Hello,
On the server free biterbattles (not modded, a scenario), sometimes we encounter desync, the way admins solve it is usually by removing bps or stucked bots.
On this savefile, when you try to load it on local, you have the error message "transport line are not consistent", or when we try to join the server, same message, no one can join anymore.
Savefile is in attached file.
[Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
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[Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
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- factorio-current.log
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- mainhellfunprod3yelpurp.zip
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Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello,
One more information, a player found the bugged part of the savefile, here are some informations about it :
aparisi (north): here
aparisi (north): belt was well placed, but coppler plates couldnt pass
qkratxa (spectator): ye ipen drain did
qkratxa (spectator): open drain
One more information, a player found the bugged part of the savefile, here are some informations about it :
aparisi (north): here
aparisi (north): belt was well placed, but coppler plates couldnt pass
qkratxa (spectator): ye ipen drain did
qkratxa (spectator): open drain
Re: [1.1.48] Error loading save: "transport line groups are not consistent"
This looks quite suspicious. There are some inconsistencies around a transport belt at {135.5, -190.5}:
Do you have some insight what was happening here? You can load this save file foring a prototype changed mode by holding Control key while pressing the "Load" button in the Load game gui - this will fix the transport lines.
Do you have some insight what was happening here? You can load this save file foring a prototype changed mode by holding Control key while pressing the "Load" button in the Load game gui - this will fix the transport lines.
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Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello,
Wow, thanks you for the fast reply !
I'm going to be honest, no clue. I don't know this player who did that, if I had to guess he prob used bots or ghost or something.. but who knows.
If I find him, I will ask him if he remembers but he was not a regular so...
Wow, thanks you for the fast reply !
I'm going to be honest, no clue. I don't know this player who did that, if I had to guess he prob used bots or ghost or something.. but who knows.
If I find him, I will ask him if he remembers but he was not a regular so...
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Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello !
I got good news about this issue, finally it was on the scenario side so you can reject this topic.
Explanation :
"yes i noticed it today
after server reset i wasn't trusted, and then partway through game i could make ghosts but it would not mark trees for deconstruction
wasn't a problem in game, but when you do this with bots then the bots just above where they want to place their own thing around and wait for the entity to be deconstructed (but since it isn't marked for deconstruction it never does)
an alternative would be to keep the tiered setup and just remove ghosts if they require deconstruction
but that is more code "
PR here : https://github.com/Factorio-Biter-Battl ... s/pull/221
"This is actually the right idea. I was able to reproduce the desync that happened with OpenDrain a couple of days ago. By checking playtime for the same value in on_marked_for_deconstruction and on_built_entity fix the problem."
"Basically OpenDrain could use bps but not deconstruct"
Sorry for that..
I got good news about this issue, finally it was on the scenario side so you can reject this topic.
Explanation :
"yes i noticed it today
after server reset i wasn't trusted, and then partway through game i could make ghosts but it would not mark trees for deconstruction
wasn't a problem in game, but when you do this with bots then the bots just above where they want to place their own thing around and wait for the entity to be deconstructed (but since it isn't marked for deconstruction it never does)
an alternative would be to keep the tiered setup and just remove ghosts if they require deconstruction
but that is more code "
PR here : https://github.com/Factorio-Biter-Battl ... s/pull/221
"This is actually the right idea. I was able to reproduce the desync that happened with OpenDrain a couple of days ago. By checking playtime for the same value in on_marked_for_deconstruction and on_built_entity fix the problem."
"Basically OpenDrain could use bps but not deconstruct"
Sorry for that..
Re: [Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
Thanks, should be fixed on our side as well in 1.1.56.