Rampant

by Veden

Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.

Content
7 months ago
0.13 - 1.1
114K
Enemies

b Consistent desync

4 years ago
(updated 4 years ago)

https://www31.zippyshare.com/v/cPDznHF6/file.html

Host the server, join to it with the username Kuodos (you can change it in game settings if you aren't logged in afaik). Removing Rampant fixes the issue, Rampant data has the most inconsitensies between 2 versions.

4 years ago

what version of Rampant?

4 years ago

Latest one, autoupdater shows no updates

4 years ago

0.17 or 0.18?

4 years ago

0.18.22, happened on .21 as well

4 years ago

do you have a save that can reproduce the desync?

4 years ago

If the desync report in the first message doesn't provide a save, I sent the save here: https://forums.factorio.com/viewtopic.php?f=7&t=84488&p=492433

4 years ago

I can confirm. Here's a second case, user Baughn: https://forums.factorio.com/viewtopic.php?f=209&t=84600&p=493151#p493151

Not sure how you were able to get anything useful from the files, though. I just guessed it might be Rampant.

4 years ago

I can add this to the todo list, no promises and last time Rampant was desyncing it was a base game level issue.

4 years ago
(updated 4 years ago)

I'm getting an almost identical set of desyncs to Baughn and pavlukivan. We have 3 players, and were doing fine until about an hour ago in playtime - the weird part is 1 of the 3 of us can stay connected no problem.

Desync report, about 20 mods total. http://w.maximumpotato.win/factorio/desync-report-2020-05-09_20-38-25.zip

ituralde can stay connected, TooG and House_elioz get desync'd immediately after the 'catching up' phase.

4 years ago

Testing further this morning, if I disable Rampant AI the map loads and players stay connected - and all the new enemies are removed from the map. If I then re-enable Rampant AI after, the enemies appear to stay gone (as expected) but players also don't desync.

Perhaps the new factions have some kind of bug? Or, as I've seen suggested in some of the previous desync tickets, some kind of math bug?

The players who disconnect on my server are both running i5-6600Ks, the player who can stay connected is running a Ryzen 3800X, and the server is running a Xeon X3470 - could it be something that is being called that specifically doesn't work or takes longer than expected on certain CPUs?

4 years ago

Further testing - hosting it on one of the i5-6600K desktops, it no longer seems to desync. Same modlist, same savegame.

3 years ago

I am having desync in MP when many enemies (100+) are engaged at the same time. Also, I found out that when there is a player with low-spec computer, desync happens more frequently. Thus I suspect this bug as a scaling issue.

3 years ago

I don't know how I would go about fixing an issue that may be hardware related.

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