[0.14.21] Modded desync report

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
Arumba
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[0.14.21] Modded desync report

Post by Arumba »

Over the weekend we ran a ~50 hour game with a number of mods and between 20 and 60 players throughout the save. Attached is one of the desync reports we were getting.

Generally, the server (either a local client or headless, both had issues) would run for about 1-3 hours before entering a state where any new person trying to join would desync. When closing the game and rehosting, the game would tend to crash instead of backing out to the main menu. Reopening the program and then rehosting would then allow for another 1-3 hours of play before the issue would repeat.

Please see attached.

*Edit* The desync report is apparently too large for forum submission, I received an error on upload about the entity being too large. See this link for the desync report:
https://drive.google.com/open?id=0Bzju1 ... zh2VVNUbkk

Loewchen
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Re: [0.14.21] Modded desync report

Post by Loewchen »

Please post the .ziped mod folder as well.

Arumba
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Re: [0.14.21] Modded desync report

Post by Arumba »


Orphen
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Re: [0.14.21] Modded desync report

Post by Orphen »

Hello there! Yesterday was working on a friend's server with this problem and we realize that if we toggle off all mods and try to get in, it works correctly. Then we toggled again one by one all same mods in order to figure which one is broken. In our case, we realized that mowheather does not work with factorisimo.. These make me think that both mods try to set same command in the same time and because of that the game get desync. After 30hs save.
I'm not sure if this helps but maybe it's an memory or instruction interval value or setting that causes desync.


SAME!
(Sorry About My English) It's a bit rusty.

primedead
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Re: [0.14.21] Modded desync report

Post by primedead »

Let's post all desync reports here from that save these are mine: https://drive.google.com/open?id=0B1vR0 ... HhvMEk3REU

Mikael_Lolpi
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Re: [0.14.21] Modded desync report

Post by Mikael_Lolpi »

i am currently making 10 GB of the same game but dutch long after we did everything to break the game and ill post the newest version os save mods and desyncs the server has been taken down after rumbas stream yesterday because it became unplayable and to laggy ;D


heres 2 links one is to a zip with all over dropbox the other is gg drive and might not work i dont know had to compress
https://drive.google.com/drive/folders/ ... sp=sharing

https://www.dropbox.com/s/2exhy8ok0h64h ... nk.7z?dl=0

Nexela
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Re: [0.14.21] Modded desync report

Post by Nexela »

One of the causes of the desyncs is bottleneck mod. Posting the issue over on bottlenecks github. In the meantime don't disable the bottleneck icons if you want people to connect.

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