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[2.0.28] Desync on dedicated only
Posted: Sun Dec 22, 2024 10:57 pm
by Narfinator
I've got a desync that is only occurring on dedicated servers. I have only 2 mods rate calculator and mining drones.
Tried removing all mods (nope)
Tried other servers (nope)
Host in-game (works zero problems)
The desync only occurs when hosting dedicated.
I have a suspicion that this is not normal, both server and the client have a massive tick.dat
Code: Select all
ls -tlrh client-level |grep tick
-rw-rw-r-- 1 narf narf 2.3G Dec 31 1979 level_with_tags_tick_56201595.dat
https://drive.google.com/file/d/1wQaU9M ... drive_link
Re: [2.0.28] Desync on dedicated only
Posted: Wed Jan 15, 2025 2:24 pm
by boskid
I am trying to reproduce any desyncs with this when using a dedicated server and there are no issues for me. Desync report itself is quite dense with differences, unit numbers are different in a relatively many entities, there are some lightning differences on fulgora, i there were also some differences on vulcanus. So far the largest amount of differences i could see was in the alert center which is basically all completly shuffled. When loading those saves directly i can see that one of them has an alert for fulgora's "Da Ship" having not enouh space while the other save does not have this alert. Are you able to provide any additional details that would help to reproduce this issue? What platform is the dedicated server running on, is that a windows, linux or mac? Does it also happen on a smaller save files?
Re: [2.0.28] Desync on dedicated only
Posted: Mon Feb 10, 2025 2:54 pm
by Narfinator
Sorry didn't see this, we ended up just starting over without the mod "mining drones".
Server is ubuntu 24.04.1,
The new save without the mod is now 2x the size of this old one with no Desyncs. The desync was 86mb, the new game is at 211M on dedicated. I even have "Da Ship" copied over and its still broken and getting filled so i don't think this is the trigger.
I'm not sure its this mod or something else, but the strange thing was not using a dedicated "server", but hosting multiplayer locally (windows) let us continue with no desyncs.
Whatever this was it was not a hardware/network problem as early on i moved the server to a different one and the same thing happens. Whatever this is, it is strictly dedicated server.
How could a mod break, but only break on a dedicated server?