[1.1.5] Desync in modded game

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
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TaelBE
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[1.1.5] Desync in modded game

Post by TaelBE »

I would post in the modded desyncs subforum, but I have no post permissions there it seems. So if a mod would want to move the thread there please.

https://drive.google.com/drive/folders/ ... sp=sharing

Game I've been playing for a while now letting it run on a server. Had no problems until today, after I upgraded to 1.1.5. Did not upgrade any mods today. All desync reports shared in that folder are from the same server and map.

In desync-report-2020-12-04_15-08-22 (the first one) and desync-report-2020-12-04_16-38-41 I wasn't doing anything, I was actually in my browser on another screen while it happened.

In desync-report-2020-12-04_15-53-33 I was just placing belts somewhere.

Running mods:
AutoDeconstruct
even-distribution
far-reach
flib
MaxRateCalculator
Power Armor MK3
SpidertronWaypoints

One thing of not in that is that I have a Spidertron on a patrol along all my rails. I couldn't reproduce a desync with playing around with that though.

TaelBE
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Joined: Fri Dec 04, 2020 2:58 pm
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Re: [1.1.5] Desync in modded game

Post by TaelBE »

OK, so it's probably my fault, although I don't see how it could've happened.

Since autodeconstruct was not updated for 1.1 yet, I had tested it by just modifying it to say version 1.1 in the info.json. In doing that, I also upgraded the version number (probably shouldn't have done that, but didn't want to leave it the same either). Since that seemed to work, I uploaded that version to my server as well.

After upgrading to 1.1.5 both locally and on the server, I started seeing these desyncs, and didn't think of autodeconstruct, so I posted here. After a while though, I noticed Autodeconstruct actually released a new version of their mod with support for 1.1. I certainly didn't upgrade any mods on the server, and I don't think I went and had my local mods updated either. In any case, the changes I had made, were identical to the changes released. I don't know if the updater would have spotted the update, since the version number I chose in my modification was exactly the same as the newly released update for the mod.

However, at this point autodestruct was very sus to me, so I stopped the server, deleted the mod from both server and locally form the mods folders. Then I had my local Factorio install the mod again through the interface, uploaded that zip to the server again, and restarted everything. I've been connected to the server for a few hours now, and haven't had a desync yet.

It's still strange, as I didn't think I chose to upgrade locally, and even if I did, I think the code is exactly the same.

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