#enfusion_workshop
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It requires me every time to pack it manually, adjust the meta cpp, log into steam cli with steam guard code etc etc. Just 10 min more work than if I could just use the tools ๐
Thinking about uploading mods on workshop, I had a discouraging idea. There is one popular server that uses assets from the base game, as well as several mods. They creatively butcher these assets, replacing the materials with full-bright primary colors. I worry potential mod authors may be discouraged; not everyone will be keen on their mods being vandalized.
there is a reason ND licensing exists
Yea, but like , don't want to ruin the fun for everyone... I guess there is no better solution.
at least you have control over that kind of stuff
what is the point of even doing that???
doing what? mneon colors?
to perhaps fight concurrents in some unethical way? People do weird things - I remember for instance that in Cities Skyline one of the mods which was decreasing performance of other mods, so only their creation was used https://www.nme.com/news/gaming-news/valve-bans-cities-skylines-modder-after-discovery-of-major-malware-risk-3159709
it's not competitive, but i wanna choose what happens with the files i produce
I mean with stuff like above, not you
I make my work apl-sa whenever possible, i like to give back
Couldn't someone just write a script to change the material and accomplish the same thing without making an override mod and violating the license?
no
I guess he could - instead blacklist there would be white list which is not changing other materials. I guess the best defense against such mods is community ostracism
Would anyone happen to have the scenario ID for everon Xtra?
I would like to have it for my server.
@alpine helm
{5C44A96751A05B32}missions/GAMEMASTER Everon Upgraded.conf
Edit: {5C44A96751A05B32}Missions/GMEveronXtra.conf
scenario for Everon Xtra
Thank you so much!!
Afternoon all. I'm fresh off the clock looking to fix/recreate my modded conflict scenarion however step one of saving CTI_Campaign_eden.et as my own world still is not showing up. IE i SaveAs world to project/worlds folder and nothing shows up. Is there a walkthough or workaround for this? HELP! (Please and thankyou)
So this is what I just figured out. I first made a sub scene of the plain Eden map. Then I opened CTI_Campaign_eden.et and right clicked on the default layer and clicked select all and copied. Then I opened my map and pasted to my default layer.
Tried a few times to do that I have the plain Eden I go to the other and select all entities and copy but when I exit that world and open mine Iโm unable to paste ๐ฅบ
You have to switch to your world from the world editor.
Also try the past button in the tool bar above.
You sir are a scholar and a gentleman and I appreciate you
Happy to help
Missing the way things were right now lol just saying. Spent hours just trying to add a Vic to the depot in a conflict which was relatively easy before. Now ๐ซ a whole new process that Iโve read and tried multiple times but still not getting anywhere with.
I've decided that now was a good moment to change the .conf to one without spaces.
{5C44A96751A05B32}Missions/GMEveronXtra.conf
The update broke my mods and I don't have the capacity/time to fix them (nor have my PC setup with the tools), is there any way I can modify description/take them down from a web UI?
Sadly you have to open the tools
Not sure if this is a coincidence or not.. but since the last update, any changes i've made and saved to my world editor map will not save. Any ideas? I appreciate it
https://feedback.bistudio.com/T172337 see workaround
Thank you
Exporting out of blender a "UCX" mesh and vaulting over it in workshop seems to crash the application. sadge
Thanks, blows!
is there any way to use the enfusion workshop on a mac?
Is there a WIP or upcoming or potential features for the workshop?
Because right now I think it would be benficial for a 3rd party website or something along those lines to help browse better
nope
install windows on it
unlikely for dx12 features to work on arm processors
he didnt say which mac tho
Anybody know why our server wonโt open with mods?
yeah ask the admin to check the logs and fix it
Someone already have an "eratic" cursor when using terrain tools sculptor or paint? My cursor move alone in every position when I deplace it (like Parkison ๐ ).
I have published something on the workshop that has a dependency but strangely on the web version it does not show: https://reforger.armaplatform.com/workshop/5D6EBC81EB1842EF However ingame and in worbench when adding it the dependency is correctly resolved. Can somebody from the workshop team have a look and recommend me a fix or fix it on the BI backend please? Thank you ๐
Edit: For fun I have just deleted it and republished with a minor version bump and will see if this maybe fixes it. I published unlisted versions of this for the unit testing on linux servers a few days ago (under different GUIDs) where it worked just fine ... really odd
As far as I know the online Workshop never showed any dependencies, although looking at some code it seems there's a bug in requesting the data of the dependencies, meaning is technically could do it.
you sure about that?
Can't remember ever seeing it, nor seeing the (public) workshop API having any information about dependencies.
fixed
Thank you! May I ask why this was broken? Is there something we as mod authors can do to avoid this?
there was some issue in frontend with single dependencies. Not sure if it was some specific issue with your addon or if it was general issue with all addons which had only one single dependency.
Use ChatGPT to find the issue. It's works great.
Fr?
Fr
Not sure if this is the right channel, but does anyone know of an up to date mod that shows your location on the map? (Reforger). Or would be willing to take a crack at making one?
reforger is educational game. you got the map and the compass and lots of landmarks
haha very funny. That's great for land-nav themed missions, but not 24/7. As in, it should be up to the server admin or Zeus or mission creator whether to enable or disable that feature.
There's one mod called "Where am I?" that does it but it hasn't been updated in forever and isn't compatible with the latest updates.
That is the nature of new still in development games, mods built on old stuff break.
lab6 markers maybe?
That one looked awesome but the game crashes every time I load into the server with it enabled lol. Thanks anyway for the suggestion 
Go to the front of literally any town and look at the signs
Has this community always been this snarky or is it just since the Xbox kiddies have joined? Why even bring this up almost a week later just to not answer the question? Let me be painfully clear: I know how to land Nav. I am not stupid. I would like markers for convenience because Iโd rather not do land Nav every damn mission and I asked if anyone knew a mod that adds this QoL feature, not to tell me obvious snarky BS that I already know. Thanks!
*snarky comment*
Have you checked the Workshop?
*end snarky comment*
I've seen LAB6 MARKERS which is decent, although personally I'm waiting for a NATO marker mod... just because I'm used to those.
@shrewd hull Yes Iโve looked, and LAB6 looked awesome but as I mentioned a few posts ago it unfortunately crashes the game. I think it needs to be updated.
@fiery zenith This unfortunately needs to be updated.
Thank you both for the suggestions 
LAB6 did have an update today (full version), so that might have been fixed.
Thatโs incredible news!
Iโll have to try it out after work
Haven't tested it, but just noticed the update date ๐
Might be a nice idea to have a ping when a mod updates ๐ Especially after a core update
That would be cool. Hopefully BIS is working on that! 
Technically it automatially updates, so not really a need for it when you use a mod. And servers can pick a specific version (in case an update broke something).
So I guess it's not on the backlog of BI (or ever will be, at least not for Reforger).
Good to know. I didnโt realize the server can choose a version
Is their a reason my arsenals only has one folder in it and when I try to add a item it wonโt let me upload it to the arsenal
Works great
was just testing something, does below error mean only one way of versioning things is allowed?
15:19:50.074 BACKEND (E): Error Code:400 - Bad Request, apiCode="ValidationError", message="data.assets['5AAAC70D754245DD'] should match pattern "^(0|[1-9][0-9]*)\.(0|[1-9][0-9]*)\.(0|[1-9][0-9]*)$""
so the pattern would allow thing like: "0.1.2", "10.20.30", "123.456.789" and not things like "1.2", "0.01.2", "1.2.3.4" @dense scaffold
thanks, I know what this regex means, I am hoping for an answer from BI
Yes only versions of the format MAJOR.MINOR.PATCH I think it is somewhere on the BIKI too, can't remember which page atm
its written here in the Version row of the table https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Interface
it's basically semver.
Seems weird that I need to use a specific pattern
semver is common for software/libraries these days, makes it super easy to spot when a developer makes breaking changes - https://semver.org/
what pattern it is is not relevant, my complaint is that the choice of one is taken away from me
I'm pretty sure it's standardized so that version control is possible. Otherwise the Workshop won't be able to know what the latest version is, which is the default for people to download.
If people start using v4.2-alpha-latest/test, what comes before or after that?
... sort by date? 
Which still doesn't make sense for end-users to know which version the have to take when they need the previous one
And tbf... I don't know any serious developers which don't use semver, or at least follow the same syntax.
they can use latest unless they want to use a specific version for a particular reason, in which case they will know which version to use
but that's all beside the point, it feels like a weird place to take away my ability to choose how to do things, that's all I'm saying
A particular reason to choose a specific version is when an update introduces mod conflicts. In that case, you would like to choose the previous version, which is straightforward with semver.
They did the right call to enforce a specific pattern tbh.
if they enforce only the pattern then you don't really have an easy way to figure out what the older version is, because I'm not required to increment them by one
Maybe they should enforce that, I agree.
or show a changelog on the mod's workshop page
I did not bother to put anything in those logs so far, since they are non-functional. Instead I keep track of change logs on GitHub for now, but that only really makes sens for code heavy mods.
I mean show version history
version x uploaded y etc
thats enough to be able to select an older version
otherwise you basically need to ask the modder
The workshop is certainly too limited atm. Change logs, sharing ownership and a proper way to link external pages like issue trackers would be on the top of my list.
private mods are not coming back also I guess?
Semantic versioning is an industry standard, it is good that BI uses it and forces the modders towards a more professional production process too. There is no reason to invent your own version system and make things more complicated. The only critique one could give is that they have no support for x.x.x-alpha or x.x.x-rc2 etc which is used by many too, but its not too hard to just put alpha on the mod description
We have unlisted mods, that should be good enough?
If you never share the link with anybody its private, if you want to have it only with your 5 friends then only those will know what it is after joining your server.
I get semver and I get that you guys like it but my complaint is literally just that I can't version the way I want
whether it's N.N.N, semver, calver or anything else, doesnt matter
It is ok that you want to complain about it, we just tried to communicate to you that you might want to be open to trying out something new that has proven to be beneficial for many other developers. what versioning patter would you have done ? What is it that you can't express with semantic versioning you would like to do?
I never said I don't like semver
it's a muh freedoms complaint and y'all are overthinking it
I think private was supposed to be limited by who could use it (or install it rather)
used to return with Asset is private when trying to install it I think
Well private would have meant only you the mod author could download and use it, which imo is just a waste of functionality. Again if you never share the mod with anybody and use a local test server nobody would know about your "unlisted" mods. So you can upload test mods that you don't want others to accidentally use etc no problem. And when you are done delete them again from the workshop. Maybe BI had other plans what private vs unlisted is, but they have never explained their reasoning afaik so this is my best guess. It has not been coming back after we only had public mods for a short while so maybe this is how its supposed to be from now on
a setting for a mod just for one dude doesnt seem all that useful
With the semantic versioning of mods, a good function for the Workbench tool/publisher would force a minimum n.n.PATCH version increment on every update pushed to the workshop - even for description changes as those do constitute a change to a published item, and also prevent users publishing a mod with the same (or lower) version number and pop/log a short message stating why.
It already does, you can't publish the same version again, I have had the miss-fortune of publishing something by accident and had to bump it yet another version 1 minute later, looks rather silly on the workshop history now >.>
in that case simply having a check function to test whether author has incremented the verison, if not then auto-increment it inside the workbench/publisher.
ah it was right on the wiki page btw. That uro linked a couple of messages before
it does auto increment the version for you automatically
well then I don't understand why so much fuss over the version numbering, it's one less thing to have to do manually ๐
ah dang I thought it was meant to include more than just the uploader
As he said, he just wanted the freedom of choosing it himself - besides that there is little to no argument to be made about it ๐ Versioning is good as it is, i like it, indeed one worry less. I need to run some stupid scripts to auto-increment my nuget packages publish for c# package manager so I am glad BI thought about this one for modders and made it a built in feature
I went through this confusion yesterday - as some feedback: I didnโt feel comfortable uploading it as unlisted if private wasnโt an option, it felt like it would still be possible for it to leak out
then it turns into unlisted i guess? or were you looking for a way to allow only like 3 specific people to use it and the rest not? would be hard to enforce anyway, they just copy the mod and send it to other people
The only way I am aware of would be though you running a publicly listed server that has the mod installed. Guessing the GUID by brute force seems rather unlikely
you could sideload it, true, but wouldn't be able to play online with it
why not? downloaded mods are nothing more than a folder in mygames. if you put a mod there you got it installed
I use this to connect peer tools to my local dedicated server - aka a batch file to run clients
if it was supposed to be private to a select group of people then the backend wouldnt let you use it online
I mean assuming it would have worked this way, but it didn't
I doubt there are any mechanisms in place to disallow mod usage by a server or people
well yes because the feature does not work the way I thought it would
I'm sayin if it were to be private then there would be some way of enforcing it
otherwise it's not private
I think it is good as is, it prevents some rage quitter from putting their mods private in revenge, breaking the setup for all existing servers. That way they can continue to play until the mod breaks with game updates
if you delete the mod from workshop servers wont start

they check for updates and exit with asset not found
Alright guys everbody pays me 5$ or I remove my mods form workshop. 
you can work around this by using the commandline addon parameters but then you can't use workshop (as in, cannot mix locally enabled mod with workshop mods)
Is there any documentation on the size of images needed for workshop/missions , i.e thumbnail, icon, screenshots, missions and workshop, I always seem to get clipping on some of my images.
try same size as vanilla
The loading screen for mission image needs some update so it stops clipping, that's not really your fault.
@devout anvil @lethal night Thankyou , I have checked vanilla but I get some things right but other alway seem to be wrong.
I think even vanilla technically clips but you don't see it
Any idea why Workbench throws this error when trying to publish a mod? 
What did you put as working dir?
C:\Users\slybo\Documents\My Games\ArmaReforger\addons\tactical-flava
I tried to change the name of the mod folder, but it did not help, it gives the same error
The working dir is where it stores files temporaily, normally the automatically chosen path for it is working out fine. Set it to some path that is entirely unrelated to the source folder you want to pack. mine is C:/Users/USER/Documents/My Games/ArmaReforgerWorkbench/publish/PROJECTNAME/
Oh thank you โค๏ธ
as it turned out, I was trying to "publish" the mod files to the mod source folder and the workbench wouldn't let me do it 
I got a question, I was working on my map JungleIsland, and my pc crashed. When I went to reopen my map, after the restart. my map was gone, so I downloaded it from the workshop. But its locked. How can I unlock it if its even possible.
nope
Dang, thats what I figured. I already sent BI an email to take down the map. :/
you can still remove that map by yourself even if its in locked state
just load workbench with that map and use "Remove from workshop" option in Resource Manager
Okay, thank you. ๐
Could I take a mod, make modifications to it (like an image ontop of something) could I post it to the workshop?
depends on the original license
In what way
in the way youโve asked..:
Helpful
Sounds like you want to slap an image/watermark on it to make it seem like yours...
To put a unit logo on a vehicle...
You could do this with a decal under the prefab in hierarchy, assuming the license of the mod allows it. This way you don't modify the original asset.
How easy is it to do?
On a scale of 1 to 10? Probably around 1 if you know how to setup a prefab in Workbench
So a while back I saw something about mods being removed due to breaking the rules and or other reasons / when does it usually get removed ( curious about RU overhaul pack by exe ). Is it usually after a update or whenever they get around to it?
this particular case is on BI legal desk
anyone have a arrest and search mod for arma reforger ?
bonbons animations have zip ties and let you search the persons inventory
do you have?
have the mod downloaded? yes.
@thorn crest where i find it to downloadet it?
the in game workshop should be called bonbons animations or something like that
Is there currently a way to keep track of subscribers to mods currently? If not, is it a planned feature in the future?
(I just like knowing ๐)
only seen the ability to sort by number of subscribers in the website workshop
in theory you shouldnโt be able to brick a console using mods. Mods are NOT scanned prior to being uploaded to the workshop
Random mods could be ripped / incompatible with other mods out there though
cant view mod content on xbox anyway
Is there not a way to view change notes of a mod currently? ๐ค
afaik, no. Thats why most people are posting them in the mods descriptions.
Gotcha, I'll have to start doing that then
I also try to do it in my showcase thread, looks better in there
Itโs odd they have the text box for it when publishing, but canโt actually view the change notes anywhere lol
@mellow creek Are you the same "Gramps" fixing RiverX weapons mods? If so, THANKS!
yes, and you're welcome! ๐
@mellow creek FYI...one issue... they don't show up in the individual ammo boxes. But having Carl back is a god send! ๐
I've got a work around, just add them manually
I made a showcase for this: #1121554653260284034 I'll reply there
Good evening, impossible to publish on the workshop my mod, this error is constantly displayed, I tested with an addons WITHOUT dependence, with dependence to update and WITHOUT anything in the mod only a basic texture, in short all the solution which were given on the discord for this error. this error appeared overnight without having changed ANYTHING ๐ฉ ....
literally an empty project with nothing ...
Do you still have the PNG for the texture in the folder?
Or whatever you imported, i may be needed apparently.
But when I made that mistake it showed me a specific error iirc.
yes, but the default appears even before publishing, what I mean is that I really, really tested all the solutions on the discord and nothing corrects... there was an update today that didn't bug the thing?
fix
soon ๐
I didnt get an answer in the ticket, are the changelogs saved right now?
Cause im always writing detailed changelogs and hope they are not going into the void
always has been
just not shown anywhere but soon will be visible on web 
Thank you ๐
Are you by any chance also working on this, while you are changing the mod pages? https://feedback.bistudio.com/T170817 

but only on web workshop (for now), not sure what plans does UI team have for ingame workshop
At least its shown somewhere. Thanks again 
and iirc the license info you select in the drop down box when publishing will also be available "soon." But for now I include a license.txt for every mod published. Hopefully the ones Ive edited are not ND as there has been no way for me to tell besides getting ahold of the author to ask them.
Is there any way we can pull basic stats on # subscribed or # players who have used mod in the last week? Weighing up whether it's worth continuing to work on one of my mods and could do with some usage stats
I donโt believe so, as I asked a similar question a week or so ago. Hopefully itโs a planned feature in the near future
closest thing ive found is sorting by subscribers on the website version of workshop
Someone made a 3rd party site, so there is some information
so many inactive players 
its old but thank you for posting what solved it ๐
Is it possible / allowed to make a mod that is only available to a single server? Like somehow make a script that stops the mod from working on other servers? Technically you can "use" the mod but it just doesnt work
Or is it possible to use a custom license that forbids the usage? But not sure if thats what the TOS means with:
The custom license shall also not limit the functioning of this ARMA REFORGER Workshop and shall support its purposes.
#enfusion_generic message See here and above for a conversation about exactly that
Has any mod been made that pulls the supplies and building system from conflict into GM?
takes 2 hours to download chernarus mod on a server
those rate limits are wack
would appreciate them being raised until servers can reliably update mods
Im waiting for somthing like this sense day one lol hope someone makes it
Tried logging into the workbench experimental tools and it's returning a "user not found" error despite being able to successfully log in to https://accounts.bistudio.com/ - is this expected behaviour?
yes wrong address. at the exp workbench login screen, create account from there
gotcha, cheers
Hey when I publish a mod I can still add stuff then update the mod adding the stuff correct?
Yes
cool thank you
to do that i just publish again right
Yup!
There should be a page on the wiki all about Publishing
Gives me detailed info and whatnot
we dont have any rate limits.
We did some investigation and it seems that it is caused by scheduler because download speed is bound with FPS so it means that download connection is not fully utilized when you have low FPS.
On server specifically it is bigger issue because there download is running in handler which is locked to 10 FPS (intentionally) compared to client where in Main Menu you have a lot more FPS and is not that big issue
We already have some plans for possible solution which would improve utilization of download connection even on low FPS.
what do you mean there's no rate limits? I can clearly see the download start at fast speed and slow down over time, which looks like a rate limit on the CDN
like on the CDN not in-game
then not sure, I was told that there should be no such rate limit.
also depends how much limited you are because I was looking on this and had no issue on client but server was slow.
it is indeed faster for me on client than on server
well if it's just a bug then that's great news, but if servers start using up a lot of bandwidth once it's fixed you might be forced to add rate limits ๐คฃ
I dont think so but we will see
If there was some need for rate limit then it would make more sense that it would be added because of clients rather than because of servers
One tweak that would be welcomed for the workshop is having an icon or indicator for mods that haven't been updated since the last big reforger update and so may have broken features - a lot of the workshop is turning into a scrap heap of not-updated mods and it's quite hard to parse out what works and what doesn't
on the website you can see the last modified date. Would be nice for the in game and website workshops to have the same features as well.
we already store version of Workbench which was used for upload (it can be found in meta data for downloaded addon) but it is not shown anywhere in UI...
Changelogs on web should have this visible when it will be updated
yeah understood, I have a lot more thoughts on Workshop I'd be happy to share but aware that the current state of workshop is probably more limited by engineering capacity than ideas. Thanks for the response!
aaand just saw the new workshop UI coming in the developer notes! Great improvements!
aaand its updated ๐
Ah such an improvement, great work ๐
One oddity I've noticed though - the change log is ordered by version number alphabetically rather than by date created UTC, my version numbers went from 0.1.9 to 0.1.10, so now the change log is all out of order
https://reforger.armaplatform.com/workshop/5AE50EC5B8D6F4AE-BritishForces/changelog
nice catch, will forward it to responsible dev
Love it, looks really nice. I should have started using the changelogs sooner in anticipation that one day they would be shown >.>. Being able to click links makes me especially happy
yay scenarios list
so now that there is no (easy) access to the assets api, it makes it harder to build tools to make my life easier (example: integrated mod browser in server management)
I would suggest that you either provide access to the api for users so they can build tools like this to make their experience better, or provide native tools like this bundled with software in some way - not doing either of the two means there is no interest in improving user experience and would be very disappointing
The one thing I dont like about the website version is how when youre on page 16 and click on a mod, then click 'back to workshop,' it takes you all the way back to page 1. Even if I edit the url and add page 13 or whatever, it refreshes and takes me back to page 1.
soooo Im not gonna be getting past page 6 for a bit i guess lol
yeah bug, will be fixed
should be fixed
Is it possible to redirect where the mods from reforger workshop download? I want it to download on a different drive
Thank you โค๏ธ
Suggestion for the workshop. Allow the mod author to post announcements for e.g. upcoming updates. And on servers in the console or something it can print this as kind of a message of the day. That way I can inform my users about an upcoming update or some known issues.
I don't want people needing to join some random discord servers for ever mod they use to be able to discuss it or get updates. Steam workshop allowed some discussions and thus pinned announcement posts too
Like the new workshop UI. Just a bummer I forgot to add my change log descriptions ๐
Im getting flashbacks to AOL dial up internet speeds. Its taking like 20min to DL a 4MB mod... ๐ข
Erm... yeah
Regarding that...
How can we play arma reforger in 10 years?
Could we get an option to setup our own backends?
Both for workshop and server browser
by then A4 has arrived and we play that for 15 years
Every time I enter the game, it downloads all the mods again from the beginning. what is the reason of this
Valid for all mods.
Have your configured any custom mod folder to store them via CLI param?
This happens to me too, but I cancel, refresh list, retry and it works better. (Doesn't force me to update mods that were not updated)
ArmaReforger
This mod "where am i" by ValterB has this compile error.
not sure if it needs updated or if i can change a line of code or in the tools
This mod hasnโt worked since it came out to my knowledgeโฆ.
Yeah broke on first update never worked again
You might enjoy the mod LAB6 Markers; it shows where you are + more.
everytime i start the workshop i get these errors i got i lot more but cant post it all is there a way to fix this? RESOURCES (W): ResourceDB: duplicate GUID found! @"$ArmaReforger:Assets/Structures/Infrastructure/Naval/Lighthouse/Data/LightHouse_Small_EXT_WindowSmall_LightPortal.emat" and @"$ArmaReforger:Assets/Structures/Infrastructure/Naval/Lighthouse/Data/LightHouse_Top_Entry_LightPortal.emat"
SCRIPT (W): @"scripts/Game/Character/Cameras/ADS/CharacterCameraADS.c,383": 'GetBoneMatrix' is obsolete: Use GetAnimation().GetBoneMatrix() instead
here is a nother one a lot of things say its obsolete now
Me too - I think its all just old code in the reforger dependancy which you can't change anyway. Make sure to clear the console before working on any of your own files so you can actually see errors which relate to what you are working on
Is filepatching for workshop downloads not working again?
It got fixed on 0.9.8, but now 0.9.9 it seems like it's not patching files when updating big mods, it's re-downloading everything?
yes, its broken
You mean delta patching, filepatching is side loading unpacked raw data during development, just to make sure your question is understood correctly
it should be fixed in next update
yes, my bad || I don't speak computer, it's all just magic for me really :D||
Do the tools have to upload the entire mod package every time you publish? Or is it just the delta between current version and new?
(I guess this is the other side of the same question just asked about downloading)
upload is without delta patching
download should be with delta patching but since last stable patch it is broken
it should be fixed in next update
Looks like when you log in with a different BI account in the workshop and upload a mod, all previously published mods will change ownership to that account too...
The โwarning you are leaving the reforger pageโ modal shows even if clicking a link to another workshop page
Repro: on mobile (or desktop) visit https://reforger.armaplatform.com/workshop/5E0A8495EA7AAA76-BFSuppressorMod , tap link to British forces mod in description
adding suppressor support for the L119A1/A2 and L129a1
New sound for L129a1
BRITISH FORCES
by TepacheLoco
https://reforger.armaplatform.com/workshop/5AE50EC5B8D6F4AE-BritishForces
I sure hope so! Tired of waking up to a frozen server that failed to update mods. Maybe I'll have to start locking version numbers in config to avoid this in the meantime. I thought there would have been some kind of hotfix out by now,
What happened to the project redline uh-60?
wrong channel either way
ask here i suppose - https://discord.com/channels/105462288051380224/1062247340938895402
;P is it possible for a rhino mount in the game RHINO mount is the base that holds the NVG in place) which gives the user's helemt he look of a rhino.
maybe more helemet variations as well :
I really wanna learm how to do this stuff so i can start pumping out content ๐ฆ
already in RHS mod
well, we can add an empty rhino mount to slot if you want
Is there any info on what this update means? Does it mean I can add a friend as a contributor for example, and they can add or change the mod with me? "Added: Users can now specify contributors when publishing their addon"
Yes, that's exactly it. Tomorrow wiki will be updated
ahh sick, can 2 people be working on the project at the same time or is it one at a time?
so only through 3rd party repository? not native reforger tools like collab or anything? WHat does contributor actually allow them to do then because you wouldn't need contributor to work on a project through me giving them the files directly would they? Basically could we both be working on placing things in the terrain in the same project without external tools or having to use perforce / git?
still getting freezes on updates that force me to delete the mod and download fresh. Are you sure file patching is fixed? (Server side)
It means you can probably both upload to the workshop. Not more not less.
Are you sure file patching is fixed?
This is most probably not related to file patching but to other issues which are known and some even already fixed internally but not yet merged since they might be little bit more complex changes which would require more tests before they could be released.
I only get this issue when a mod tries to update, not when it downloads fresh. If that helps at all, IDK ๐คทโโ๏ธ
Contributor allows other people (your collaborators) to upload updates of the mod to the Workshop via "Publish Project" action. Workbench itself has some integration with SVN (https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Options#Use_SVN_integration ) but you still need to set SVN repository yourself
awesome, thanks all ๐
That's what I meant, like a little empty rhino mount slot so you can wear the mount , just without the NVG's ๐ โค๏ธ
@round token - #creators_recruiting
What does the SVN Integration noted here: https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Options#Use_SVN_integration offer? If I set up an SVN for my mod is it essential or just convenient?
You can do fine without it however some tools benefit from it. Such as the script formatter that uses SVN diff to only change lines you recently edited.
why are the downloads so slow? I swear i get better speeds as a client than my server does for downloading/updates.
Ive gotten up to 20MB/s one time
Are you on BI's wifi? ๐คฃ
it's been reported in the discord like 4 updates ago that servers download much slower
I get 2-3MB per second which is the same as my usual steam downloads, nothing unusual for me. 
I get more like 2-3MB per minute ๐ฆ
like mom get off the phone, i need to get online! LOL!
SVN offers two main advantages:
- When working in groups it offers a good convenient and safe way to sync files with each other.
- Version control, every upload is stored incrementally and you can roll back to any version
Well it's not git but it's something
Aha yes I am aware of the advantages, it was more whether the integration added some neccesary functionality (which Arkensor answered well) - thanks anyway!
no, it just means that you can do svn updates and commits directly through workbench UI
Just got kicked from a server and have to re-download the same version of RHS I had before I got the RPL flooded kick? Thats not right, what's going on here?
Is a mod capable of changing the volume level and range of someone speaking?
Like in my mind Iโm picturing a megaphone someone could hold and when they use voip into it, your louder and people farther away can hear you, or it could go in a car ig.
Idk Iโm not a modded and Iโm not here asking anyone to make this. I was just curious if sound can be altered like this ingame?
whe nthe helis gonan be fixed?
sometime after they are in the vanilla game
Look at R3D_Core. The pilot helmets have what you are looking for.
for the nth time, this isnโt the placeโฆread the channelโs description before posting
Guys can we fix the workshop please? Im so tired of waking up in the morning to frozen servers due to failed updates. Id rather not have to version lock every single mod, but that seems like what I'll have to do until this is fixed on your end! ๐คฌ So annoying! Please make this a priority!!!
Wow, while I was posting, another mod failed to update... This is really bad... ๐
It got worse in the latest update im pretty sure
I agree, strange things go backwards after updates.
workshop kinda borked for like, forever
Does anyone know if the grey wolf mod maker is in here,???
Grandpa thank you for helping me with the heli lol they can fly , but wonโt shut off or have sound ๐ญ๐ do you have the link to the Reforger roadmap or does anyone??
I wanna see skemthjng related to the workshop
Lots of complaints from players saying they cant update their mods on xbox, and it wont delete mods either, leaving them with the only option of deleting all mods. This is totally unacceptable! No more new content until the workshop is fixed!!!
nobody should have to spend 30 minutes trying to update your mods. This is going to hurt future player counts with people giving up and leaving the game.
Another report: "Had to clear my saved Data and cache, AND reset my MAC" not good!๐
again 4/7 updates failed and must be deleted from the server manually so they can download fresh... ๐
haha mac reset, why
๐คทโโ๏ธ I guess they were literally trying anything they can think of to fix their workshop issues.
I also just got home to another server instance that was sitting there for the last 3 hrs, failed update again. Kinda wish there was a way for me to know if an update failed so I could delete the failed mods via my batch file. I really don't have the time to sit down and version lock every single mod and dependency I'm running.

omg is that a truck gun? can you shoot it? LOL!
its attachment bug, every 5 restart scene
Another report from one of my players: Anyone else having to constantly re-download *****, or *********** mods? Literally every single day. Even after downloading in mod manager you try to join server and it makes you download em again. This **** mad annoying lol Like **** I gotta wait 1 hour to play everyday Workshop needs a hotfix asap!!! I have these mods version locked, so he shouldn't be having to download them again... ๐ A "we're working on it" would be nice to hear, that you guys realize its broken and it's a huge problem for the average player who plays modded servers.
If you read the patch notes, every time there is some fix in there about mod downloading. So they are working on it. It has gotten consistently more reliable over time.
But yea, shit's still broke.
IMHO its worse than the last major update. I didnt have nearly as many problems then. My servers never froze downloading an update like they do now. It used to be 100% automated and now its so broken.
It has most certainly not gotten better. It has gotten so much worse
Do they even test on Xbox? The replication steps are literally:
- Own an Xbox
- Join a modded server
Dose anyone know where to find interiors for BMDs?
sorry what?
Half the time I download more than 3 mods(in the same go) it just freezes at random points, that is when it is finishing it is both before and much after the progress bar has reached the end of each mods progress bar.
adding on to this: I recently deleted my addon folder and holy hell 5GB of mods took me an hour on a gigabit connection to an m.2 SSD.
what platform
The best, PC
Instructions to Avoid Save Data Deletion on Xbox When Dealing with Download Failures and Mods:
-
Download Process Start:
- Begin by initiating the download of the necessary mods for your game.
-
Monitor the Download:
- Keep an eye on the download progress. If the download fails, accept the initial notification and stay on the download screen where the failure occurred. Do not click away.
-
Immediate Dashboard + Quit:
- Without clicking away from the download failure screen, quickly press the Xbox button on your controller to bring up the dashboard.
- Navigate to the game in focus and press the "Menu" button (the three lines button) to reveal options.
- Select "Quit" to exit the game entirely.
-
Reopen the Game:
- From the dashboard, reopen the game you were working with.
-
Access the Workshop:
- Once the game is open, proceed to access the workshop section where you install and manage mods.
-
Manual Mod Installation:
- Instead of relying on the failed download, manually search for the necessary mods within the workshop.
- Install the mods one by one, following the usual installation process.
-
Enjoy the Mods:
- With the mods successfully installed, you can now enjoy your game with the added content and features.
This has worked consistently for myself for the past week to get around deleting saved data and reinstalling completely. I cannot guarantee it works for all but it canโt be any worse than the alternative so I figured I would share. The issue primarily occurs with larger mods such as TFM uniforms or RHS
If this works for anyone pls lmk or react to this message so we can pass it to others.
Worked for a few other guys so far, maybe try sending this over to yours?
I want to bring in the BMD-2 into reforger ๐คฃ ๐ bro do you hate me or something?
Im actually playing myself tonight (on pc) and I keep having to download the same mod (that has not updated, I know its version locked and not updating server side) each time i join my server... Thats really dumb, this is a major problem for both xbox and PC and we need a hotfix!
Yeah that happens to me on some servers aswell. Deleting ALL mods and then rejoining the server for fresh downloads fixed it for me for a while and then back to the same thing๐
(Xbox)
and you should feel free to do that, but this is the wrong channel for it...
07:44:08.301 BACKEND (E): Fragmentizer: Request error 39/684 SHA: '82ba46c45fd721a6ff7677261e52a148355c4d6327c43168555a481274c3820ce3b8ae20e1304bf50d992124001b11e89db7cecd5157ea2d84f73912685028db'
07:44:08.401 BACKEND (E): Fragmentizer: Retrying download from fragment 39/684
07:44:08.803 BACKEND (E): Fragmentizer: Can't read fragment SHA: '82ba46c45fd721a6ff7677261e52a148355c4d6327c43168555a481274c3820ce3b8ae20e1304bf50d992124001b11e89db7cecd5157ea2d84f73912685028db'
07:44:08.902 BACKEND (E): Fragmentizer: Request error 39/684 SHA: '82ba46c45fd721a6ff7677261e52a148355c4d6327c43168555a481274c3820ce3b8ae20e1304bf50d992124001b11e89db7cecd5157ea2d84f73912685028db'
07:44:09.002 BACKEND (E): Fragmentizer: Retrying download from fragment 39/684
07:44:09.502 BACKEND (E): Fragmentizer: Can't read fragment SHA: '82ba46c45fd721a6ff7677261e52a148355c4d6327c43168555a481274c3820ce3b8ae20e1304bf50d992124001b11e89db7cecd5157ea2d84f73912685028db'
07:44:09.602 BACKEND (E): Fragmentizer: Request error 39/684 SHA: '82ba46c45fd721a6ff7677261e52a148355c4d6327c43168555a481274c3820ce3b8ae20e1304bf50d992124001b11e89db7cecd5157ea2d84f73912685028db'
07:44:09.602 BACKEND (E): Downloading has failed! Repeat later or try different mods.```
Please fix the workshop! We're begging you!!!
when this happens, it never succeeds, you have to delete the mod and re-download. This is server side, not client side.
This is what's happening when I wake up to a frozen server, it now requires me to manually intervene to get the server up again. This is unacceptable!
I just had that bug where RHS fails to download at 90% and the game crashes. It did not need to download the mod again, I had the correct version already, I have it version locked server side. I am on PC and here is the crash log: ```Reason: Access violation. Illegal read by 0x7ff69eaa1d8a at 0x98
SymGetSymFromAddr:487, addr:0x7ff69eaa1d8a
SymGetSymFromAddr:487, addr:0x7ff69eb80c8e
SymGetSymFromAddr:487, addr:0x7ff69eb8cdbc
SymGetSymFromAddr:487, addr:0x7ff69eb8c307
SymGetSymFromAddr:487, addr:0x7ff69eb106d0
SymGetSymFromAddr:487, addr:0x7ff69eb0f376
SymGetSymFromAddr:487, addr:0x7ff69eaa92d6
SymGetSymFromAddr:487, addr:0x7ff69ea995d5
SymGetSymFromAddr:487, addr:0x7ff69ea993db
SymGetSymFromAddr:487, addr:0x7ff69dc80c3f
SymGetSymFromAddr:487, addr:0x7ff69dc80e30
SymGetSymFromAddr:487, addr:0x7ff69ef34dd2
[BaseThreadInitThunk]: ??? addr:0x7ffcda327614
[RtlUserThreadStart]: ??? addr:0x7ffcdbfe26b1
[RtlUserThreadStart]: ??? addr:0x7ffcdbfe26b1```
Now its refusing to even start downloading after restarting my client, keep getting a pop up that reads: ```Error
The following mods will be affected:
- RHS - Status Quo
The mod no longer appears in my Mod manager, I have to go to workshop and download it like I've never had it. But it never should have attempted to download again in the first place. Just wasted 10min trying to join my server with no mod changes server side. ๐ Ridiculous!!!
@lament inlet
it is mentioned on that page that right now it is set to 20gb on xbox. It could be probably set even to 100GB (dunno how MS would react on something like that) but that space would be permanently reserved - Reforger would take 120GB on your drive whether you have or don't have any mods installed. There is option for Growable PLS ( see https://learn.microsoft.com/en-us/gaming/gdk/_content/gc/system/overviews/local-storage ) and I think it is investigated how to implement it. I think MS FS is the only "game" which is using it
The growable PLS seems to be the right way to go? but indeed you need to extend workshop with proper storage pace checking functions as it seems to work a bit different
this makes a lot of sense obviously - download speed was around 180-200Mbs (around 2 mins to download) - full download, not shown correctly
Is anyone here having problems with spacestrider tank mods not loading correctly? (Personal statement that m1 abrams does not want to load/update yet it shows in mod menu) if i am in the wrong area or has any answers to it thank you
I had to delete it to be able to update it. It froze my server with a failed update.
Workshop is still hella broken, more people should complain imho, Im very afraid they're not making it a priority...
....aaaaand my pc client is once again re-downloading mods i already have that have not updated... This is so frustrating, no wonder nobody plays this game! ๐คฌ Quite a few of the regulars in my servers have given up and left they're so frustrated with this crap.
I might be wrong but don't you run the chillfam servers or am I thinking of another guy
I might be, why? ๐ฉ
what mod adds in that giant russian/soviet tank destroyer? Shits badass
if youre talking about the K17, that's RHS, if not its another one of SpaceStriders mods
Bohemia please fix xbox's speed lol
I think I saw somewhere up above that might be an xbox issue, bandwidth limitation. Dont remember where I read that
If that's the case. Sucks a lot
Oh sweet, client crashed on pc. Have to download RHS AGAIN!!! for the 500th time... no update, the game just yeeted the mod off my client I guess. ๐
I found the post, but please do not post in the RHS thread about it, they really really hate that: #1050079312977596426 message
here this is probably better and has a link to the microsoft article: https://community.bistudio.com/wiki/Arma_Reforger:Workshop#Download
Sick, downloading RHS AGAIN, because you know... it wasnt updated or anything... ๐
now joining my other server and redownloading completely different mods (that were also not updated/version locked). Why dont i have to redownload rhs on this server? This makes no sense at all.
Do you have rhs version locked on all servers? Maybe you downloaded different version when joining some other server
yeah this happens a lot especially for mods that update often
but it's normal... btw how does delta patching work when you need to juggle versions like that?
Backend stores now all versions of mods and is able to calculate differences for all versions
I don't remember though how many versions are stored in user pc though or if it's just one version
but the download when swapping versions should be only the diff?
From what I see in my downloads folder the client only stores the most recent version and if I am not mistaken if you have something later than the old one it simply re downloads it. Not sure if the delta works backwards as well. I just speculate but it would explain why jumping between servers with different versions might have this rather unpleasant experience.
Configuration option on the client would be nice to allow us to chose how many versions we want to store
Issue with mod showing up in WS after changing from unlisted to public. Anyone seen this and have a workaround?
What kind of issue do you have? On Web workshop or in game one?
both
I gave it 24 hours to show up
yea that is right but only if you search it.
hmmmm okay great. Not showing in my viewer. Let me check.
Thank you!
Recently added date regardless of unlisted or public...
status
fyi: tested it and delta patching also works when downgrading
so dang tired of the in game server browser not detecting the correct mods when you join a server. half the time i join a server i have to cancel mod downloads that i dont need. and then redownload them again because it started changing the version on me...
this ones new (on stable) cancelled downloads and now im stuck in the downloads window, cant get out, gotta restart the game i guess. Why are all the basics so broken. Please no more new features until the basics are fixed. This is a major cause of players frustration and this should be addressed asap imho.
literally had to alt+F4 to get out of that
Class: 'SCR_WorkshopItem'
Function: 'Internal_StartDownload'
Stack trace:
scripts/Game/Workshop/SCR_WorkshopItem.c:1529 Function Internal_StartDownload
scripts/Game/Workshop/Actions/SCR_WorkshopItemActionDownload.c:211 Function StartDownloadOrLoadDetails
scripts/Game/Workshop/Actions/SCR_WorkshopItemActionDownload.c:117 Function OnActivate
scripts/Game/Workshop/SCR_WorkshopItemAction.c:138 Function Activate
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManager.c:275 Function DownloadItems
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2779 Function JoinProcess_CheckModContent
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2701 Function JoinProcess_LoadModContentVisualize
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2682 Function JoinProcess_LoadModContent
scripts/Game/UI/Menu/SCR_ConfigurableDialogUI.c:338 Function OnConfirm
scripts/Game/UI/Components/WidgetLibrary/SCR_NavigationButton/SCR_NavigationButtonComponent.c:133 Function OnClick```
also: ```Reason: NULL pointer to instance. Variable '#return' during call 'WorkshopItem.Thumbnail'
Class: 'SCR_DownloadManagerEntry'
Function: 'SetupWidgets'
Stack trace:
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManagerEntry.c:107 Function SetupWidgets
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManagerEntry.c:98 Function InitForDownloadAction
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManagerListComponent.c:98 Function AddEntry
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManager_Dialog.c:248 Function InitList
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManager_Dialog.c:78 Function OnMenuOpen
scripts/Game/UI/Menu/DownloadManager/SCR_DownloadManager_Dialog.c:38 Function Create
scripts/Game/UI/Menu/ServerBrowser/SCR_ServerBrowserDialogManager.c:459 Function DisplayModsDownloading
scripts/Game/UI/Menu/ServerBrowser/SCR_ServerBrowserDialogManager.c:138 Function DisplayDialog
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2781 Function JoinProcess_CheckModContent
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2701 Function JoinProcess_LoadModContentVisualize
scripts/Game/UI/Menu/ServerBrowserMenuUI.c:2682 Function JoinProcess_LoadModContent
scripts/Game/UI/Menu/SCR_ConfigurableDialogUI.c:338 Function OnConfirm
scripts/Game/UI/Components/WidgetLibrary/SCR_NavigationButton/SCR_NavigationButtonComponent.c:133 Function OnClick```
I literally got about 10min of playtime in tonight and the other 35 minutes were spent dealing with mod downloading issues... ๐
classic alphabetical sorting
Yeah raised this a while back, if this was the intended ordering then the publishing tool should enforce it
Just tried to delete/update a few mods on one of my servers and I kept getting a script mismatch (like 3-4 times in a row) when downloading fresh, until I RDP'd into the server and literally copied the updated mods from another instance and pasted them. Workshop really needs some work guys!
It's weird that Bohemia used version number for sorting instead of timestamp. With sorting by date such thing wouldn't be possible
I wonder if it's the backend sorting wrong or frontend reordering, didn't check
backend, the next data blob fetched is incorrectly ordered
and frontend just iterates the data with a mapper
now we are getting multiple reports of people who cannot connect to the server due to the error: Kick cause code: group=4 โDATAโ, reason=2 โSCRIPT_MISMATCHโ
Always xbox players. They have cleared the entire reserved space, uninstalled and reinstalled the game, power cycled their console and they still get this error which makes ZERO sense because they are downloading the mods from scratch.
Can we please get a response from the devs that this is at least being looked into
it seems as though mod dependancies are not version specific.
Today the BMP3 mod added a dependancy (SpaceCore)
Our server was still on the old version of BMP3 without the dependancy, however people joining the server would be forced to download the dependancy anyway. Therefore they would be out of sync with the server and get a script mismatch
and every time a mod updates we need to delete it entirely from the addons folder on the server or the server will just not start
it says its downloading the mod but nothing happens
I waited 10 mins for a 800kb mod to download but nothing
the workshop is just entirely broken
JLTV does not require spacecore, only the tracked vehicles need it, so that is very strange indeed!
I saw one of the RHS guys say they cant publish in exp, so let just pray its not worse when they push to stable
awesome.
and still zero response from devs
theyve responded to all sorts of other things but they will not respond to anything about the workshop
I know its infuriating!!!
thats got to be why my servers have been half populated today
yeh if you have BMP3 mod do a restart
wasnt there a workshop status page at some point? anyone got the link to that?
looking like its mostly an xbox problem, I usually have like 85% xbox players but tonight they are 30% and the total pop is way down
Tried to clear reserve and re-download 1by1 and nothing.even reinstalled game.pulling hair now
N yea im on console
Vex in striders thread found a possible fix. Remove all mods that require SpaceCore, then download SpaceCore fresh on your server. Then add back the vehicles after you have SpaceCore downloaded.
Ok ill give it a shot now
I still dont know what to tell xbox clients, I can see them attempting to join and getting script mismatch... ๐คฆโโ๏ธ ๐ญ
got a ton of these in my server logs: NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0xFE77C55EB62E3049 remote=0xFE44E6424940E28B
maybe they are just tired of deleting their entire reserved space and reinstalling over and over. This is really really bad for the game!
I disabled space core and I got right in
on your server? so youre not running any tracked vehicles anymore?
Almost all of my mods use it now since it also contains turret stabilization
No its not my server it's darkgru conflict.i kept having that mismatch content error so I did what u told me but disabled space core and I had no error pop up n now I'm in
ah I was checking on the web workshop for dependencies and i remember that is not updated as often as the in game one
We have fixed it on DarkGru. Just needed a restart so it would add spacecore and get latest bmp3
None of this should be required just to join a server, regardless of what modders do. It's ridiculous
I feel that.thanks brother
are you sure about this? I tried it on stable with old BMP-3 version and I didn't have to download any dependencies
well yes, current version has a dependency
not 100% sure and didnt replicate it myself, just had people complaining about having to download spacecore today and then getting a script mismatch, when the server did not have spacecore downloaded at all
I think the mod may have been updated from version 1.0.0 to version 1.0.0, or deleted from workshop and published with the same guid, maybe messing with the delta patching or something
{
"modId": "5B383D4CB27E0D54",
"name": "BMP3",
"version": "1.0.16"
}``` I launched server with this version (without dependency) and I was able to connect to this server. I didn't have to download SpaceCore
I restarted the server so it would update BMP3 and get spacecore.. then it didnt start and was stuck on downloading spacecore
so I deleted everything in addons folder and started server and everything was fine once it had redownloaded all mods
spacecore is a dependency for the latest versions
yes but what if you have version: "" in the config when the server starts, and then a dependancy is added
yes, I know. I'm curious about why it was supposedly downloaded for older version
which you wont be able to test atm
its added even with version if the addon version uses it
but now that the version has been incremented to 1.1.0 it downloads correctly and no errors
ah, so you were using latest version on the server -> mod got updated -> server was not restarted
this issue is nothing compared to the other issues with the workshop
correct
look at the dependency, mod created 28.08.2023, go to changelog version 1.0.0 created Wed, 30 Aug 2023 06:03:22 GMT
how does that work
if i make a mod, upload it, then delete it and publish it again, how does mod update process work
well if it was me, I'd be ignoring the version number and just using a checksum hash
same checksum hash = same version
but who knows if reforger does that
Yeah wish we could test on exp. Those seem mostly client related, except I have hope for that ambiguous last one
There should be also fixes for server downloading
amazing news
hope that myself and @mellow creek being vocal about it inspired you xD
๐ฅน
Would have been great for this holiday weekend, but I guess we have another week of crying our tears dry at least ๐คฃ
The longer an experimental update stays in experimental the better
I'm so glad to see multiple updates into exp branch before they go live
Indeed! I see people posting sometimes "just push to stable already!" And I'm like, these kids have no idea what they're asking for, not realizing how many other things could break. Like I just read optics got changed again and modded optics are broken again... โ ๏ธ
so workshop blew up huh
did everyone that tried to publish an update today get their mod nuked?
nvm my suppressor mod blew up without me touching it which is not how it usually happens
yeah i think its not related to people who published today
both rhs got nuked, and we only tried publish one
your suppressor mod is still there for me ๐คทโโ๏ธ
I also just uploaded a new scenario and updated it without issue.
On my Server the suppressor mod is functional and i can join without a problem but many players cant join and they cant find the suppressor mod in the workshop.
Some people downloaded it in the workshop and then they have an empty suppressor folder on the pc
Well geeze I guess I'm lucky on that one!
Did you happen to upload a mod today to exp workshop maybe?
negative
just had my first report of suppressors mod failing to download for an xbox client... even deleting the mod it continuously fails to download. rip workshop โ ๏ธ I sure hope they fix this tomorrow as Im sure theyre all sleeping now. But this is a HUGE problem and must take priority! Whoever makes it into the exp playtest tomorrow better let them know the workshop is super broken!
They are well aware
well they could say something about it! Maybe acknowledge the fact that its broken?
rip in pep fo sho
you two guys' mods are the only ones i know of with this issue, But I actually see bacon's on the web workshop, RHS is the only one i know of giving a 404.
they need to be in office first I bet
I hope the workshop guy is not on holiday!
hes working on it ๐
May the force be with the workshop guy(s)
Any updates?
stop spamming this channel with gifs please
Is it fixed yet?
There would probably be an announcement if it was
You guys know itโs Saturday right?
Yeah I'm afraid they left it as is for the holiday weekend.
For real?
I mean if I was a project lead, I'd say "looks like we're pulling overtime this weekend boys!" But who knows what's going on. ๐คทโโ๏ธ
Hello, I'm having a problem loading a quest. Always appears the error: "Game resources don't match server resources
Kick cause code: group=4 'DATA',reason=1 'RDB_MISMATCH'. How do I resolve this?
Delete your game and reinstall it
If they Fr left it for the weekend thatโs so annoying
can i make all my 2k textures to 1k by 1 click? Like unity or unreal
Done that about 10 times in the space of 2 days ๐คฃ๐
@umbral nacelle yeah itโs annoying but I did it once and it fixed for me
But I only play one server which is mine so thatโs prob why
in #reforger_workbench nope
The mod is currently having issues
Imagine if this would have been made after discovering the disconnect bug!? ๐คช
Project lead after 365 day's 24/7 "Almost there just a little longer!" ๐ ๐ป
Is it possible to collab with someone on making a map, and if so how would one go about doing it? Started a map recently and my buddy wanted to throw in some help but not sure how to go about it.
Regular source control probably
If you want to save some trouble with merging or overriding files, you could also consider having separate layers for each of you, as they are different files
Thank you for the response its much appreciated!
You can use layers in the world editor to separate work in different areas
The broken workshop mods should now be fixed, please report if you know of any that are still broken.
Suppressor mod is still broken and is being handled
I noticed on changelog for my suppressor mod there's the same version 1.0.9 posted twice
thought that was a little weird
Suppressor mod should be fixed?
Suppressors aint fixed
I just tested downloading and it worked for me, what platform are you on? Xbox it seems
Yeah xbox im still getting download failed even after closing app and opening it back up
Idk if im doing something wrong or what
I assume its the known xbox issues that are fixed on experimental
When is that update happening?
but they started on friday?
But there is a bug on xbox where trying to download a previously failed mod is broken
oh yea, right
My question is how are some people able to play the server and others cant
Can you delete the mod and redownload it?
All of the mods or just the suppressor?
try only suppressor first.
Thankyou it s working for mee
So far anyway its actually downloading this time
Suppressor isnt downloaded thats the thing
what platform are you on please?
Xbox
I feel bad for Xbox users, that workshop bug and then the download speed caps, sounds like a nightmare. I keep hearing people have to delete their entire mod collection and re download everything. That's just crazy to me! Nobody should have to do that! Some people spend their whole available play time just downloading the mods. ๐ฆ
It takes me 12 hours to download your mods at 200 kbs and im probably gonna try to redownload all again
I hate to say it, but that's probably gonna be faster than waiting for the bug fix to be pushed to stable branch!
Xbox series x
Never mind mods downloaded but still got rdb mismatch
No idea if its the suppressors doing it or what now ๐๐คฃ
I'm getting rdb mismatch aswell
Hello and Help. In the Workbench under "Resource Browser", my project/mod has disappeared and is not listed any longer. When I launch Arma Tools, the project is listed there, and when I click to open, it opens a completely different mod, and my project/mod isn't listed in the Resource Manager
(Sorry if this is not the right chat to ask this)
Probably your mod failed to be launched for example due to missing dependencies
Check logs for more info
will do..ty
That worked. Took a while to find out what mod was messing it up, but it worked. THANK YOU SO MUCH for the help
Nail on the head my friend. As a console player Iโve watched it break to many friends spirits for this game.
Indeed many have already just completely given up
Atleast 20 odd people from my server have given up, its a shame. Im trying to think of everything that could make it work for them, but still no luck sadly.
Is it possibly the server hosting company? I know it seems unlikely but just a thought.
Nah it's just general workshop issues, I'm looking forward to the fixes mentioned for exp branch, hopefully some of those will come back and give it a shot again after the fixes!
Im deleting the mods 1by1 and reinstalling them 1by1 and got a different error
Yeah man hopefully its soon, can get our server population back to normality!
What error?
Hmm, no idea bro
Script mismatch means the mods don't match on client and server.
rdb mismatch comes up a lot in discords currently
yeah I think that current stable has some issues with writing into file on Xbox.
It is slightly different compared to PC
so far seems like most of script mismatches are on Xboxes. CRC validation also received few fixes in recent experimental updates
some dudes telling me that it persists even after a complete reinstall
even when clearing persistent storage? Xbox in such case should nuke all data so nothing should stay behind.
But we will see once fixes from experimental are pushed into stable.
We merged quite lot of fixes (not every is mentioned since some can be quite low level or hard to explain and would just clutter changelog)
Still getting rdb mismatch do the devs know how to fix this? ๐
I'm curious why that started happening without a game update to stable. Something on the backend? Seemed to start happening about the same time as the backend update that yeeted rhs from the workshop.
Its somthing to do with a certain mod and i cant out my finger on What it is
I try join jsco server for example, and i get rdb error, but i join this server im on now called โproject operation a-10 testingโ bare in mind this server has like 2 gig more mods then the jsoc one and i can play this server
I've never seen this issue on my servers so I suspect it's related to a specific mod. (One that I'm not using)
100% man thereโs a mod most public servers are using and its killing the game
Knowing which mod could really help
i have a feeling its either spacecore or suppressor mod
This server im on now has both of them mods though brother :/
fr?
Take a screenshot of both mod lists and compare them
Yeah that a-10 server has pertty mich everything g jsoc has
Yeah ill give it ago broo
Yeah I use those mods too, no issues
Might want to compare more version numbers as well. Maybe they are running an outdated version?
Will check inabit, Its weird though because im on xbox along with alot of others yet for some it doesnt work for them
its like theres no explanation for it
Yeah I do have a lot of Xbox clients that play on my servers without that issue ๐คทโโ๏ธ
very strange
issues started around Friday, suppressors mod was last updated at 20th of july, more than a month ago, how did the mod break on Friday specifically without any changes made to it?
Thats a good point, Me and a couple others are trying to see what mod could be causing this problem instead, the suppressor and spacecore mod works on other servers so thats ticked off the list.
rdb mismatch means that some content is different between you and the server, it's not something modders can help with
it's possible that only some mods have corrupt content, so report those but please don't hold mod creators accountable for platform issues - it's not enjoyable to have my mods report bombed for issues I have nothing to do with
just saying in general
Im starting to think its mods that havent been updated could be the reason, Is that possible?
Or would that no make a difference.
this is the case when a game update rolls out and mods break, there were no game updates on friday
did you see the twitter announcement?
The one posted earlier today?
yeah, posted a bit late since the issues started on friday
but it's for that issue
Yeah thats what i thought
it also seems like mod corruption on xbox is still existing now despite the workshop being fixed
so maybe just wait for a patch
waiting sucks and it makes you feel like you want to figure it out but really until the corruption bug is fixed in the first place it'll just keep happening
it also seems like mod corruption on xbox is still existing now despite the workshop being fixed
because it is game (frontend) specific issue and not Workshop (backend)
new stable might fix it, as I mentioned in previous message, Experimental currently contains ton of fixes for Workshop in game
in general the workshop experience is much better now than it was last year, so over time there is big improvement
Yeah guess we will have to wait then, its a shame, people are losing intrest in the game because of it
Agreed
The whole time Iโve okayed arma ive never had workshop problems untill friday
I love this game despite all this, hope it gets better
But known of so many people it effected for months
So one of these maybe causing the bug
if you are very motivated to find out which mod it is I can give you access to a server and you can add them one by one and test
Honestly bro i have no idea how to do any of that :/, i was going to wait for the server owner i know to trial and error it
don't worry I'll walk you through it if you want
I guess we can give it ago bro theres only 11 mods to test
The error is showing up for people on PC aswell
is that pc or xbox with mouse and keyboard?
PC
oh ok then I take that back
But very few people on PC I believe
Are there actually others playing on that server you're trying to join? If not, it may be a server sided issue.
Typhoid has done some messing around on bacons test server, and we believe it is the 75th Ranger battalion pack, He downloaded 11 mods that could have been the problem and put it in the server. He tried loading in and got the RDB mismatch error, he then removed the mods 1 by 1 and kept testing it, once he removed the 75th ranger battalion mod the error was then gone and he managed to load in.
If you have this mod in your server try temporarily removing it and test it with the people who cant get in.
Nice! Glad you guys were able to figure that out!
Seems like rdb mismatch is happening to xboxers (and some pc?) with mod 5D968035B69FD43B
Quick fix is to reinstall just 75th ranger pack 2
Tried it on my end with DS with clean install of 75th ranger pack 2 and I didn't have any issue
Now I'm getting a script mismatch tf is that
can you share name of server maybe?
2nd ranger battalion server 2
Afgan map
I cannot find such server?
@humble wigeon
on xbox? I guess it's random
on PC, I will try it on xbox tomorrow
No itโs not
That mod runs on TFM Uniforms just reinstall the dependency and the mod itself if that oneโs corrupt for you
We tried all 3 dependencies and it worked. Stopped working after adding the pack. Then it worked with the pack. Seems a bit random to me.
What's the dependencies I'm having the same problem
folks are still sending me reports about the suppressors mod, I guess at this point it's the xbox bug?
@dense scaffold have you tried republishing the mod after the fixes this week?
I have not, the mod wasn't updated for weeks and stopped downloading for people on friday
BI said they fixed it
I'll try it anyway
ok now the servers failed to download the mod and froze as well
did they failed to download suppressors mod?
they didnt say they failed, just froze, I waited 15 minutes which should be enough to download the mod
as in update, I've deleted the download to have them try without updating now
that worked, update didnt
yeah i saw updates failing on servers before as well
This is a common issue with current stable. Every time a mod updates we have to delete it or even sometimes all mods or the server just stalls on startup after starting the download
Hopefully it's fixed in experimental
Yes that's been a problem for months!
comes up so often I added a button in the admin area specifically for this
@olive iron in case you haven't seen
Just saw your message, sorry
ok this is crazy... One of my 3 instances will freeze after updating suppressors mod (its a dummy update with no changes), but if I roll back to 1.0.9 it doesn't freeze. WTH is going on with this dang cursed workshop?!?
Its fixed
Referring to vapes 75th ranger pack we solved it and its working for multiple people now
Fixed? ๐คฃ Then why am I having this crazy issue only on one server instance? The versions of the mod are exactly the same...
Not sure but the people who was having this issue are no longer having it
ive tried this and it dont work
Well I'm a person and I'm reporting an issue still exists
shits annoying ive had this issue for like 3 days now
It has to be a backend issue
have you restarted within last 5 mins?
the game?
the server may need a restart
idk the thing is ppl are playing it
mod was fixed like 5-10 mins ago and the 1 server i restarted for them to test worked for them
im playing on the 2nd ranger battalion server
Its only a issue for some people
About 30 min ago I was restarting multiple times to figure out which mod was causing the freeze
mod was fixed like 10 mins ago
updated*
try 3rd ranger pub1
it was working for most
I updated fine on another instance on same machine, I even copied it to the other instance and it freezes on server #3.
Wait, what issue are you having?
the RDB_MISMATCH one?
No server freeze on update
oh i was talking about something else
Suppressors 1.0.9 is exactly the same as 1.0.10 and 1.0.10 is freezing only on one instance, but rolling back to 1.0.9 works just fine
ill try
Lmk if it works
by some fucking miracle im in a server
not pub1
a private company 1]
but im finally in
thankl
Bravo!
Getting rbd_mismatch
Delete the 75th ranger mod and reinstall it
Donโt have it installed
No idea why and I didnt see many others reporting a problem, but one of my servers tried to update NightVisionSystem to 1.1.8 but both 1.1.7 and 1.1.8 freeze my server, I had to roll back to 1.1.6 for it to start up again. I think there is still a workshop problem of some sort... ๐ฆ
this is not the same server instance I had issues with suppressors mod updating yesterday, but same machine.
Same Problem cannot use 1.1 8 on my Server.
Does the update process freeze it or the mod freezes it?
if you want I can push another dummy update so you have more versions to play with
I just tried it on multiple versions of game and had no issues with downloading it 
I was trying to download only Nightvision alone, can you also try it? If it still has issues can you send me logs?
how about a server config parameter or something that disables delta patching and always redownloads the whole thing
until it's 100% sorted out
I think you could give experimental a go - there is quite a lot of fixes for workshop downloading.
I hope so because there are workshop issues on and off for the past year
@misty tide I am having an issue with seeing a mod in the game workshop vs website. It's the "Modular Ops Core" by erfue. I noticed it 3 days ago, and waited to see if it was a sync between game and web. I searched for "erfue" and mod name in the game. Checked my filters. Any thing I can do to reset game? I normally sort by "recently added".
Seems to be the update process. It will download on one server instance but freeze the server on another instance, same machine.
could you try upload your mod without semicolons in tags?
As client or server? I'm not having client issues. I can try to set up a test server and change the log level back to normal for another test with possibly better logs, but if I remember correctly there will not be any clues. Same issue/logs as this: #reforger_servers message and I have a feeling if I create a new instance with only night vision or suppressors it will download fine.
@humble wigeon Except it's not my mod.... I am trying to download it.
I'll try to reach out to the mod owner and see if that fixes it. @misty tide
As client or server?
as server, I tried 1.1.8, 1.1.7 and 1.1.6
all downloaded and server launched into scenario
Yeah it works fine for 2 out of 3 instances for me
so it will be probably issue in Reforger and not backend
Different instances have problems with different mods
But like bacons suppressors was a dummy update, it makes zero sense his update would freeze the server
some specific version?
Two versions exactly the same according to bacon
One has issues on one server instance, the other does not
that sounds like exactly same thing as with Night Vision 
do you have access to filesystem of addons? You could try to download that problematic addon from server and send it to me.
I will try before I have to head to work, my weekend just ended 
Are you just going to open in workbench to compare versions?
I will just probably compare paks if they are identical and maybe also look on meta file of that addon.
But issue might be also because of some specific combination of addons and some other addon is then problematic
Oh like a duplicate guid I was reading about yesterday?
CRC checksums has still some issues and many of them were already fixed and are currently on Experimental
the meta files are indeed different for the same version, one has a dependency and uses $profile: in path, the other does not (for suppressors mod)
working version: "totalSize": 16196480, "downloadedSize": 16196385, broken version: "totalSize": 16196480, "downloadedSize": 10319,
and for some reason the subscriberCount is also different
11551 vs 11263
this is two server instances on same machine both downloading suppressors v 1.0.10
also this is always the last line in the logs when it freezes on update: 08:09:07.481 RESOURCES (E): Wrong GUID/name for resource @"{4B91B7B487F17FBD}UI/Textures/MissionLoadingScreens/Reforger_ConflictIcon_Arland_UI.edds" in property "m_sPreviewImage"
sometimes it tells me its downloading the mod, other times it does not.
should be fixed its now public
Why does this look so complicated
A Friend of mine is having issues downolading the mod Gogland, when he attempts to download it his game crashes and goes to the dashboard, any suggestions (he is on Xbox)
That sounds like the classic x box drive fills up with no warning and crashes client bug. I've seen it in the known issues but I think it might be fixed in exp branch?
I need a clean up on aisle 5... :-).
Anyway to get all mods published by me removed from the workshop?
I've lost quite a few and can't unpublish myself. Author is "Blackheart_Six".
I'll republish the 3 I have actively going. I will be a better steward of my stuff going forward.
did you loose your steam account or source files of those addons?
if you still have access to your steam account then you can remove them by yourself
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Removing_mod
Just so I am clear on where to post things - in the game there is the ARMA Reforger "Workshop" . Then there is the separate tool outside the game called ARMA Reforger Tools which opens the Enfusion Workbench. In Discord, there are two channels - this one enfusion_workshop and the other reforger_workbench. See what I am getting at. It's confusing cause there is a Enfusion Workbench and the Reforger Workshop but the channel names are mixed. So, if I have a question about how to edit/use something in the Enfusion Workbench...do those questions come here and the other channel is for issues in the in game Workshop?
I think you got it backwards, this channel is for workshop related issues (with published mods). The other channel is for questions about the software to create those mods (workbench, world editor, etc)
Hello - hopefully this is an easy question - when you are in the World editor, how can you view where items (like vehicles) are placed/located? At one time yesteray I could see every vehicle spawn listed/shown on the map. I must have done something and now I can't see them. I have looked through all the menus but I don't see any type of "view" option to bring it back
Wrong channel you want #reforger_workbench
I agree the issue is in the prefix
The channels should be: enfusion_workbench and reforger_workshop
actually reforger_workbench and reforger_workshop since you are not making games on top of enfusion here but just modding reforger
yeh fair
Ohh nice, workshop mods checking for updates much better now
The Laser mod that most of the weapon mods depend use is the only thing really keeping me from booting up a game master game just gives me an error, anything about this?
Are you talking about @dense scaffold's RIS laser mod? because that was already updated
however @dry fiber'sTask Force Mattock Weapons is broken, even though it uses RIS as a dependancy
I am aware and need to wait for my toddlers bed time to fix it.
consider inheriting a class with your class so upstream changes can hopefully apply, instead of copy pasting scripts (for as long as you use the dependency)
Hi, I'm getting the following error message when publishing my project:
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
I've checked what advice people give online. The images in the config file need to be small, in the addon folder and not the default. The image I'm using is a about 1kb png file. And it's in the addons folder. I have no clue what to do. Can someone help me?
are you using any of the bundled reforger images?
server stuck on downloading suppressors 
Yeah I got a report of a server freeze on downloading a mod today, can't wait to get off work so I can intervene and fix it! I wish this had been fixed! RIP automation
2 of my 3 servers are now down because of this continued workshop problem... please fix, I'm begging you!!!
I really wish the server would just crash and not freeze for hours on a failed update... ๐คฌ
Turns out all three of my servers froze today... ๐
Solved, it was an issue with crashReporter.exe causing crashes #reforger_troubleshooting message
Why would a mod freeze on update on only one instance out of 3? Almost the same mod list, just a different scenario. It updates on the other instances just fine but I have to version lock it to prevent the update on the 3rd. Im so confused, this has to be a workshop bug? Theres nothing in the logs that mentions the mod in question. (Thanks for cleaning up those logs BTW, that's a game changer in trying to find actual errors in the logs)
yes its a bug in the whole download/update stuff
trying to publish 5E29089610A63FB4, workbench says asset not found (good, I removed it) but I can't update it because then it says version already exists
works after incrementing version to 1.0.100 tho
why would you delete it though instead of just updating it? That seems like it would cause more issues doing it that way.
not relevant - the problem is the deleted addon cannot be republished with version 1.0.0
when I delete my mod I expect it to be gone, not hidden
seems like that would cause more issues doing that. If a server is running your mod when you do that, when they try to update, it will just roll back to 1.0.0, should be an entirely new GUID if you want to start over imho.
how would it know the difference between the original 1.0.0 and the new one?
the mod cannot be downloaded by the server anyway after I "unpublish" it so same net result
don't give me a delete function that doesn't delete things
I would do a 2.0.0 instead of trying to roll back the version number, thats why version numbers exist. But I hear ya, delete should delete. But then if you delete it should not allow you to update that mod going forward and give you a completely new guid.
I don't care, when I press the delete button I expect it to work, not put the mod in limbo
I mean, Id expect problems trying to go backwards in version numbers ๐คทโโ๏ธ
you are discussing a point that isn't my own
my b
you can do whatever you want with your mods, I'm saying here that the delete button doesn't work
seemed more like you were trying to update, not delete the mod. my bad yo!
I was trying to publish it. I couldn't because my deleted mod still existed even though it was not downloadable
the delete button worked a few months ago
having issues trying to upload a world to the workshop and I'm not sure why... It starts publishing but once it hit 100% I get the following errors:
22:18:28.146 BACKEND (E): Curl error=Timeout was reached 22:18:28.469 BACKEND (E): Http Error (TIMEOUT) 22:18:28.469 BACKEND (E): [RestApi] ID:[20] Timeout 22:18:28.469 DEFAULT (E): Uploading failed! Reason: "TIMEOUT" 22:18:28.472 RESOURCES (E): Publishing failed
Anybody able to help me understand what's going wrong?
I'm trying to publish my scenario to the workshop
No errors no nothing it says published but I can't see it in the workshop?
I've tried test, unlisted and public
None of it shows up
Are you aware, that you are using experimental tools which are publishing to experimental workshop? Non-experimental version of the game has separate workshop from experimental version of the game
I need to verify it with backend team but I think this behavior (keeping meta data about deleted content) was there from the beginning, yet there were no checks for duplicated versions. See this addon and two 1.0.0 versions https://reforger.armaplatform.com/workshop/5E389BB9F58B79A6-SpaceCore/changelog Mod was deleted from workshop and then uploaded again
Metadata is kept there, to "reserve" GUID for you, if you would like to republish mod with same GUID in future.
Any ideas on this @humble wigeon / @ruby elm? Think you've had the knowledge on similar errors before ๐ค
I had that issue last week and it randomly started to work after few attempts. It is not normal so I've reported it to backend team and hopefully they will be able to figure out what is going on
What is you mod name/GUID?
I guess that's fair but why is any version information kept anywhere? if only the guid is reserved then all the other data should be gone
Ahh cool, so I guess just keep trying it? Gave it like 5 attempts last night but same issue every time, will try again after work today
Will have to get the guid later but its an unlisted mod for my own testing "TFG - Helmand Province"
it seems you managed to upload sort of empty mod 2 times, right?
Oh really? It said failed every time..
It shouldn't be empty either haha its like 850mb or something
But I do have 2 small mods uploaded as unlisted I think, but they aren't this one
Say sike rn
Thanks lmao I'm stupid
no problem, I noticed that you are using different version of tools by looking at the backend environment, which is listed next to the version in bottom right corner. Submission backend is used by Experimental version of the tools while Production is used by stable/regular version of Reforger
Presumably you mean 2 published that aren't the world that was failing to publish yeah?
yup, they are like 22kb on the backend
in any case, issue with timeout is being investigated
Ahh cool, yeah they were fine. Had no issues other than that weird timeout on this bigger mod (850ish mb), is it worth me just to keep trying the publish on the hope it makes it through or is this a 100% error for uploads of a certain size do you know? ๐
Thanks for looking into it!
probably doesn't matter now after what you've just said but this was the GUID for the mod I'm having the timeout error with - 5DCD46D8EFB17479
Can you share logs from session when it fails to upload maybe?
Anyone know how I could run the workshop just to make models and publish map edits on a trashy computer?
It needs to be able to run reforger
is the workshop down ?
getting these error when trying to upload an update to a project
BACKEND (E): Http Error apiCode="remoteRequestFailed", message="Remote request failed"
BACKEND (E): [RestApi] ID:[11] Error Code:502 - Bad Gateway, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
I had similar timeout errors above, maybe its linked?
Any ideas why this is happening all of a sudden (nothing changed)
was just adjusting a parameter an this happened
what dependencies do you have?
He's missing reforger as a dependancy. Must have gotten removed accidentally. The publish tries to add it because its a dependancy of all the dependancies but of course it doesn't exist
Publish could maybe be changed to handle it or at least have a better error message
workbench itself handles it, when it should maybe not and tell you it's missing
yoo, got myself a new computer, how dfuq could i unlock my published addon, so i can edit it in tools
add to the project list your sources
mods downloaded from workshop cannot be "unlocked" since they don't contain sources
Good morning,
I need help please, I modified a map to create a version 2.0 however errors appear in the logs and I don't know what to do, the creator of the base map helped me but I think he doesn't just have to help me, which is normal, if someone could take a look
Didnโt work same error
ive got all the ones in my Darkgru conflict main mod and no mods were added or removed from my update only a tweak an they all appear on the workbench and there dependencies. Its aggravating because this never happened before this recent update and im trying to fix this
the issue was the same dependancy added twice
So it wasn't lack of Arma Refoger as you suggested before?
no didnt seem to be
so a better error message when a dependancy is repeated would be nice
Cant download anything for the workshop today keep just failing the download. Is it act wired for anyone else?
We've been having issues with workshop for so long 
Even if I published the mod? Wanted to make updates to my mod
Even then. You need your source files
so the current issue with the workshop is people getting "script_mismatch" errors whenever a mod is updated while joining a server
its almost reproducible 100% of the time, PC or XBOX doesnt matter.
Sometimes restarting the game fixes it, but quite often you need to delete the mod in question/clear reserved space to get it to work
however there are definitely less problems than there were in the previous stable version
its like its using a cached version of the mod (or the checksum) even though it was just updated
have you seen this message? #reforger_servers message
I did not. thanks for that
Hey. I cannot bundle my mod. Console reads:
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
Perhaps I am missing something in the conf file?
You need to change the 3 images in the config to ones in your own project location I think
Yeah I think you were right
But now I have:
DEFAULT (E): Unsupported file type (previewImage.edds)
I have not idea what previewImage it's talking about and as far as I know .edds is the only accepted format
ah preview image is your option in the publish project page I think, that needs to be png
Alright! publishing successful! 
BACKEND (E): [RestApi] ID:[8] Error Code:502 - Bad Gateway, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed``` ~~Anyone know what this means? Trying to publish my bug fixes~~
Workshop is down
Ah ok, thanks
It's being investigated right now - hopefully it will be resolved soon
Thank you.
should be working now
It is indeed ๐ thanks again
Two questions - 1.) Is OriginZ Metabolism deleted from the Workshop? I see at least 2 other servers/mods that use this, but I am unable to download it or see it in the workshop. 2.) I don't see any mods for food/drinks, yet there are some mods out there that have this (cans of food, drinks, meat, etc.) Any idea where I can get these items or mods to include in my own? THANK YOU!!
Can i make unlisted mods visible for specific ppl if i add them to contributors?
that could work with Private mod but I'm not sure if it was tested after contributors feature was added
Oh okay well private is good too.
Will give it a try.
Many thanks. ๐
Somehow i don't have the Private option.
I only have Test, Unlisted and Public?
Ah, yes, it was removed at some point since it wasn't working correct. It might be reintroduced at some point
Alright.
Will test the unlisted > contributor way then.
Would be nice to have an additional field like "Contributors" but called "Testers" or something like this to make stuff visible for specific ppl only without and other additional rights just to get it shown to them in workshop.
you don't need contributors to download unlisted mod
But how can someone find a unlisted mod?
Unlisted means they will not appear in workshop right? Or what exactly does unlisted do?
Unlisted: Hides the project in search results. Mod can be still used on dedicated server and downloaded by other users.
I can search and find it but others can't.
Also i don't have a dedicated server.
Unlisted means they will not appear in workshop right
yes, its hidden although anyone can still download it (via dedicated server) when they know the GUID
I think that once you have it downloaded, it will be still visible in Workshop
Okay many thanks for your help. ๐
if you run a server with the mod anyone can find the guid via the server browser, even without knowing the password
Any way for playing in multiplayer with mods without using the official workshop?
Like when the official workshop goes down, can I just manually sharre mods and still play in MP?
no
Are there any plans for that in the future or in arma 4?
I feel as a modder, it would be very useful to know about end of life support.
For context, I'm trying to make a mod right now,
knowing how temporary reforger will be could help me with prioritizing polish or new gimmicks.
||I also have around a dozen mods for project zomboid, where they have a non-steam executable, so we can keep playing on older versions of the game, so polishing mods is worth it, even if the game will change, update or if steam workshop goes down||
try the -server and -client commandline params, I think you can combine them with -addon params, but you will not be able to use the server config json and your server will not be visible in server browser
I have no experience with those params but some modders have used them to test server mods before successfully
Ahha, I'll give that a go, try some tests. Having a backup way to always play the game for what if scenarios is good.
I actually love the workshop, updates are working good now, joining servers is easy, not to mention the fact that we have mods on xbox is actually like insane ๐
But what if: Workshop is in maintainence or goes down and I want to play the game. The main reason I make mods is to play the game ๐
Yeah do what Bacon said. We use it to test airplanes without publishing updates. You can use -addonsDir and -addons. You will also need to specify -server followed by the world resourcename and then specify a profile with -profile.
For clients you need -addons -addonsDir -client followed by the IP of the server (server browser does not work at all for this method, not even direct connect, you need to do it only via command line)
You can share the packed files and such (i forget if you can pack without publishing), or you can use it with unpacked folders (we do this since everyone is on the git repo) BUT if you do unpacked folder you need to make a copy of the folder and delete .git because everything in the folder has to be identical for the client and server checksum to match. Sometimes people will also need to launch the project in workbench for their resourceDatabase to have the correct checksum as well. (All the checks should only be for unpacked source, I imagine the packed addon should be identical everywhere)
honestly what you've just said should be put into the wiki somewhere under a section "testing mods before releasing"
it comes up a lot, and your message sums it up very nicely
#community_wiki message just put a link to this convo in the wiki channel, hopefully someone has time to throw it up
Same content of folder is not necessary
There is actually quite a lot of mess with thumbnails in addon folder and those are not affecting connectivity - afair there are 2 checks now - general rdb check and script folder check
Ah okay. Maybe when we were testing our order was first delete git then we thought of resource database after git folder. Ill give it a shot next time with only making sure rdb is correct
Rdb and pak file (game data, including scripts, are located there)
If unpacked, then scripts still need to match
if .git still cause problems for you just make a shadow copy with junctions except for that folder
@torn kindle - this discord server has no place for user requests, much less this #channel. Want something done, you can surely feel free to do it yourself
Lol it was more of a statement trying to start a conversation is all, and maybe someone would take a liking to the idea and make it lol.
and it wasn't a request I never asked anyone to make it just said it a cool idea brother I think you read into it a little to much
I guess I just won't try to make conversation with moders anymore
feel free to start such conversations in the right channels (check the offtopic ones) - as previously said, this isnโt it (check description before posting)
I will make sure to double check I'm texting in the write channels next time I am Farley new to this discord and get confused with all the pages
I should take it to #reforger_discussion then right?
generally speaking that is for discussions in regards to vanilla reforger, but it is a better alternative either way.
Ok thank you and sorry for using the wrong channel
is workshop ok? some folks getting dependency not existing errors when trying to publish but the mod ids from gproj exist false alarm
Getting a LOT of spinning arrows on the workshop... Checked my connection, working as expected.
might be connected to #reforger_servers message
I had a mod corrupt today on a restart, two other mods updated, the corrupted mod did not update yet failed to launch the server until I deleted and redownloaded the non-updated mod again. ๐คฆโโ๏ธ
do you have timeouts in logs?

would be good to know how it was corrupted... I have hunch but without seeing it not sure...
what was server doing? was it just hanging or was printing some errors?
Is there any reason the workshop is so slow at uploading? I have symmetrical Gb but to just upload 100MB it takes about 5-10 minutes could it be my location since I am in Australia? just seems odd
you'd still be bottlenecked by the speed you get between the continents
unless there's some sorta cdn cache in australia, not sure oh wait you said upload, yea no see above
your download and upload speed are not going to be full capacity for the whole world, they only define the maximum your ISP setup for you
Do you know the best location would be to upload from?
...Czechia ๐
Sorry DarkWolf I am getting ready to jet off on Vacation. I'll see if I can find it, no promises.
@ruby elm Here you go... the last console log from yesterday startup of the game. TY.
yeah thats quite lot of timeouts... might be really same issue as Bacon has with his servers
did it start recently or did you have this issue for longer time and reported now?
@ruby elm Just started yesterday afternoon. And this morning the workshop loaded up no issues.
Glitch in the matrix.
This is the entire console log, however I have it set to -logLevel error ```---------------------------------------------
Log C:\Games\SteamCMD\steamapps\common\Arma Reforger Server2\ServerProfile2\logs\logs_2023-10-04_15-20-18\console.log started at 2023-10-04 15:20:20 (2023-10-04 22:20:20 UTC)
15:20:20.259 Loading dedicated server config.
15:20:20.259 RESOURCES : GetResourceObject @"{C86BA3714AEE5C8A}Missions/PMCvsInsurgents.conf"
15:20:20.259 RESOURCES (E): Failed to open
15:20:20.259 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/PMCvsInsurgents.conf'!``` However, I always get this same error even when the server starts successfully. ๐คทโโ๏ธ It just hung after these errors were printed.
Anybody know how to fix this if so any info would be helpful
Are is there another mod for the roleplay beside that team elan?
why donโt contact elan directly?
drop on their own discord would be a start
Im on discord team elan right?
Sorry thought this was it its armor reforger discord ๐๐
But question for u
yeah hard to say without other logs...
it is biโs official arma platform discord. But your question can be answered by the developers of said mods
Hi, our mod is not based on Everone Life, thats why the instructions do not work. Our framework is developed by ourselves ^^
Does anyone have a video or text document of how to use the ServerAdmin Tool Mod?
TY Bacon!!

