the issue is in a different mod.
Re: Desync Error
Posted: Sat Aug 24, 2019 4:26 pm
by Adamo
I had a similar desync problem with every one of my multiplayer maps after updating version numbers included in your range. I suggest you try the thing that fixed all of mine:
download the map to your desktop
open it on your singleplayer game
resave it in a new file
upload new file to server
load game from new file for multiplayer
This worked in every case, for me. In fact, this is an important tool in the factorio serveradmin toolkit. This process has fixed many errors over the years, for me.
I believe this has something to do with a change in the fluid system for the fluidbox_index recipe prototype update. They fixed some desyncs related to this, but I confirmed after those fixes that I still had this problem. But like I said, this fix fixed it for me. Good luck!
Re: Desync Error
Posted: Mon Aug 26, 2019 8:34 pm
by Firemonkey1412
hmm. We don´t have a dedicated Server. We are two persons and one of us hosts the last save game. But we did try it and it didn´t work too.
Cause the old pyanodon versions worked for us we only updated Helmod now. And the same: desync after a few seconds. Why we have desync if we update some mods?
Re: Desync Error
Posted: Sat Sep 28, 2019 6:24 pm
by Firemonkey1412
So we tried to update now again. If we update Factorio and all mods other then Pys, it works well. If we update Pyanodons Mods there is every time a desync if my mate tries to join. The logfiles are here:
https://www.dropbox.com/s/vl1ww1bt3jtig ... 4.zip?dl=0
We can start a new game and he is able to join, but not with our save game.
Edit: There is a strange error line in this desync-report, cause a custom map file was in his mod folder. We matched our mod folders and this is the new clean desync report:
https://www.dropbox.com/s/1o22095gesm48 ... 0.zip?dl=0
Re: Desync Error
Posted: Sun Sep 29, 2019 12:04 am
by kingarthur
do you have any tailing ponds in that map? if you do try deleting them all and see if it stops desyncing. if it does then its related to another desync report we got that looks to be caused by the tailing pond.
Re: Desync Error
Posted: Sun Sep 29, 2019 12:52 am
by kingarthur
Re: Desync Error
Posted: Sun Sep 29, 2019 7:51 am
by Firemonkey1412
Thx for the help, we will try it. Is there a command to delete all tailing ponds? It´s a big map, so it would be much easier not to search all.
Re: Desync Error
Posted: Sun Sep 29, 2019 8:17 am
by kingarthur
Firemonkey1412 wrote: ↑Sun Sep 29, 2019 7:51 am
Thx for the help, we will try it. Is there a command to delete all tailing ponds? It´s a big map, so it would be much easier not to search all.
not specificly no. i could figure one out if needed but try that fix first and see if its good as a few other reported desyncs and that update fixed it for them
Re: Desync Error
Posted: Sun Sep 29, 2019 10:54 am
by Firemonkey1412
With your file this error appearsr in SP and MP.
Error while running event pycoalprocessing::on_nth_tick(30)
__pycoalprocessing__/scripts/tailings-pond.lua:181: attempt to index local 'Tiles' (a nil value)
stack traceback:
__pycoalprocessing__/scripts/tailings-pond.lua:181: in function 'handler'
__stdlib__/stdlib/event/event.lua:315: in function 'pcall'
__stdlib__/stdlib/event/event.lua:335: in function 'dispatch_event'
__stdlib__/stdlib/event/event.lua:413: in function <__stdlib__/stdlib/event/event.lua:369>
Re: Desync Error
Posted: Sun Sep 29, 2019 11:09 am
by kingarthur
Firemonkey1412 wrote: ↑Sun Sep 29, 2019 10:54 am
With your file this error appearsr in SP and MP.
Error while running event pycoalprocessing::on_nth_tick(30)
__pycoalprocessing__/scripts/tailings-pond.lua:181: attempt to index local 'Tiles' (a nil value)
stack traceback:
__pycoalprocessing__/scripts/tailings-pond.lua:181: in function 'handler'
__stdlib__/stdlib/event/event.lua:315: in function 'pcall'
__stdlib__/stdlib/event/event.lua:335: in function 'dispatch_event'
__stdlib__/stdlib/event/event.lua:413: in function <__stdlib__/stdlib/event/event.lua:369>
wtf. that line is literally a check to see if its nil. it shouldn't break if it is. ill look into later today. i assume this happens when you try to load your save? i didnt get any error when i started a new game to test it
Re: Desync Error
Posted: Sun Sep 29, 2019 11:58 am
by Firemonkey1412
Yes the error appears a second after loading the game. I killed all tailings ponds with a command and we have with your version no load errors and no desync errors. Can we build new tailing ponds now? Can we avoid gas in them? Thanks for your help
Re: Desync Error
Posted: Sun Sep 29, 2019 12:05 pm
by kingarthur
Firemonkey1412 wrote: ↑Sun Sep 29, 2019 11:58 am
Yes the error appears a second after loading the game. I killed all tailings ponds with a command and we have with your version no load errors and no desync errors. Can we build new tailing ponds now? Can we avoid gas in them? Thanks for your help
Should be fine
Re: Desync Error
Posted: Sun Sep 29, 2019 12:12 pm
by Firemonkey1412
Do you know how we can place them after deleting by command? I used this to delete :
/c for _, entity in ipairs(game.player.surface.find_entities_filtered{name="tailings-pond"}) do entity.destroy() end
Re: Desync Error
Posted: Mon Sep 30, 2019 3:07 pm
by Firemonkey1412
Everything works. Great job, thanks.
Re: Desync Error
Posted: Wed Oct 02, 2019 4:46 pm
by Firemonkey1412
Ok, it doesn´t work very well. If we update Pyanodon again, there is every time a desync after joining like before...
So we have to delete all tailing ponds again and shouldn´t rebuild them?
Re: Desync Error
Posted: Wed Oct 02, 2019 6:08 pm
by shadowpho
Also desync issue
Re: Desync Error
Posted: Wed Oct 02, 2019 10:15 pm
by kingarthur
Firemonkey1412 wrote: ↑Wed Oct 02, 2019 4:46 pm
Ok, it doesn´t work very well. If we update Pyanodon again, there is every time a desync after joining like before...
So we have to delete all tailing ponds again and shouldn´t rebuild them?
It shouldn't do that. I'll need to look it over more. Try and test it in a mp game and figure out exactly what is breaking things.