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[2.0.45] Desync in Space Age (no mods)

Posted: Sun Apr 27, 2025 7:02 pm
by Karoschl
I am playing multiplayer with a friend on a server hosted on g-portal
We are playing vanilla space age (no external mods) and have finished the game.

Currently we are trying to push and see how far we can get our SPM.
The desync occured when trying to send our prometium hauler on a trip. It is a spaceship that is usually blocked on vulcanus orbit with a null circuit condition.

I tried to get a trigger to start the run (B) to activate by sending the ship to another vulcanus in the schedule which worked before.
Instead it seems to have triggered the refuel trigger (A) and I immediately desynced.
I will desync again on reconnect.
04-28-2025, 01-30-42.png
04-28-2025, 01-30-42.png (773.82 KiB) Viewed 286 times

desync report: https://www.dropbox.com/scl/fi/ayy75gxv ... 05c8c&dl=0

downloading it from the server, running it in single player for like 10s and then re-uploading it to the server "fixed" the desync (for now)

Re: [2.0.45] Desync in Space Age (no mods)

Posted: Mon Apr 28, 2025 11:20 pm
by Rseding91
Were you able to reproduce this desync through hosting the save file and reproducing that action? The desync report looks to be around fluids - not trains - which is strange.

Re: [2.0.45] Desync in Space Age (no mods)

Posted: Wed May 07, 2025 3:23 pm
by Karoschl
Reconnecting to the server desynced everyone instantly, I would assume in the same tick without progressing ticks, as everyone (=two different persons) desynced while connecting repeatedly.

Hosting the save locally in single player allowed us progressing past the desync and after upload of the new save the server is "happy again without any desyncs.

I would assume the desync state was specific to the tick the server paused at and tried to restart when a player connected, and loading it in single player pushed beyond that state as single player can't really desync.

The UI in question is from a spaceship which desynced when departing a planet, not a train - so with thrusters being fluid based maybe it makes sense to have some fluid situation during ship launch...

For me personally the bug is not an issue any more but If I can help preventing desyncs for orther players I am happy to test things further...

Re: [2.0.45] Desync in Space Age (no mods)

Posted: Wed May 07, 2025 8:51 pm
by Rseding91
I'm not able to reproduce the desync when I test with the provided file. Do you have a different one I could test with?