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Mods that cause dsync factorio
Mods that cause dsync factorio







  1. #Mods that cause dsync factorio mod
  2. #Mods that cause dsync factorio mods
  3. #Mods that cause dsync factorio code

I think i'm going to stop bothering with even playing these games until something is done. A vanilla unmoded game that has been out for years should NOT BE HAVING PROBLEMS LIKE THIS. There are required dependencies, and optional dependencies. Factorio has three kinds of dependencies. This is very important to understand, as it can cause you problems if you neglect it and try to add inter-mod support to your mod.

#Mods that cause dsync factorio mods

Im sure it's a very complicated issue, but this is damned embarrassing. Within stages, mods are loaded by dependency, then by alphabetical order.

#Mods that cause dsync factorio mod

Once the desync can no longer be reproduced the suspected mod can be re-added/updated and the desync recreated to confirm the mod and activity are the. Removing mods from the game to rule them out as the cause. Or just let the godamn host deal with actually hosting and just send the clients the data they need. Removing any newly added mods and rolling back (returning to the previous version) any updated mods to see if the issue still occurs. copy over any desynced entries/data from the host automatically, and KEEP WORKING? The game no longer requires re-entering server passwords when restarting to sync mods. That's assuming it doesn't just desync immediately after unpausing once the player rejoins.Ĭan't the bloody game just oh I don't know. Changelog for versions 1.1.60 and 1.1.61. desync, desynced player quits, rejoins, wait while save transfers, play for ten minutes, rinse and repeat. How the hell does anyone ever play long term multiplayer games of stellaris?Ĭonstant loop of. I could understand if it was due to mods and such, but 100% fucking vanilla games should not be desyncing every 10 minutes! With only 2 players no less. BUT.īut godamnit paradox, there has to be a better way to handle online games that doesnt cause desyncs. Still better than the 2 256 possible mod combinations.I love ck2, I love stellaris, I'll probably love ck3.

mods that cause dsync factorio

The best case scenario for all of those is 16 tests. The usual culprit is a combination of iirc Alien Biomes Dectorio and Asphalt Roads which. You're loading too many mods which add different tile (i.e. The game can't contain more then 255 instances of the prototype due too hard coded limits of the engine. If there are 3 conflicts, the worst case scenario is 326 tests to find them. Failed too load mods: Reached ID limit for tile. If there are 2 conflicting mods out of 256, the worst case is 76 tests to find them. If you are unlucky and have multiple mods contributing to desync, you can still use a similar technique, but the search space is greatly increased, as you are potentially searching for inter-mod conflicts instead of testing one half or the other at each step, you'll have to test all conflicting partitions together in combinations. If only one mod is causing an issue, and you have 256 mods, you are guaranteed to find the culprit in 14 tests following this approach. Then continue the process: split that half into half, and disable and test. In most cases, you'll have desyncs caused by a specific mod, so desyncs will only appear in one half or the other. If it comes down to disabling mods until you find the culprit, I'd recommend the binary search method: disable the first half of your mods, and test. Sometimes the desync is a vanilla issue, in that case (speaking from statistical evidence) a party will be thrown once the desync is fixed. The leading causes of mod-related desyncs are (a) mods not storing all the data relevant to the current save in the global Lua variable and (b) mods doing inappropriate things during on_load. the only way would be to identify the mods that cause it and remove it from the multiplayer. The issue is that if more happens on the map as possible to calculate while catching up, the player desync.

#Mods that cause dsync factorio code

If you're good at Lua and have found the mod (or pair of interacting mods) causing the issue, you can also check the mod a code for bad things yourself. In general every mod that change existing entities a lot in realtime would cause those desyncs. Once you've actually found the issue and can find a way to reproduce it on a fresh world, you can report it to the mod's author, or on the Factorio Discord's modding channel, or just to /u/Nexela. If you need more leads, you can also check the mod's mod portal or forum page for similar desync sightings to find more info. If you can't nail down the trigger with that approach, then you do need the toggle-mods-and-test-repeatedly-until-desyncs-stop-happening method.

mods that cause dsync factorio

Do stuff until the desync reappears, to get a hunch of which mod is triggering the issue.









Mods that cause dsync factorio