Today on ColonelWill's Stream, as stated, on a 4 Player Towns Multiplayer Map with about 2k SPM we had a DSync.
The DSync was at least from our understanding closely correlated with the making of a blueprint from a Station, including the track and some beltwork.
Also in close temporal proximity someone "pooped" somewhere and was moping up his lost items.
After the DSync we could not reconnect to the server, it was fully stuck and we had to transfer to a different one.
Links are attached and the VOD of his stream will be up for ~2 weeks.
I can try and answer remaining questions.
Kind regards
Posteule
https://www.dropbox.com/s/hyjducsntwsrz ... 5.zip?dl=0
[1.1.0] Desync in a big 4 Player Map
Re: [1.1.0] Desync in a big 4 Player Map
Thanks for the report, save files are relatively large so it will take a little to check what was the cause.
Some parts i noticed in this desync report is spidertron logistics desync, however as i was watching that stream and i am also suspecting it could be desync related to placement of blueprint over existing entities that contains overlapping underground belts of different tier as it is also possible to desync (places ghosts over undergrounds which should be forbidden).
-- edit:
Most of desynced stuff is around map position {-1343, 10942}, clues what was happening here? There is Higiey spider here
Some parts i noticed in this desync report is spidertron logistics desync, however as i was watching that stream and i am also suspecting it could be desync related to placement of blueprint over existing entities that contains overlapping underground belts of different tier as it is also possible to desync (places ghosts over undergrounds which should be forbidden).
-- edit:
Most of desynced stuff is around map position {-1343, 10942}, clues what was happening here? There is Higiey spider here
Re: [1.1.0] Desync in a big 4 Player Map
This Position was indeed the position of the only Spidertron with logistics requests, Will's. Will kepp updated if picking it up helps.
--edit-- we could not replicate the desync however after this desync our autosave crashed the server like in viewtopic.php?f=30&t=91673 so for now removing the Spidertron worked
--edit-- we could not replicate the desync however after this desync our autosave crashed the server like in viewtopic.php?f=30&t=91673 so for now removing the Spidertron worked
Re: [1.1.0] Desync in a big 4 Player Map
The logistics desync is fixed for the next release. If it desyncs on other things please make a new report in 1.1.1 

If you want to get ahold of me I'm almost always on Discord.
Re: [1.1.0] Desync in a big 4 Player Map
I'll be removing the Desync report from the dropbox now