Is Structural Solutions Dedicated Server Compatible?
So I've spent a good amount of time troubleshooting dedicated server compatible mods. I've managed to get 90 mods loaded in successfully, but adding Structural Solutions breaks the server. SS does work in single player with the same mod load, so I've concluded it's not yet DS compatible?
1st file appended
(stable1)
is my 90 mods loaded and running on DS successfully
2nd file appended (stable1+SS_Mod)
is the same 90 mods + SS resulting in inability to connect.
Client: Windows 11 Enterprise
Server: Debian 12 Bookworm running as a VM inside client Windows 11 running VMWare Workstation Pro13 Replies
SS has been compiled and tested on dedicated servers, but know that it has A LOT of content and adds hundreds of recipes, which can be too much information for the clients, especially if there are 90 other mods installed.
I'll keep testing, trying to figure out if it conflicts with something else.
It is probably safe to say that you cannot use SS with other big part mods, like More Decorations or FactoryProps
Its really the number of recipes being added
yup, loading those mods individually + my 90 others did the same thing.
So a prexisting mod in the 90 is def breaking SS, More Decorations or Factory props. Or is there like a limit to recipes?
I don't think there is a hard limit set anywhere, it will crash the client if they fail to recieve needed information before spawning. Connection speed probably has something to do with it.
yea, that's whta I've noticed. The client will fail to connect, but the server will still run. The same way playing the modlist in SP is perfectly fine. Not sure if I can override the connection speed in engine.ini or if it will work.
Which server provider are you using?
I'm running it locally inside my client machine as a VM so over LAN. So there shouldn't be a network bottleneck
Hmm, then I doubt very much that its a connecton speed issue
Is it WIFI or Cat-5
CAT5e but my vNIC is straight bridged so it shares the same subnet as my host host is on 10.42.4.2 and server is on 10.42.4.196
@D4rkMight be possible to allocate recipes later in the during world instance? Like the server adds recipes in steps via some script.
There is some struct array with recipes which can be built upon.
I experimented with that for Difficulty Tuner where I also had issues when the mod made clients dc when joining.
My problem was when Difficulty Tuner had run through all the recipes on the host and then updating the array on the clients.
I solved that on my end by making Difficulty Tuner run the script locally on each client instead.
So they updated the array themselves like they would on a single player game, the host only sent the parameters.
On your mod you could maybe make the server/host distribute recipes for the array in some controlled manner whereas the clients don't have access to them immediately so they aren't burdened during connection establishment.
That was what I first planned for Difficulty Tuner until I took the easier step on updating locally on each client which was less work. 😄
@Arrhythmix I discussed this with one of the game devs last night and they said the problem is actually too many schematics and not too many recipes. The fix is the same though, you'll need to reduce the number of mods installed.
Yeah I tested the network theory and forced higher rates with no luck. But removing certain mods with large schematics quantities helped. Now it's a matter of picking and choosing things, preferences and priorities. I'm not a programmer my experience is in QA and Sysadmin but I feel like a pre built database or cache build/read on launch could be beneficial
Yeah was thinking that. Since server launch loads all recipes at once which causes the buffer overflow? Maybe have mods add recipes as they are unlocked, then database/cache it?
So sequential vs all at once