Closed vossiman closed 5 years ago
If you successfully played with LTN before having desyncs all of a sudden makes no sense to me. There hasn't been any change in months that should cause desyncs.
It worked yesterday night. This morning we've tried rejoining the game and it does not allow more than one person to join to the headless server. We were testing with 3 people connecting to a headless server. Only the first player was able to join, the next player would always get desync
Problem with those desync reports is, no one but wube can read those darn things. Best bet is to post those reports on the forum and ask wube to tell me what caused the desync so i can fix it.
yeah it might be related to a change in 0.16.46 https://wiki.factorio.com/Version_history/0.16.0#0.16.46
Fixed possible desync related to circuit networks.
A very likely culprit. Post the desync on the bug report forum and attach a link in here so i can follow that thread. Also, try loading the game with 0.16.45 if possible.
when we try to load the game with an older version, it says the map can't be loaded with an older version. is there a way around this? we'll post the link as soon as it is approved/live
No. Factorio saves are only forward compatible. You have to load a save created with an older version.
For what it's worth, we have tried a paused game with no mods except for LTN. I was able to join the game, but as soon as the game has been unpaused I got desynced.
Did you try a completely new game with 0.16.45 and only planting down 2-3 LTN stops?
You could also do this test with 0.16.36 stable. I'm sure more would've complained about desync if they happened with the stable release.
I just tested LTN with 0.16.47 on a base with 100+ trains and didn't get desynced.
We have been playing the same game for tens of hours. The failure happened in between two games, where the game and no plugins were upgraded. It must be a heisenbug :/ I am sure things would work for a simple setup with few LTN stops only.
I am not familiar with Factorio debugging, but I am an software engineer myself. How feasible is it to debug our specific case using specifically our saved game?
You can try the switch Dave posted me here: https://forums.factorio.com/viewtopic.php?f=34&t=60765 Maybe it'd give you some insight.
I have tried using the /toggle-heavy-mode
, but it made it impossible for the second player to connect due to slowdown of the game. So no luck there.
One interesting find is that I see: [LTN] Error: Invalid stop: 2123745
. Any pointers how I could debug it further?
Reduce the game speed i think the console command is /c game.speed = 0.9
for 90%.
That entry you found is made by ltn when it encounters a stop where the stop or io entities are missing or invalidated. The stop is then removed from the global list of stops and shouldn't cause any further problems. (it just wont work until its rebuilt).
My friend and I are getting this as well. We thought it was problem relating to this mod and There Is My Ghost
but now I am not sure.
When trying to place an LTN station on a ghost with the mod There Is my Ghost
enabled and the placing on ghost restrictions turned on, the station places down the Logistic Train Stop Output
and the Logistic Train Stop Input
, then fails to place the station and reports the error [LTN] Error: Invalid stop: <stop id>
.
Once this problem happens then the output combinator and the input lamp remain but they are unable to be interacted with or mined. The only way to remove them is to use a deconstruction planner on them. This does not remove the entity but allows a new entity to be placed there.
Turning off There Is My Ghost
allows for the station to be placed down correctly but the input lamp and output combinator cannot be interacted with.
Besides this everything works fine, until you leave that game session. After leaving that game session, no one else but the host is able to join. Everyone else desyncs.
I have tried removing the LTN stations but the other people still cannot join. Additionally on game load we get a series of messages about invalid stations.
So from what I can see, the first session you place down an LTN station things are okay, except for the issues we were having. But after that the game is essentially dead :(.
Going by your description There is my Ghost should add LTN entities either manually to a blacklist of entities that it mustn't mess up or add a hook like Creative Mode where mods can register their special entities them self. No way I can fix or prevent any bug that occurs from other mods changing default factorio behavior.
It wasn't just the there is my ghost issue though, even placing the ltn stops manually I was unable to interact with the combinator and lamp and also my friend couldn't join the game after reloading the save after placing our first LTN station. Do want me to make a new ticket for the lamp and combinator issue?
You are mixing two very different things here.
1) IO entities have user interactions blocked since they are entirely script controlled. Changing their settings or removing them will cause errors.
2) I haven't heard anything about desync since There is my Ghost was fixed.
we're late stage in a multiplayer game and after stopping to play yesterday (we expanded the base, nothing out of the regular) now all of a sudden only 1 player can concurrently connect/play.
tried with headless hosted server, only 1 player could connect. tried with normal windows game client hosting, no player could connect. according to the log, the disconnect happens due to a failing CRC check
34.522 Error GameActionHandler.cpp:2676: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(18621407) serverCRC(880134861) localCRC(1558050798)
we enabled/disabled all other mods and nailed the problem down to LTN.
we really love the mod and don't want to continue without it! :)
we documented one setup: both players on windows, hosting a normal multiplayer game. all mods disabled besides LTN, the player disconnected with desynch
client desync report: https://drive.google.com/drive/folders/1BiGaEdoL0QtQJv4owsluEfzKgYoKuK3j only the log file: https://drive.google.com/file/d/1N_Ch-68QzqMwDDb3DcyVF7US0O8IIkJI/view
server log