4/12/2023 0 Comments Mods that cause dsync factorioOnce 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 cause of the desync. Removing mods from the game to rule them out as the cause.Removing any newly added mods and rolling back (returning to the previous version) any updated mods to see if the issue still occurs.These steps may affect the gameplay and should be done on a test save. The activity that causes the desync should be established prior to these activities being done to confirm if they are having an impact. This is a less technical method aiming to identify the mod and its activity that seems to cause the desync so it can be reported to the mod/scenario author. Identifying desync causing mod through trial and error The less technical method is to identify the mod and activity that causes the desync through trial and error so it can be reported to the mod author. The code investigation approach requires you to be familiar with Factorio modding and its coding rules. ![]() When desyncs occur and mods/scenarios are in the use there are 2 different approaches that can be taken to help get the issue fixed. In some cases, the desync may not be reproducible and so only a code investigation can work towards a fix. ![]() a train arriving at a station) or is a time-related event. For example, whether it is tied to a player's action or activity that happens in the game (i.e. In both cases identifying the activity that triggers the desync is an important step. If they are found to not be the cause then it should be reported as a core Factorio desync error. In most cases when desyncs occur and mods or scenarios are being used they are the cause and need to be handled first. However, a server restart isn't guaranteed success and may lead to no players being able to rejoin the server without desyncing. In many situations restarting the server will work around the desync in the short term and allow all players to rejoin until the conditions for the bug to occur are re-created. The next steps after a desync occurs is to start a desync investigation. The desync report does not state the cause of the desync but rather is a record of the game state at the time of the desync. Furthermore, the save files that are made for the desync report contain more data than normal save files, further increasing their size. As the report contains two copies of the save game it may have a large file size. A copy of the players Factorio log file is included titled log.txt. With the server's copy being from when the automatic reconnection was made and titled reference-level.zip. The player's copy is from when the desync occurred and titled desynced-level. The desync report contains both the player's and server's copy of the save game (map and game state). The desync report can be provided to either the mod/scenario makers or the Factorio game developers to help them resolve the bug.ĭepending upon the exact cause of the desync, the player's game may be able to reconnect to the server to play, or they may find it immediately desyncs on reconnection. After the download is complete and a desync report has been generated the player is offered the options to view the report, quit or reconnect to the server to play. This download isn't to allow the player to play the game, but to obtain the server's current copy of the save game (map and game state) to include in a desync report. Upon a player's game detecting a desync to the server, it immediately disconnects from the server and re-downloads the save game. The game includes processes to ensure any issues with network traffic do not cause desyncs. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. It means that all player's games need to simulate every single tick of the game identically. This is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself. They should not occur during regular play.įactorio multiplayer code uses deterministic lockstep to synchronize clients. ![]() 2.3 Desync reporting of core Factorio gameĭesyncs can be caused either by a bug in the core Factorio game code or by a bug in a mod/scenario.2.2.2 Comparing game state & save files.2.2 Code investigations with mods/scenarios involved.2.1 Identifying desync causing mod through trial and error.
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