Exotic Space Industries: Remembrance


A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.

Overhaul
a day ago
2.0
9.54K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b Gate doesn't work in multiplayer games

24 days ago

Hi,
The late game item "Gate" doesn't seem to work when hosting a multiplayer game.
It places and consumes power, but even if you configure the destinations in a single player game, the gate will not transfer items in a multiplayer game.
It also de-syncs anytime you change the "destination".

24 days ago

It and certain other custom entities are intentionally disabled to prevent desyncs pending a MP-friendly rewrite of on-tick scripting.

20 days ago

Is a rewrite on the roadmap? Or are you able to point me in the direction of where changes might need to be made, I can potentially contribute to updates.

20 days ago

control.lua #498 is the entity update scheduler. Some tick partitioned entities cause desyncs—fueler, em locomotives, gate, exotic assembler...

scripts/control/gate.lua #1314 is the gate updater which like the other guilty entities returns if MP.

The technicalities of the issue are unclear to us.

Github source and discord are listed on the mod page.

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