Here's the desync save: (may take a while to show up) https://www.dropbox.com/s/d1v47692tlwe6 ... 9.zip?dl=0
The only mods are the scenario, built into the save.
[0.15.13] Desync loop on join (Factorio RPG)
Re: [0.15.13] Desync loop on join (Factorio RPG)
Looking at the custom scenario: the nuclear.lua file is wrong. It will only ever do anything the first time you launch the game and then every time after that it's going to error because surface is nil - it stored the reference as a local variable instead of in global.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.15.13] Desync loop on join (Factorio RPG)
nuclear.lua is commented out. There's a lot of extraneous stuff in the scenario that is temporary turned on/off via comments. But I'll keep that in mind in the future.
Re: [0.15.13] Desync loop on join (Factorio RPG)
I would look at the desync itself but you've only uploaded 1 half of the full desync report. It should contain both a desynced level and a reference level.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.15.13] Desync loop on join (Factorio RPG)
I think this is the same desync report, with both the desync level and the reference level: https://www.dropbox.com/s/win35nqjibgt5 ... 8.zip?dl=0