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When two players each place a logistics station without renaming one before placing the other, the stations end up sharing the same name and settings.
Crashes occur for clients if the server player deletes one of the stations and the client subsequently opens the other, seemingly because the client attempts to access what is now a defunct or non-existent station, using their live instance of another existing station.
Workaround:
We've had success with calling out a "lock" on logistics placement such that only one player is placing one at a time, and releasing the lock when we've successfully renamed the station. In the case of a mistake, any stations placed incorrectly must both be deleted without accessing the UI in either station after either is deleted, or the clients will crash.
Notes:
When placed on separate planets, this issue does not appear to occur. It is as if planets each have a separate identity for logistics stations even when they share the same name.
This was found on the last official release of Nebula for 0.9, as 0.10 support is not yet available. I am unsure if it reproduces on the current upstream.
LSTM was installed during the repro; Given the nature of the failure, I'm somewhat confident it was not the source of the issue.
This is likely a subset of issue ILS/PLS desync issues #541, but I have filed it separately due to the single symptom and workaround, instead of being a tracking issue for a class of bugs.
The text was updated successfully, but these errors were encountered:
A seemingly related issue we've run into is that Advanced Mining Machines frequently reset their mining rate to 0, leading to us having to send players around to reactivate "paused" mines, despite the minimum possible setting being 100% via the UI.
When two players each place a logistics station without renaming one before placing the other, the stations end up sharing the same name and settings.
Crashes occur for clients if the server player deletes one of the stations and the client subsequently opens the other, seemingly because the client attempts to access what is now a defunct or non-existent station, using their live instance of another existing station.
Workaround:
We've had success with calling out a "lock" on logistics placement such that only one player is placing one at a time, and releasing the lock when we've successfully renamed the station. In the case of a mistake, any stations placed incorrectly must both be deleted without accessing the UI in either station after either is deleted, or the clients will crash.
Notes:
The text was updated successfully, but these errors were encountered: