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翻訳の問題を報告
Id = '1668780689', Name = 'Automated Torches'
Dedicated server. Automated torches depends on Equinox mod.
Seeing this in the client log:
2021-03-06 10:23:31.187|Main Thread> Error: Caught exception in MyNetworkReader: System.InvalidCastException: Unable to cast object of type 'Equinox76561198048419394.Core.Stats.MyObjectBuilder_EquiVoxelEffectComponent' to type 'VRage.Network.IMyReplicable'.
at VRage.Network.MyReplicationClient.ProcessReplicationCreateStreamed(MyPacket packet)
at Sandbox.Engine.Multiplayer.MyMultiplayerClient.OnReplicationBeginCreate(MyPacket packet)
at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTimestamp)
at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp, TimeSpan receivedTime)
at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay)
at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay)
at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag)
Server config:
<?xml version="1.0"?>
<MyConfigDedicated xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SessionSettings>
<GameMode>Survival</GameMode>
<InventorySizeMultiplier>1</InventorySizeMultiplier>
<OnlineMode>PUBLIC</OnlineMode>
<MaxPlayers>6</MaxPlayers>
<MaxFloatingObjects>128</MaxFloatingObjects>
<MaxBackupSaves>20</MaxBackupSaves>
<EnableSpectator>false</EnableSpectator>
<EnableCopyPaste>false</EnableCopyPaste>
<ShowPlayerNamesOnHud>true</ShowPlayerNamesOnHud>
<AutoSaveInMinutes>5</AutoSaveInMinutes>
<ProceduralSeed>0</ProceduralSeed>
<DestructibleBlocks>true</DestructibleBlocks>
<ViewDistance>2600</ViewDistance>
<Enable3rdPersonView>true</Enable3rdPersonView>
<EnableSunRotation>true</EnableSunRotation>
<PhysicsIterations>4</PhysicsIterations>
<SunRotationIntervalMinutes>266.842957</SunRotationIntervalMinutes>
<DaysPerSeason>20</DaysPerSeason>
<MaxSolarAltitude>0.41</MaxSolarAltitude>
<EnableVoxelDestruction>true</EnableVoxelDestruction>
<EnableStructuralSimulation>true</EnableStructuralSimulation>
<MessageOfTheDay />
<ServerSideChatLogging>true</ServerSideChatLogging>
<EnableLargeDynamicGridDecay>true</EnableLargeDynamicGridDecay>
<MaximumBots>5</MaximumBots>
<EnableHostileAI>true</EnableHostileAI>
<EnableFastTravel>true</EnableFastTravel>
<EnableTravelReachability>true</EnableTravelReachability>
<MaxActiveFracturePieces>50</MaxActiveFracturePieces>
</SessionSettings>
<Scenario Type="ScenarioDefinition" Subtype="SafeAreaStart" />
<LoadWorld>C:\ProgramData\MedievalEngineersDedicated\Abernath\Saves\Abernath</LoadWorld>
<IP>0.0.0.0</IP>
<SteamPort>8766</SteamPort>
<ServerPort>27018</ServerPort>
<Administrators />
<Banned />
<Mods>
<unsignedLong>1668780689</unsignedLong>
</Mods>
<GroupID>0</GroupID>
<ServerName>Home</ServerName>
<WorldName>Abernath</WorldName>
<PauseGameWhenEmpty>true</PauseGameWhenEmpty>
<IgnoreLastSession>false</IgnoreLastSession>
<RemoteApiEnabled>false</RemoteApiEnabled>
<PublicRemoteApiEnabled>false</PublicRemoteApiEnabled>
<RemoteSecurityKey><Click Generate></RemoteSecurityKey>
<RemoteApiPort>15336</RemoteApiPort>
</MyConfigDedicated>
If you're playing Single player, then the mods still get downloaded by the client automatically. So this problem shouldn't happen in that case.
For anyone wanting to know to properly copy mods over to your dedicated server, if you have Medieval Engineers non steam addition, copy your mods from %appdata%\MedievalEngineers\Mods
on Steam Edition of ME it will be under where Steam is installed, example: Steam\steamapps\workshop\content\333950. Everything under there is all the mods you downloaded on your client-side.
I can't confirm this method...
I tried to upload only this mod from my already downloaded mods > loading screen stucks at 99%
Is there a difference between a rented and selfhosted server?
I once set up a DS(steam edition which is included in ME) on my pc and arranged everything for dynamic IP; connected my laptop to the wifi hotspot(phone) to make sure I'm not on the same network.
Server found, can connect and play no stuck... works perfectly but I just don't want that, with these electricity prices...
same settings/mods(only this) on rented server > stucks at 99%
What am I doing wrong?
The server logs should give an indication as to what's going on. Something is failing and you'll have to sniff out the cause. Google can be helpful with the error message(s).
You should also try a different mod - single one. Switch out the mod you want with another mod and give it a go. Definitely try to confirm it works without mods also.
Hadn't thought of adding in another network for the client. I always hosted on the same network. Cool idea tho!
rented DS > log file says this: (even if i repair/reinstall the server with a new save)
this happens as soon as equinox core is installed
can't find anything about on google...
(I added first line is just for orientation where to find in the log file 26th line/entry if you're looking for this in your logfile)
Main Thread>Havok> Info: HkGameName: MedievalEngineers Release
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.Entities.Entity.Stats.Effects.EffectOperationEffect.MyEffectOperationEffect
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.Replication.ReplicatedComponentAttribute
Worker Default 0>MyScriptCompiler> Error: Failed to find type VRage.Game.ObjectBuilders.MyObjectBuilder_EntityStatRegenEffect
Worker Default 0>MyScriptCompiler> Error: Failed to find type VRage.Library.Logging.MyLog
Worker Default 0>MyScriptCompiler> Error: Failed to find type VRage.ObjectBuilders.Legacy.MyObjectBuilder_ItemAutoswitchComponent
Worker Default 0>AccessListBatch> Warning: While processing AllowNamespace System.Collections.Generic.ListExtensions: System.Collections.Generic.* already exists in access list, this entry is redundant
Worker Default 0>AccessListBatch> Warning: While processing AllowNamespace VRage.Components.MyMultiComponent: VRage.Components.* already exists in access list, this entry is redundant
Worker Default 0>AccessListBatch> Warning: While processing AllowNamespace VRage.SerializableVector3: VRage.* already exists in access list, this entry is redundant
Worker Default 0>AccessListBatch> Warning: While processing AllowNamespace VRage.Network.ReplicatedComponentAttribute: VRage.Network.* already exists in access list, this entry is redundant
Worker Default 0>MyScriptCompiler> Error: Failed to find type Medieval.Entities.Components.MySubpartAnimationComponent
Worker Default 0>MyScriptCompiler> Error: Failed to find type ParallelTasks.IWork
Worker Default 0>MyScriptCompiler> Error: Failed to find type ParallelTasks.Task
Worker Default 0>MyScriptCompiler> Error: Failed to find type ParallelTasks.WorkOptions
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.Components.CharacterSoundsEnum
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.Components.MyRopeComponent
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.Entities.Blocks.MyCubeBlockSubpartComponent
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.GameSystems.MyGravityProviderSystem
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.SessionComponents.Season
Worker Default 0>MyScriptCompiler> Error: Failed to find type Sandbox.Game.SessionComponents.TimesOfDay
Worker Default 0>MyScriptCompiler> Error: Failed to find type VRage.Factory.MyDependencyAttribute
next errors appear in mod loading section, which are presumably caused by that
only mods without equinox core dependencies but we just want to use rails, carts, n' stuff...
And as I can see from your logfile, this is a self hosted server, that doesn't help me. Localhost works for me too, but I don't want to have to run the server on my PC 24/7, I'd like to run this on a rented server.
I also see that you're using not the community version, but this makes no difference for me, on the rented server both versions won't work with all wanted mods.
(btw: you should hide your public ip when posting your log files, could be abused...)
in short:
On local server (my PC):
✔ New / Old save with / without mods, (all wanted mods, even mods with equinox core dependencies) → logfile ok → server appears in list, others can join and play
(theres no difference between ME dedicated or steam tools dedicated server)
On rented server:
✔ New / Old save with / without mods, (but only mods without equinox core dependencies) → logfile ok (current status)
✘ New / Old save with all wanted mods (including equinox core, rails and stuff) → don't work → logfile errors → server oddly appears as online with "all wanted mods" but we can't join → loading screen stucks at 99%, caused by these loading errors of my last post
And yes, I've already reinstalled the server and uploaded mods manually.
I just don't know the difference, why is it working on localhost and not on the rented server with same settings
Sorry this is just mindf**k I don't know
Does it work with a new save with no mods on the rented server (based on what you're saying above it looks like it does)? If not, then I would first suspect your config file. One of the game hosting providers provides a Space Engineers config file for their ME server instances. :-O While they're similar, they're not compatible. Double-check you're using an ME config file on your rented server with ME settings in it. There are a few settings in there that are necessary because it's a rented server, but most of it should match your local config file for your local ME server.
You could still check that config file even if it works with no mods. I suspect config settings for SE are no longer recognized by ME (ignored by ME) but I can't guarantee that.