Space Engineers

Space Engineers

Nanite Control Facility v2.2(11) - Automated Construction
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Fox Jan 7, 2019 @ 12:31pm
Dedicated server kick (FIXED)
Whenever anyone on my dedi server places a block from this mod it kicks them from the game. Server log says nothing except this:

2019-01-07 21:24:05.694: User left Fox

Additionally theres no kick message for anyone except me where it says 'The server host has left the game' (which is me) :cozyspaceengineersa:

I have redownloaded the mod on the server as well as on my PC and theres been no change.

Please help.


EDIT:
Tested in SP and it works without issue, yet the server refuses to let us use it. If I were to take a guess it feels like an anti-cheat kick yet the console gives us no info.

FIX:
Server wouldn't download the mod correctly so I put the mod files where they all needed to be using my FTP client.
Last edited by Fox; Jan 8, 2019 @ 11:21am
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Showing 1-15 of 92 comments
Splen  [developer] Jan 7, 2019 @ 12:39pm 
Hi Fox! I'm actively investigating the problem. When your players are kicked from the server, please have them give you their own log, located at %appdata%/Roaming/Space Engineers/spaceengineers.log
Fox Jan 7, 2019 @ 12:51pm 
Splen  [developer] Jan 7, 2019 @ 1:30pm 
Hmm neither of those logs show any stacktraces or even show the event where the user is kicked. They do show some issues with Automatic LCDs 2 and XPAR not loading correctly and throwing errors, but I don't think that would have anything to do with it. I see nothing that would affect Nanite Factory at all, nor are there any nantie factory related errors serverside or clientside ... there's going to be a hotfix later that might address some problems.
Fox Jan 7, 2019 @ 2:30pm 
Ok, thanks for your help
Fox Jan 7, 2019 @ 4:18pm 
Right, so the recent update to the mod hasn't fixed the issue. However I believe I have located the error within my server log files that the console doesn't show. The following error prints just before people are getting kicked:

2019-01-08 01:06:42.931 - Thread: 1 -> No definition 'MyObjectBuilder_ShipWelder/(null)'. Maybe a mistake in XML?
2019-01-08 01:06:42.932 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.MyCubeGrid.BuildBlocksRequest(UInt32 colorMaskHsv, HashSet`1 locations, Int64 builderEntityId, Boolean instantBuild, Int64 ownerId)
at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position)
at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender)
at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet)
at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p)
at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p)
at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler)
2019-01-08 01:06:42.932 - Thread: 1 -> Packet processing error, disconnecting 76561197964484914
2019-01-08 01:06:42.938 - Thread: 1 -> User left FatLabMan
Fox Jan 7, 2019 @ 5:21pm 
Tested on Build 3 just to be sure and the server still kicks me with the same error in the server log.
Splen  [developer] Jan 7, 2019 @ 9:51pm 
Hi again Fox. YES that would definitely be the cause of the issue and should not happen. MyObjectBuilder_ShipWelder is a base vanilla object, so I'm guessing this problem comes down to a mod conflict or something else. Maybe take a look at some of the other mods I mentioned that are also throwing definition errors, or check out any of your other mods that have anything to do with ShipWelders, which is what a nanite factory block is.
Fox Jan 8, 2019 @ 11:20am 
Ok, I've fixed the issue. I probably should have noticed this sooner but the entire mod folder in the server directory was empty. Server console shows the mod downloading successfully but none of the files were actually there.
Fixed by just manually putting the files onto the server, I'm not sure if this is an issue with my server host, the steam workshop, or if its something you can resolve but regardless it's fixed for now.
Thanks for your help.
Ketris Jan 8, 2019 @ 4:02pm 
If you have FTP access to the mod folder, try setting CHMOD on that folder to 777 (read/write/view for all), it kinda sounds like your server doesn't have write access to the folder.

You put a bandaid on it for now but the server still won't be able to update those mods like it should.
Fox Jan 9, 2019 @ 6:54am 
Read and write permissions are all fine, I'll just have to remember to manually add the files each update
Ore Bug or not ?
The Ore Detector scans for let's say gold...it says X ammount found. Then the Nanite Factory mines well over 3x that ammount. Is this normal ? We are talking about the veins on a planet. Thank you.
2muchgamez Feb 2, 2019 @ 5:23pm 
Is it possible to increase the scanning speed of Nanite Control Facilities?
is it?
nukeguard  [developer] Feb 8, 2019 @ 10:32am 
It should not be doing that, unless it has something to do with inventory sizes multiplier.
VONMON Feb 9, 2019 @ 2:45pm 
I've got an Ore bug as well. At some times my nanite ore detector doesn't display filter options, other times it does not display all of the vanilla ore options. Please note that I have several modded ore types. Is it due to a limit on the number of display-able filters in the Nanite ore detector?
@nukegard...no, I like to live dangerously and use 1x Inv. Well, it's a bug that I can live with :) About the ore bug, when I add at least 1 of each upgrade it work like a charm. Will try it on a new save with nothing but the Nanite Factory and see.
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