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[0.17.79] desync with beacon disabled

Posted: Fri Nov 29, 2019 3:04 pm
by NewTech
[USED GOOGLE TRANSLATION]

In multiplayer, in the next tick, after the player is connected, desynchronization occurs.
And ONLY when the player connects, and this does NOT happen in the process of the game itself.
Desynchronization occurs due to the disabled state of the beacon in the status "disabled by the script" and its effect on the machine.
=========== This is what one of the mods did =============
entite.active = false;
entite.operable = false;
entite.rotatable = false;
=========== Or an analogue through the console ===============
/с game.player.selected.active = false ; game.player.selected.rotatable = false ; game.player.selected.operable = false ;
==========

A minimum of content has been retained in save. (No Mods used)
(Saved Location = x: 260 y: 760)

I hope for a quick fix. T_T

Factorio 0.17.79 2019-11-29 17-44-17_encoded.mp4
(10.87 MiB) Downloaded 141 times
======== video clip text ========
player connected №1 #pre_test
player disconnected №1 #pre_test
player connected №2 #test
on beacon "/с game.player.selected.active = false ; game.player.selected.rotatable = false ; game.player.selected.operable = false ;"
player disconnected №2 #test
player connected №3 #drop
player desynchronization №3 #drop
=============================

Re: [0.17.79] desync with beacon disabled

Posted: Wed Dec 11, 2019 9:20 pm
by Rseding91
Thanks for the report. It's now fixed for the next release.

Re: [0.17.79] desync with beacon disabled

Posted: Sat Dec 14, 2019 3:59 am
by NewTech
Rseding91 wrote:
Wed Dec 11, 2019 9:20 pm
Thanks for the report. It's now fixed for the next release.
Is it possible to get a fix for 0.17.79 in the form of a mini patch or files for replacement ?
Since 0.18 will have to wait no less than a month :( .