NebulaModTeam / nebula

A multiplayer mod for the game Dyson Sphere Program
GNU General Public License v3.0
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Sorters built by client (seemingly randomly) disconnect #589

Open JKTKops opened 1 year ago

JKTKops commented 1 year ago

Please feel free to change the title of the issue if something else would help you stay better organized.

Sometimes sorters which were working previously become disconnected, seemingly randomly. The only pattern we've noticed so far is that it only seems to happen to sorters built by the client. We also think that it only happens to sorters on planets that neither player is on, but we're not certain. There's at least two instances of this happening where one of us was on the relevant planet between the sorter's last "known working" time and the time that we found it broken. However, this still makes me think that this is related to #502.

The following image shows two sorters disconnected from their chest in our mall. The outputs go straight to an ILS and we request them frequently, so we know they were working correctly for several hours before becoming disconnected.

image

This is the only screenshot we've taken. However I've also seen a sorter become disconnected from an assembler and several disconnects from oil refineries. I don't recall seeing any from belts.

starfi5h commented 1 year ago

Hmm... still unsure what caused the issue. It would be nice if there are clear steps to reproduce it.
Before it is fixed, you can try to use FactoryLocator which can help to find out if there are sorters disconnected by searching signals of disconnect on a planet/system.

TheFearlessChair commented 5 months ago

We've noticed this as well in one of our games. It only happened for sorters placed by the client. We had both been on the planet for quite a while, and I'm pretty sure at least one of us were on the planet at all times. It also only seems to happen when with placed blueprints.

We had some ~10 disconnected sorters when my friend (the client) placed 2 large blueprints (29.300 facilities each, covering 1/6th of a planet each). Our current working theory is that placing the blueprint might cause some entities to be placed out of order, possibly due to packets coming out of order or something like that.

It should be noted that we're also using BlueprintTweaks, which might have an impact here.

We can try to reproduce this, and if it works we can send you a savegame and a blueprint. Would that help?