[0.15.10] Multiplayer. Limit exceeded counter desync

Bugs that are actually features.
volody
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[0.15.10] Multiplayer. Limit exceeded counter desync

Post by volody »

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.
Attachments
factorio-current.log
client log
(138.16 KiB) Downloaded 83 times
factorio-current.log
log server
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error.png
error.png (6.13 KiB) Viewed 1474 times
daniel34
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Re: [0.15.10] Multiplayer. Limit exceeded counter desync

Post by daniel34 »

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:

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
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kovarex
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Re: [0.15.10] Multiplayer. Limit exceeded counter desync

Post by kovarex »

Hello, desyncs caused by mods usually aren't our fault. Try to figure out which mod is causing it and not use it.
volody
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Re: [0.15.10] Multiplayer. Limit exceeded counter desync

Post by volody »

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.
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.
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