Good afternoon. I picked up my server on the local computer. Version of client and server 0.15.10. When saving the file server. The client throws an error.
The error persists only when using modifications.
[0.15.10] Multiplayer. Limit exceeded counter desync
[0.15.10] Multiplayer. Limit exceeded counter desync
- Attachments
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- factorio-current.log
- client log
- (138.16 KiB) Downloaded 83 times
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- factorio-current.log
- log server
- (146.27 KiB) Downloaded 74 times
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- error.png (6.13 KiB) Viewed 1475 times
Re: [0.15.10] Multiplayer. Limit exceeded counter desync
Note: This is a local multiplayer game (Joining game 127.0.0.1:34197), server and client on the same machine.
You have at least one mod (modification) that causes a desync almost immediately after joining the game. After 3 desyncs and map re-downloads the game gives up and just prints that message. (It wouldn't help to continue to re-download the map, the desync always happens and you would be stuck in a desync loop.)
You could find out which mod causes the desync. Try and remove some mods until it works and the mods you removed most recently are causing the desync. Or do it the other way around and start without mods and add mods one after the other until you find the mod that causes the desync.
EDIT: The following repeating server log entries are somewhat suspicious, but they only appear after the first desync:
You have at least one mod (modification) that causes a desync almost immediately after joining the game. After 3 desyncs and map re-downloads the game gives up and just prints that message. (It wouldn't help to continue to re-download the map, the desync always happens and you would be stuck in a desync loop.)
You could find out which mod causes the desync. Try and remove some mods until it works and the mods you removed most recently are causing the desync. Or do it the other way around and start without mods and add mods one after the other until you find the mod that causes the desync.
EDIT: The following repeating server log entries are somewhat suspicious, but they only appear after the first desync:
Code: Select all
Invalid packet (type ClientToServerHeartbeat) received from 127.0.0.1:44614: heartbeat outside latency window
and
Invalid packet (type ClientToServerHeartbeat) received from 127.0.0.1:44614: unknown sender
Re: [0.15.10] Multiplayer. Limit exceeded counter desync
Hello, desyncs caused by mods usually aren't our fault. Try to figure out which mod is causing it and not use it.
Re: [0.15.10] Multiplayer. Limit exceeded counter desync
Of course, I understand that modification is causing the error is not your fault and in this I fully agree with you. But I like the new factory began to track the client what mods are bad and turns off at the stage start of the game. I would like to see a system in the server. As they say foolproof. I'll try to figure out what mod is causing the problem and write later.kovarex wrote:Hello, desyncs caused by mods usually aren't our fault. Try to figure out which mod is causing it and not use it.