Realistic Fusion Power


Adds a new way to produce energy through nuclear fusion. Fully compatible with K2, Angel's/Bob's, SE and IR2. Unmaintained since 2024-10-25.

Content
20 days ago
0.17 - 1.1
29.0K
Power

b [Maybe fixed in 1.7.5/6 ithink?] Multiplayer desync when sending fluids into the wrong pipe type

3 years ago

The penalty for putting gigajoules or antiparticles in a regular pipe causes a desync in multiplayer. I know we're not supposed to be doing that, but punishing it with a desync is a little severe. :P

3 years ago
(updated 3 years ago)

This is what happens when I don't have a multiplayer server to test my mod on...
Try unpacking the mod file and replacing control.lua with this, should hopefully fix it.
You don't have to repack it afterwards, Factorio can work with folders as well as .zip files.

3 years ago

So... have you tried it yet? Does it work?

3 years ago

We have not tried it yet. Our multiplayer game is kinda winding down, so it hasn't been quick to get the guy who runs the server to take notice of this. I'll have another go at it.

3 years ago

Alright, let me know when you do.

3 years ago

Well for me I got a desynch the second I tried to load in, and for Brilland he gets an error "Cannot join. The following mod script filed are not identical between you and the server: "mod-RealisticFusionPower""

The server is hosted on a Linux box so I'm guessing extracting and trying to use the flat files is making things angry versus them being extracted at run time by Factorio itself.

If everything looks stable on your end, can you publish an updated version of the mod so we can just update through normal methods and test?

Thanks,
Erk

3 years ago

Brill was able to join now, we are testing.

3 years ago
(updated 3 years ago)

well now I'm getting a desync too (as soon as loading into the game - didn't even get around to the pipe test). And when I load the game in single player (then put antielectrons in a regular pipe), it doesn't do a proper "punishment" for putting the wrong things in the pipes; it just... draws yellow lines all over?

I don't really get it but I think this probably means the change was wrong.

3 years ago
(updated 3 years ago)

Well for me I got a desynch the second I tried to load in, and for Brilland he gets an error "Cannot join. The following mod script filed are not identical between you and the server: "mod-RealisticFusionPower""

If everything looks stable on your end, can you publish an updated version of the mod so we can just update through normal methods and test?

That's my fault, I should've specified that you have to replace it for everyone, including the server.
Update to 1.7.4 the normal way, the new control.lua is in there.

well now I'm getting a desync too (as soon as loading into the game - didn't even get around to the pipe test). And when I load the game in single player (then put antielectrons in a regular pipe), it doesn't do a proper "punishment" for putting the wrong things in the pipes; it just... draws yellow lines all over?

Everything works fine on my end, so I have no idea what could be wrong there. Try updating to 1.7.4, that should hopefully fix it.

3 years ago
(updated 3 years ago)

The yellow lines thing is apparently an incompatibility with Combat Mechanics Overhaul. I'm guessing that mod disables the explosive you use to destroy the pipes.

3 years ago

The yellow lines thing is apparently an incompatibility with Combat Mechanics Overhaul. I'm guessing that mod disables the explosive you use to destroy the pipes.

Fixed in 1.7.5.

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