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[0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 7:08 pm
by frederik129
we are over 5 people playing on the same server with 3 mods enabled. i am the only one desyncing, and every time its a desync loop that i can't get out of.
idk what to do but if i delete the temp folder and the crop-cache.dat it give me a little more time before i desync again.
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 7:36 pm
by Rseding91
Can you upload the mods as well?
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 8:02 pm
by frederik129
Rseding91 wrote:Can you upload the mods as well?
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 8:14 pm
by Rseding91
It looks like you've modified the RSO config files - does everyone on the server have the same modified files as you?
Specifically you've changed:
* global_richness_mult = 1
* disableEnemyExpansion = false
* disable_RSO_biter_spawning = false
to:
* global_richness_mult = 10
* disableEnemyExpansion = true
* disable_RSO_biter_spawning = true
And maybe other stuff but that's just the first ones I noticed.
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 9:10 pm
by frederik129
ah probably since i downloaded a modpack from a youtuber !
thanks !!!
ill check out what happens
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Mar 24, 2016 9:11 pm
by kovarex
This is exactly why we do the change for 0.13. The game will make crc of the mod data and compare it when connecting to multiplayer.
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Apr 14, 2016 9:09 am
by frederik129
kovarex wrote:This is exactly why we do the change for 0.13. The game will make crc of the mod data and compare it when connecting to multiplayer.
sounds awesome ! this will probably help out most ppl with the desync's
Re: [0.12.29] desync randomly every 10 minutes.
Posted: Thu Apr 14, 2016 12:39 pm
by daniel34
frederik129 wrote:kovarex wrote:This is exactly why we do the change for 0.13. The game will make crc of the mod data and compare it when connecting to multiplayer.
sounds awesome ! this will probably help out most ppl with the desync's
We didn't even have to wait for 0.13, starting from 0.12.30 Factorio already does this.
FactorioBot in Version 0.12.30 wrote:
- Changes
- Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.