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Friday Facts #188 - Bug, Bug, Desync
I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised. Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break. If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively: https://www.youtube.com/watch?v=CTSCrQlAugs https://www.youtube.com/watch?v=MONGUN1oL0A
As you may or may not know, our multiplayer code uses Deterministic Lockstep to synchronize clients. "Deterministic lockstep is a method of synchronizing a game from one computer to another by sending only the inputs that control that game, rather than networking the state of the objects in the game itself". You can read more about that in this article. Simply put, what it means is that all of the players need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. That means that that player has to reconnect and re-download the map from the server, in order to get back in sync with everyone else.Unfortunately making a fully deterministic game is not easy, so you will notice desyncs, especially at the beginning of a new experimental release such as this one.When a desync occurs, the game generates a desync report. This report contains the game state from the server and the client and by looking at the differences, we can try to determine what went wrong. So this is where you come in. Next time when you are in a multiplayer game and you experience multiple desyncs, go to %AppData%/Factorio/archive (on Windows). There you will find files that look like this: desync-report-2017-04-28_15-46-04.zip. Take the relevant one and report it in our bug report forum. You can upload it directly to the forum or share it any way you like (dropbox, google drive, or you own server). Simply uploading the desync report won't help too much so try to add as much context and details as possible, such as what you and other players were doing as the desync occurred, especially if the desync happens often. Finding a way to reproduce the desync, such as "load this save, wait for friend to connect, click this inserter and desync occurs", together with a desync report, means we can hopefully identify the cause and fix it very quickly. We will try to improve how the game behaves when a desync occurs, and possibly make uploading of report easier, but for now fixing the major bugs in 0.15 is a priority.Meanwhile please be patient with us, this is an experimental release of an early access game, and we still need your help to make the game better. As a reminder, we use our forum as a bug tracker, so please report any bugs on our bug report forum. Reporting bugs in other topics, on the steam forums, in private messages or emails will mean they won't get prioritized, or they can even get lost.
I think we all expected that with the introduction of the Programmable speaker, it would open a whole new category of crazy combinator contraptions. Not even a whole day had passed before Tritexio posted this wonderful rendition of Portal's Still Alive: https://www.youtube.com/watch?v=K1oRQX8xQeg As usual, let us know what you think at the forums.
[ 2017-04-28 16:12:08 CET ] [ Original post ]
0.15 release
I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised. Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break. If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively: https://www.youtube.com/watch?v=CTSCrQlAugs https://www.youtube.com/watch?v=MONGUN1oL0A
Help us fix desyncs!
As you may or may not know, our multiplayer code uses Deterministic Lockstep to synchronize clients. "Deterministic lockstep is a method of synchronizing a game from one computer to another by sending only the inputs that control that game, rather than networking the state of the objects in the game itself". You can read more about that in this article. Simply put, what it means is that all of the players need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. That means that that player has to reconnect and re-download the map from the server, in order to get back in sync with everyone else.Unfortunately making a fully deterministic game is not easy, so you will notice desyncs, especially at the beginning of a new experimental release such as this one.When a desync occurs, the game generates a desync report. This report contains the game state from the server and the client and by looking at the differences, we can try to determine what went wrong. So this is where you come in. Next time when you are in a multiplayer game and you experience multiple desyncs, go to %AppData%/Factorio/archive (on Windows). There you will find files that look like this: desync-report-2017-04-28_15-46-04.zip. Take the relevant one and report it in our bug report forum. You can upload it directly to the forum or share it any way you like (dropbox, google drive, or you own server). Simply uploading the desync report won't help too much so try to add as much context and details as possible, such as what you and other players were doing as the desync occurred, especially if the desync happens often. Finding a way to reproduce the desync, such as "load this save, wait for friend to connect, click this inserter and desync occurs", together with a desync report, means we can hopefully identify the cause and fix it very quickly. We will try to improve how the game behaves when a desync occurs, and possibly make uploading of report easier, but for now fixing the major bugs in 0.15 is a priority.Meanwhile please be patient with us, this is an experimental release of an early access game, and we still need your help to make the game better. As a reminder, we use our forum as a bug tracker, so please report any bugs on our bug report forum. Reporting bugs in other topics, on the steam forums, in private messages or emails will mean they won't get prioritized, or they can even get lost.
Community spotlight
I think we all expected that with the introduction of the Programmable speaker, it would open a whole new category of crazy combinator contraptions. Not even a whole day had passed before Tritexio posted this wonderful rendition of Portal's Still Alive: https://www.youtube.com/watch?v=K1oRQX8xQeg As usual, let us know what you think at the forums.
[ 2017-04-28 16:12:08 CET ] [ Original post ]
Factorio
Wube Software LTD.
Developer
Wube Software LTD.
Publisher
2020-08-14
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164072 reviews)
The Game includes VR Support
Public Linux Depots:
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
Available DLCs:
- Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
MINIMAL SETUP
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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