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which weapons are actually casuing it? it cant possibly be all of them, since some use purely vanilla mechanics
Trace of first desynced map random state:
142 Tick:30012 Hash:-587369412 ''
at Verse.Rand.Verse.Rand.get_Value_Patch1 () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.Rand.Range (System.Single min, System.Single max) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.Mote..ctor () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.MoteThrown..ctor () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Exception& exc) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at AdeptusMechanicus.EffectProjectileExtension.ThrowMote (UnityEngine.Vector3 loc, Verse.Map map, Verse.ThingDef explosionMoteDef, System.Single explosionSize, UnityEngine.Color color, Verse.SoundDef sound, Verse.ThingDef ImpactMoteDef, System.Single ImpactMoteSize, Verse.ThingDef ImpactGlowMoteDef, System.Single ImpactGlowMoteSize, Verse.Thing hitThing) [0x00000] in <7b5fe87fd00b415587ce37ebe953e694>:0
at AdeptusMechanicus.HarmonyInstance.Projectile_Impact_ProjectileExtension_Patches.EffectProjectileExtension (Verse.Projectile __instance, UnityEngine.Vector3 vector, Verse.Thing hitThing) [0x00000] in <7b5fe87fd00b415587ce37ebe953e694>:0
at AdeptusMechanicus.HarmonyInstance.Projectile_Impact_ProjectileExtension_Patches.Prefix (Verse.Projectile& __instance, Verse.Thing& ___launcher, Verse.LocalTargetInfo& ___intendedTarget, Verse.Thing hitThing) [0x00000] in <7b5fe87fd00b415587ce37ebe953e694>:0
at Verse.Projectile.Verse.Projectile.Impact_Patch1 (Verse.Projectile , Verse.Thing ) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at RimWorld.Bullet.Impact (Verse.Thing hitThing) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at AdeptusMechanicus.Bullet_Explosive.Impact (Verse.Thing hitThing) [0x00000] in <7b5fe87fd00b415587ce37ebe953e694>:0
at Verse.Projectile.ImpactSomething () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.Projectile.Verse.Projectile.Tick_Patch3 (Verse.Projectile ) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at AdeptusMechanicus.Bullet_Explosive.AdeptusMechanicus.Bullet_Explosive.Tick_Patch2 (AdeptusMechanicus.Bullet_Explosive ) [0x00000] in <7b5fe87fd00b415587ce37ebe953e694>:0
at Verse.TickList.Tick () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Multiplayer.Client.MapAsyncTimeComp.Tick () [0x00000] in <835b0905e8094d25b9a774f7f86b5f59>:0
at Multiplayer.Client.TickPatch.TickTickable (Multiplayer.Client.ITickable tickable) [0x00000] in <835b0905e8094d25b9a774f7f86b5f59>:0
at Multiplayer.Client.TickPatch.Tick () [0x00000] in <835b0905e8094d25b9a774f7f86b5f59>:0
at Multiplayer.Client.TickPatch.Prefix () [0x00000] in <835b0905e8094d25b9a774f7f86b5f59>:0
at Verse.TickManager.Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager ) [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.Game.UpdatePlay () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.Root_Play.Update () [0x00000] in <c36f9493c9844ddaa7fb5c788416098f>:0
Think a lot of ppl would be very happy if you have the time to have a look at it sometime myself included ;)
that looks like i just forgot to wrap a rand value in a state push/pop, in the next release, ive rebuilt alot of that system already, and a quick look tells me that its all wrapped, as far as i can tell at least.
its tricky for me to test, i cant seem to get the arbiter to connect to me at all, can you test the current github build? you will need to use the github builds of any of these mods your using if you do
An easy to reproduce example: (for those who can)
Imperial missile launcher, fire a frag missile, no desync. Fire a krak missile, desync.
This is what I have so far
+ = doesn't desync
- = causes a desync
Imperial
autogun +
exitus +
Bolters -
Volkite -
Autocannon -
Las Cannon -
Dark Eldar (weird sample here, DE seems to be mostly desync free)
Splinter Cannon +
blast pistol +
Darklance +
Ork
Big Shoota +
Necron
Gauss Blaster +
A super lazy way to patch this mod for MP could be to just have a version without the desync causing weapons.
I tested your github version arbiter wouldnt connect to me either.
The arbiter connects when using the workshop version, the github version prevents/breaks the arbiter connecting.