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[Client Crash] - Clients cant connect unless they enable 'Autosubscribe mods'


Kuldiin

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Bug Submission:

Category: Client Crash

Issue Title: Clients cant connect unless they enable 'Autosubscribe mods'

Issue Description: I run a server with multiple character mods on, and found that the only way people can login is if they enable 'Auto-Subscribe mods' in the option menu.

Despite me even putting this in the server name, people still try and fail to login without enabling.

Should this really be required to do to login? If so, can a warning be placed when people try to login?

Friends have tested this and we have found it works every time subscribed, 100% fail rate when not.

The general public need better notifying of this requirement.

Steps to Reproduce: Enable character mods, disable 'Auto Subscribe to mods'

Some mods don't need to be on everyone's system in order to do their job, while some mods are absolutely required by everybody in order to run. If you (the host) are running a mod that does require everyone to have it, they simply can't join you if they haven't manually subscribed or auto-subscribed to that mod.

 

This can't exactly be helped, as mods that add custom graphics would totally fail to display on clients who haven't downloaded those graphics, u know what I mean? If the host adds a character to his game and someone connects who doesn't have that mod, it's not reasonable for the host to have to transfer all that mod data to every client who joins so they can see the character/custom whatever.

 

If you have autosubscribed to mods and joined a host once, you can disable autosubscribe and can join that host again fine every time I've tried so far.

 

 

You're asking for people to be better informed about this yeah? Like on every mod page if it were to tell you "You need to have all clients subscribed to this mod in order to use it" or not?

If you (the host) are running a mod that does require everyone to have it, they simply can't join you if they haven't manually subscribed or auto-subscribed to that mod.
 No, I have auto-subscribing turned off. I can join other servers that have mods with all_clients_require_mod = true.

 

What it does is download the mod, and just temporarily enable it while you're on that server. Opening up the mods menu will purge your mods folder and redownload only what you've subscribed, so that removes the clutter.

 

So this is a legitimate bug, I think. Perhaps there's something wrong with how his server is sending information about the mods (e.g. it's obviously saying that it has some mods with all_clients_require_mod = true, but maybe it's giving a bad workshop ID for them).

 No, I have auto-subscribing turned off. I can join other servers that have mods with all_clients_require_mod = true.

 

What it does is download the mod, and just temporarily enable it while you're on that server. Opening up the mods menu will purge your mods folder and redownload only what you've subscribed, so that removes the clutter.

 

So this is a legitimate bug, I think. Perhaps there's something wrong with how his server is sending information about the mods (e.g. it's obviously saying that it has some mods with all_clients_require_mod = true, but maybe it's giving a bad workshop ID for them).

 

 

So it's actually kinda temporarily auto-subbing clients effectively? Damn I need this system written down somewhere so I don't misinform again >.<

and you're saying without autosubscribe and without any mods installed on your end as a client, you can see host's custom prefab characters and things when you join their modded server?

you can see host's custom prefab characters and things when you join their modded server?

 Yup. I remember before "Where's My Beefalo" got updated, it had all_clients_require_mod = true, and I was surprised by its map icons showing up for me (when I joined someone else's server who had it enabled-- I never subscribed).

Well shet! I guess I have to go try joining a bunch of random servers now, to see if I can get it to fail. Thanks for the confirmation of that functionality mate

 

*edit* OK how about the possibility of a mod having a wrong line in the modinfo.ini? Such as 

clients_only_mod = true when it should be false? Not sure if that would mean clients don't know they need the mod so it never works unless they auto-sub to all mods by default?

Hey, I just tested this out by trying to join a random host running heaps of mods- the game tried to load for a while then said I was disconnected. When I then tried to join it again, it said perhaps yell louder and hard crashed the program!

 

log.txt attached for your perusal, @Rezecib

log.txt

@outseeker, Looks like everything's working there, although it's cut off at the end. It doesn't show a disconnect message, but it should.

 

My guess is that the connection timeout may not be taking into account the download of mods, so if there's a ton to download it could exceed that timeout pretty reliably.

 

I'm usually on servers with all_clients_require_mod mods in the range of 1-5, not 28 like that o_o

  • Developer

@Kuldiin, thanks for reporting this. As the others above mentioned, auto-subscribe isn't required for players to be able to connect, as they'll download the mods required on joining, and they'll be deleted next time they visit the Mods screen. Sounds like there's a bug with the Workshop downloads taking too much time. I'll investigate!

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