Structural Solutions causing multiplayer to crash and not join
Since the most recent game patch me and my friends have been unable to join one another on our shared world, we have narrowed this down to being Structural Solutions by D4RK by turning off all mods and turning them back one and rebooting 1 by 1 and this is the only one that causes this issue @D4rk
46 Replies
>debug
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels!
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
I hope i have done it right lol
There is no crash in that log, but I'm guessing you got something about Reliable Buffer Overflow. This is caused by too many schematics. The only way to fix it is to use less mods. Structural Solutions has 9 schematics, other mods like Factory Props have 40+. You'll have to decide which mods you really want to use and remove the rest.
Hello we are having same issue
{"time":"2024-10-17T23:29:37.5763687+02:00","level":"ERROR","msg":"failed to insert mod version into local registry","mod":"SS_Mod","version":"1.1.31","err":"constraint failed: UNIQUE constraint failed: versions.mod_reference, versions.version (2067)"}
That is an SMM error, not from the game
I see we tried loading game without ss mod and my cousin managed to log in
Likewise I get no other error message than the connection to host was lost It shows them that i join then immediately get booted and vice versa if they try join my world or my other friends world
i will bet dollars to pesos that the error message for the person who could not connect properly says "reliable buffer overflow"
The only error message we consistently recieve is ' your connection to the host has been lost ' there are 3 of us and if any of us try join the others world with SS loaded we show as joining but before it even gets chance to start and load anything we get kicked. I will do some further testing with my friend when he wakes up.
i lost that bet 🤣
similar issue, but different. Networking thing, buit this isnt caused by mods persay. Better to ask on the vanilla discord (just... dont mention mods)
we tried alot of experiments with without/ without other mods and so on and it is clearly something to do with mod Structural solution
(mods can "aggrevate" the issue, but this issue can occur even without mods installed - its not caused by mods directly, but rather by connection issues and too much /not enoug being sent before the timeout, usually)
he had this message 2x and than some other also
thats great. But I am telling you that its not the mod specifically - any given mod can cause it, or none at all.
@Lynkfox How would you reccomend we look into this to solve?
strange is that without ss mod it works perfect 🙃
its a Unity issue, but mods can aggrevate it and make it more likely to happen, as I said
double check all your mods on all players are 100% up to date, double check that your firewalls are allowing SF through, run a verify on steam/epic, make sure your client says that its connected to epic in the lower left of the main screen ( SF uses epics networks for aligning cross play cause Epic allows it, steam doesn't)
i see some reports on the official discord that this is just masking a Reliable Buffer overflow in the logs, so ... >debug from both of you from the people unable to connect
i see some reports on the official discord that this is just masking a Reliable Buffer overflow in the logs, so ... >debug from both of you from the people unable to connect
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels!
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
debug file from my cousin
-# Responding to
Key Details for SMMDebug-2024-12-03-17-49-13.zip
triggered by @battlebug_I do not mean this to be rude.. but it sounds like the issue you are experiencing is different than the one @NixCiviX and I are experiencing? If so, it may be beneficial to createa new thread to avoid cross contamination of information while we troubleshoot.
I will just wait for reply from Linkfox since he already interacted with both of us and requested info, i very much believe its simillar issue
no problem. See what they say for sure. It seemed like your issue may be within SMM and pulling an error different than the in game error that we were experiencing.
From a tech support mind.. if we are experiencing different issues - our information could actually hinder either of us getting to a resolution lol
just send him your debug files please as he requested
It is very unlikely that any of these problems are caused by SS or any single mod. The problem is too many mods installed, or more specifically, too many registered schematics. The only known fix is to install less mods.
we are actually testing different mods alongside SS to determine exactly this - before sending another debug
we sadly deleted 2large mods and turned off ficsmas and it works for us sorry to interrupt this thread and thank you ,its strange 170h into the save and it worked flowless till update 😢
@battlebug_ what mods did you disable?
more decorations
and race tools
ty we have neither of those lol
try mods that have many large detailed objects
After some pretty extensive testing between having different mods enabled, removing all larger mods., starting with SS and then adding mods slowly... it has been determined that we can either have SS and remove around 70%+ mods that we have been using.. or just (unfortunately) remove SS and keep everything else. I understand that the chances of it being just one mod is slim, and we use a ton of things in this mod.. but it really does seem that there is some sort of conflict between this mod and any number of mods over 10. This is all new (as of recent update). Shame it doesnt work :/
Two questions. 1. In addition to SS, what other similar mods would you say are okay? Asking since Im doing a MP game, hosted in my pc.
2. What are schematics, exactly?
Schematics :: Satisfactory Modding Documentation
Schematics are Coffee Stain Studios' answer to a research system. Schematics hold information about requirements, visuals, and rewards of re...
Ohhhhh! Gotcha!
its not mod related, well not directly to a single mod. It is related to the "too many mods' in general thing that multiplayer just runs into by default.
that is an error being reported by Unreal Engine itself. Possible sources: player is trying to move before stuff is loaded (i have heard in the past this will cause a connection bug, but that was years ago so no idea if still relevant) but from what ive read it can also be caused by the client failing to send something back on request by the server - ie receipt of schematics in too many mods situation.
and i do agree with others in this thread - its a good time to create a new thread to pull your issue out into its own.
its a known issue with mods that add a lot of new schematics. Even tho SS only does 10 or so, especially with Ficmas now also sending things through the connection (its own schematics) it is far easier to hit the limit that causes a connection issue.
Happens to SS, happens to Factory Props, happens to pretty much any mod that that adds a lot of new schematics.
limit of the game itself
Yeah we paused all of our largest mods (specifically ones with schems) and disabled ficmas.. In the end I was able to load 30 mods without SS and we are now going through and replacing any place where SS was used.
yeah its a rough fact. I know CSS is aware of it, and its on their radar, and the SML devs have tried a few times to see if we could break up the schematic transfer and 'reset' the buffer as it were, but its honestly not be a priority before Dedi support was out.
And ... its probably going to need a deep engine tweak anyways, so more CSS level than modder
All good.. we are laugh/crying looking at everything that we used those structures for.. but it def didnt break any of the actual functioning parts of the game
Wasn't reliable buffer overflow once upon a time caused by too many recipes, not schematics?
Just based on the symptoms between this and other mods having the same issue, this looks more like it correlates to the total count of new buildables, whereas before 1.0.1.0 it was definitely schematics.
its always been schematics. Its just easy to conflate the two
Does the size / num items of each schematic matter, or just the number?