MPSync not working for me

As the title says even with the newest version of the mod. It shows no saves at all on the portal where it should show some. Any help would be greatly appreciated
33 Replies
Mattigins
Mattigins•3mo ago
Your own syncs don't show up either? Are you sure they're syncing? Do you see the chat message in game when you save?
OGrimReaper007
OGrimReaper007•2mo ago
I am also having the same issue, The hosts game is saying in chat that it has saved and been synced but when we check the play button and the manage saves link, Both are blank
Mattigins
Mattigins•2mo ago
Maybe it's syncing to the wrong account. Are you logged in with steam and epic? Or just 1?
OGrimReaper007
OGrimReaper007•2mo ago
HOw do you connect your accounts? it auto loggs me in to the website
Mattigins
Mattigins•2mo ago
On satisfactory. You can connect both epic and steam
OGrimReaper007
OGrimReaper007•2mo ago
i play on epic so i doubt i have linked a steam account to it
Mattigins
Mattigins•2mo ago
Ok. When you play next. After you get the sync message can you go to SMM and generate a debug file and post it here? Will help me get to the bottom of what might be going on
tekman80
tekman80OP•2mo ago
They do not. And yet it does show in game that is syncing. And I'm signed into only steam as I'm signed in via steam
Mattigins
Mattigins•2mo ago
Please refer to the message above 🙂
tekman80
tekman80OP•2mo ago
Will do. Was just replying as it was my post lol
FICSIT-Fred
FICSIT-Fred•2mo ago
Automated responses for tekman80 (981947881814630511)
nullschematic
(Known error nullschematic) Note to mod developers: the mod FicsitWiremod is attempting to register a null schematic, as of SML3.6 this is no longer a crash but should still be resolved. This could be caused by leaving a null entry in the list, or by referencing content from a mod that is not loaded at runtime.
Key Details for SMMDebug-2024-10-23-13-32-27.zip
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 77
Game: WindowsClient CL 372858 from steam
Path: `h:\Program Files\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 77
Game: WindowsClient CL 372858 from steam
Path: `h:\Program Files\Steam\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
tekman80
tekman80OP•2mo ago
Yeah yeah Fred....... Done 😄
Mattigins
Mattigins•2mo ago
Thank you. did you modify any of the logs? I see the error, Hotfix coming through. It's server side so no need to update the mpsync mod Can confirm your game is now syncing correctly 🙂 Thank you for bringing this issue to my attention @OGrimReaper007 This will probably fix your issue too.
tekman80
tekman80OP•2mo ago
Awesome! Thanks 🙂
Ruyuna
Ruyuna•2mo ago
So, adding to the already fixed problem. Don't know if it's a problem or intended. When I'm in a mp game with @tekman80 and the mpsync happens, it doesn't show anything in my dashboard. Is that intentional?
FICSIT-Fred
FICSIT-Fred•2mo ago
Automated responses for Ruyuna (110906628450037760)
downgrade_duplicate
Make sure you updated the game before launching SMM. If your game is up to date, you have both U8 and 1.0 installed in the same folder at once, and SMM is detecting the U8 version. To fix this, uninstall the game, delete the game install dir if it still exists (this is NOT the AppData folder, but the location where you installed the game), then reinstall the game, and reopen SMM. If reinstalling the game takes too long for you, a quicker fix is to delete the <game install dir>\Engine\Binaries\Win64\FactoryGame-Win64-Shipping.version file, though this is not meant to be a permanent solution, as having the game installed twice in the same directory can cause issues later.
nullschematic
(Known error nullschematic) Note to mod developers: the mod FicsitWiremod is attempting to register a null schematic, as of SML3.6 this is no longer a crash but should still be resolved. This could be caused by leaving a null entry in the list, or by referencing content from a mod that is not loaded at runtime.
Key Details for SMMDebug-2024-10-24-04-54-05.zip
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 77
Game: WindowsClient CL 372858 from steam
Path: `c:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
SMM Version: 3.0.3
SML Version: 3.8.0
Installed Mods: 77
Game: WindowsClient CL 372858 from steam
Path: `c:\SteamLibrary\steamapps\common\Satisfactory`
Command Line: cmd /C start steam://rungameid/526870-NO_EOS_OVERLAY
Mattigins
Mattigins•2mo ago
Your dashboard only has the games you originally hosted. You can only see your friends games in the MPSync menu in-game
Ruyuna
Ruyuna•2mo ago
Well crap. Was kind of hoping it would allow me to play in the world and re-upload it so to speak so I could play when he's not and we make progress on our shared world. Thanks for the quick reply though.
Mattigins
Mattigins•2mo ago
Yes that's exactly how it works You just need to go to the MPSync menu and click the "Host" button for his game
Ruyuna
Ruyuna•2mo ago
Okay, yeah tried that and it never uploaded to my dashboard.
Mattigins
Mattigins•2mo ago
It uploads to the original hosters dashboard
Ruyuna
Ruyuna•2mo ago
Would he have to download it or how would the changes get pushed through to when he hosts again?
Mattigins
Mattigins•2mo ago
It's all handled by MPSync. When you click the host button MPSync will download from the cloud and then start the game. Each save is uploaded to the cloud. So no matter who hosts it, it will always be the latest version.
Ruyuna
Ruyuna•2mo ago
Okay thanks, will have another run at it tomorrow. It's late here 😞
Mattigins
Mattigins•2mo ago
No problem
Ruyuna
Ruyuna•2mo ago
How long does it take once the world is closed by the host for it to show the person not playing it any longer? We've both closed our games, and it still shows him hosting even with a new game launch and neither of us hosting the world. We were trying to test if we could both build separately, allow it to sync and the changes take place in the world from both of us once it syncs to the save.
Mattigins
Mattigins•2mo ago
There's a few things in place that'll let the cloud server know to mark it as not hosted but sometimes those are bypassed. In those cases it can take up to 30 minutes to register the change. Or the original host can reset the host in their dashboard
Ruyuna
Ruyuna•2mo ago
Okay we will have to try that in a bit then. Basically with the way satisfactory is now with the one person puts a blueprint down, another can't build as it'll freeze the original person building, so we were thinking this mod MIGHT be a way for us to be able to both build and then just basically combine it since it syncs the save back to the original host. And the original host shouldn't have to download from the mpsync site right, it should just load in the latest version?
Mattigins
Mattigins•2mo ago
Correct, as long as it's hosted again from the mpsync menu
OGrimReaper007
OGrimReaper007•2mo ago
Was off for a little bit, Will launch up the game and check if its working fine now
Ruyuna
Ruyuna•2mo ago
So is this intended to merge the saves from two different people playing the same save using mpsync?
Mattigins
Mattigins•2mo ago
No. Nothing gets merged If you sync a game. Your friend can then play that save file while you're offline. When you come back online later you'll see everything your friend did. (as long as you start the save via the mpsync menu) Like if you were to save a game, send it to your friend and they svae and then send it back etc. Mpsync just automates that process
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