[0.17.79] desync with beacon disabled

Post your bugs and problems so we can fix them.
Post Reply
NewTech
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Jul 27, 2019 10:17 pm
Contact:

[0.17.79] desync with beacon disabled

Post by NewTech » Fri Nov 29, 2019 3:04 pm

[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 3 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
=============================
Attachments
SAVE_desync_new_test.zip
(6.39 MiB) Downloaded 3 times
desync-report-2019-11-29_17-45-02.7z
(9.71 MiB) Downloaded 3 times

Post Reply

Return to “Bug Reports”

Who is online

Users browsing this forum: rampa6e