Version: 0.14.22
Type: Multiplayer Desync
Reproducibility: Unknown
OS: Windows 7 x64
Local headless server running from command line on port 34197. Has been running stably for a couple weeks
Normal save file is ~15mb, loaded normally and played for about 30 minutes. Did some research on laser turrets. When desync occurred was placing blueprints to lay some laser turrets down. On reconnect save download was 100+MB. Diusconnected immediately and shut down server with Ctrl-C. On load save file back to 15mb
Edit: On load i found more than a hundred construction bots frozen near roboports, they look like they were recharging before whatever error occured
Edit 2: Almost all the constuction bots that were on jobs before the desync subsequently froze after heading for recharge. Had to manually pick them up to remove them from circulation so something definitely stuffed up on their route. I'm not sure I've gotten them all. The frozen ones all had either concrete or hazard concrete carried as far as i could tell.
Log files attached below
Full desync report on dropbox (2x 100+MB save files) https://www.dropbox.com/sh/pwnexp0vwouy ... dsqya?dl=0
[14.22] Desync Local Headless - CRC fail - Very large save
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- Burner Inserter
- Posts: 18
- Joined: Mon Dec 08, 2014 8:18 am
- Contact:
[14.22] Desync Local Headless - CRC fail - Very large save
- Attachments
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- factorio-current.log
- Factorio log file
- (9.79 KiB) Downloaded 112 times
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- log.txt
- Desync report log
- (8.33 KiB) Downloaded 112 times
Last edited by biliskner25 on Thu Apr 06, 2017 7:08 pm, edited 3 times in total.
Re: [14.22] Desync Local Headless - CRC fail - Very large save
Was your blueprint in a blueprint book?
If you want to get ahold of me I'm almost always on Discord.
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- Burner Inserter
- Posts: 18
- Joined: Mon Dec 08, 2014 8:18 am
- Contact:
Re: [14.22] Desync Local Headless - CRC fail - Very large save
I dont think so, no. If i recall I'd only just made the blueprint and was trying to replace some of the nearby solar arrays to have laser turrets.
From what i see when i continue playing there are still some construction bots that are stopping to recharge but freeze near the roboport and are not actually charging. All of these are carrying hazard or normal concrete.
Edit: Correction some bots are carrying normal concrete but most were carrying hazard
From what i see when i continue playing there are still some construction bots that are stopping to recharge but freeze near the roboport and are not actually charging. All of these are carrying hazard or normal concrete.
Edit: Correction some bots are carrying normal concrete but most were carrying hazard
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- Burner Inserter
- Posts: 18
- Joined: Mon Dec 08, 2014 8:18 am
- Contact:
Re: [14.22] Desync Local Headless - CRC fail - Very large save
I have not been able to reproduce the bugged ghosts consistently. If i create a new blueprint using a different area all subsequent ghosts seem to build normally (have tried solar + accumulators only, concrete + hazard only, solar+concrete). However if i use the existing blueprint that caused the crash or blueprint the already bugged area it will sometimes fail to build.
I have tried laying the blueprint multiple times to ensure all bots are active, I have also tried forcing bots to path through biter controlled areas so many of them die but neither of these methods reproduce.
If needed I can upload a save with character standing near some bugged ghosts
I have tried laying the blueprint multiple times to ensure all bots are active, I have also tried forcing bots to path through biter controlled areas so many of them die but neither of these methods reproduce.
If needed I can upload a save with character standing near some bugged ghosts
Re: [14.22] Desync Local Headless - CRC fail - Very large save
If the desync happens again in 0.15 let us know.
If you want to get ahold of me I'm almost always on Discord.