missing string table entry error as well.

Ever since yesterday I've been trying to join my partner to play together and the game just keeps giving me the same error about missing string table entry, with the occasional error saying "outgoing reliable buffer overflow". We're playing on a NON DEDICATED server, tried setting our network settings to ultra and still nothing. It turns out it only happens while using the factory props mod.. I've attached both mine and my partner's debug infos, we're both able to load into the world solo but whenever the other tries to join it just disconnects us again.
21 Replies
SpaceGameDev
SpaceGameDev3w ago
Hey, thanks for your report, and you're not the only one. It's a known issue that seems to have cropped up over the weekend, and I will be investigating it this week. Thanks for your patience.
Squishy Panda
Squishy Panda3w ago
i was so stoked to see my DEDI no longer crashing, and now this error XD
nwatson
nwatson3w ago
Yeah it is not working even with the workaround of toggling prop packs off in the settings. I probably don't know what I'm talking about here, but I wonder if it's the recipes array again instead of the schematics array.
SpaceGameDev
SpaceGameDev3w ago
I know, it seems like something on the SML side, as none of my mod-side mitigations are working right now.
Squishy Panda
Squishy Panda3w ago
I came to the (assumed) conclusion its one of the framework mods we all use, that ties other mods together
Robb
Robb3w ago
I'm guessing it's the additional ficsmas content present that's pushing it over the threshold for too much info to replicate try disabling seasonal events and seeing if it works then
SpaceGameDev
SpaceGameDev3w ago
I'll do some more investigation tomorrow and try to pinpoint the culprit.
lucia
luciaOP2w ago
@SpaceGameDev (Factory Props) any update on the issue?
SpaceGameDev
SpaceGameDev2w ago
Yes, but unfortunately not a good one. After some investigation and discussion with modders who know a lot more about this than me, I've discovered the underlying issue is due to a technical limitation that I cannot fix myself, and I'm not really able to mitigate it either. I'm sorry that this is the case, and multiplayer will most likely not work properly anymore. I'll try to do something about it if this gets resolved in the future, but there's just nothing I can really do at this point.
Helios ( Alex )
Oof that sucks, thanks for looking into it at least... would it not be possible to just have items always unlocked, I;m kinda desperate to have at least some of the cliff/foliage items present else my factory is going to look... broken as all hell now :-/ I've managed to succesfully use Factory Props in a network game about 4/20 times, which is a bit of a rough odds to have to reboot the client each time for " OutgoingBunches.Num (271) exceeds reliable threashold (8) but this would overflow the reliable buffer! Consider sending less stuff." if it was just all always unlocked then that buffer wouldnt need to be sync'd over network? maybe? grasps at straws And or can it not break this sync up over time into chunks, though I appreciate this might make it a task for you you dont wish to get into
Helios ( Alex )
Eg: https://vorixo.github.io/devtricks/data-stream/ - if this is even related to whats going on
Devtricks
Multiplayer data streaming in Unreal Engine
In this post you’ll learn how to stream big quantities of data in Unreal Engine using the RPC system.
SpaceGameDev
SpaceGameDev7d ago
I appreciate your effort, but I've already discussed many options with other devs who have a lot more experience than me. Unfortunately, nothing I can do will fix it; it has to be addressed by Coffee Stain.
Helios ( Alex )
I just edited the InitGameWorld to only activate say S_Foliage and deleted the other assets from content browser and multiplayer for me at least works fine now
SpaceGameDev
SpaceGameDev7d ago
You're doing what?
Helios ( Alex )
I dont use all the other props so figured I could remove them and it be small enough to not buffer overflow
SpaceGameDev
SpaceGameDev7d ago
I used to have a system that did that, but it isn't really feasible anymore. But how are you doing this?
Helios ( Alex )
I just edited this to remove all the other nodes and have just Foliage:
No description
Helios ( Alex )
And removed the other folders:
No description
SpaceGameDev
SpaceGameDev7d ago
So you downloaded the source from my GitHub and compiled it yourself with these changes?
Helios ( Alex )
Yah
SpaceGameDev
SpaceGameDev7d ago
Interesting, I didn't know it would compile like that, since it's missing the imported Models folder.
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