#enfusion_workshop
1 messages · Page 13 of 1
If you don't have the source mod for those mods anymore then apparently you can create a mod with the same GUID then upload it then remove it.
Something like that, someone asked the same thing the other day and this was the solution.
Hope this can send you in the right direction.
Yeah thats correct
I do have the original files, in case what’s the way? Didn’t see anything about deleting it
There should be an option that says remove mod from workshop just below Upload to workshop under file in the workbench.
Then I’m just regarded thanks

It happens 🍻
Wait does this mean anyone can create a mod with another mod's GUID and then delete it therefore deleting the other people's mod?
No. It is tied to your bohemia account until there is no mod published with that guid.
Sooo are we gonna be able to publish large mods before this patch ???
How are people supposed to test anything
To whoever created the Holy Hand Grenade mod, you are blessed
You can use the dedicated server tool for testing in a multiplayer environment
Makes no difference if I can’t upload
Well I mean you don't need to upload to test it which was your question
A lot of the time stuff works on a real dedi when it doesn’t work on the dedi tool
Ask many modders about that
Not only that, more than a few times they make last minute changes from exp to stable
Does anyone know of a mod to carry dead bodies? Similar to carrying incapacitated
DS tool is not an alternative but an element of the flow. Of course it depends on the project/scale, but in my case the process looks as following:
- I do the initial development testing in WB preview mode (this simulates solo play)
- once the feature is complete, I test it with a peertool (this simulates local hosting with a remote client)
- once all features for my release are complete (say X, Y, Z for version 1.2.3), I test everything once again with a DS tool + 2 peer clients
- I publish the version to an unlisted Workshop entry, run it on my dedicated server, and let it run for 1-2 weeks, during which I organize 1-2 playtest sessions, and testers can play whenever they want in the meantime
- only now the release goes public
Diag build is different from retail, so doing final tests on it doesn't make any sense. In principle, the higher level tests you do = the closer to the production environment you should be.
Btw. I'm so glad my mod is < 400 MB and I'm usually lucky to upload it in a 2nd or 3rd attempt. If I'd not be able to update anything for several weeks now I would just quit modding Reforger, especially since it's not the first time the core functionality is broken for such a long time without any clear communication.
We hope they have fix the Upload problem for workshop with the release of 1.6 🤞
They better. Can you imagine how fucked we will all be if they release a major update, break a bunch of shit again, but this time we can’t publish fixes
This is my fear for now 😰
yea but from what I understand it is not somethin that will be fixed with 1.6 its an issue with cloudflare
so bohemia needs to fix their servers and /or networking to get this working
ideally before they release 1.6
yeah, if they don't fix it with the update, I expect the entire community to revolt
idk why it would be fixed with the update, its two unreleated systems.
unless they have been lying about the issue
who knows, but this game literally only lives because of mods
I know
feels like they just piss on us without the courtesy of even calling it rain.
Does "Skip Disabled Layers" apply to publishing or just game mode?
Play mode in world editor only. unrelated to publish or multiplayer
ty
Would be a good option to add imo
Skip disabled layers on publish (on publishing window maybe?)
No.
Ok lol
Still no way to list mods by author right?
so. the timeout is less than 2 min now
Anyone know if workshop fixed?
I tried uploading a mod about 900mb, and no not fixed. Gets to 100% still and fails
BACKEND (E): [RestApi] ID:[17] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
@lethal night mentioned about a week ago that this update will not bring fixes to the workshop. That our publishing issues is a whole other situation.
would be fantastic if that was pinned? Or BI addresses the damn situation in announcments
I'm done waiting for no official responese other than an answer to a question
Yeah and of course in BI fashion they broke even more mods, and now even more people can’t upload and update…
BI needs to tell us they're fixing the situation, not just by a dev, but officially in announcments
Unfortunately if that is how they want to operate their business then that’s on them. It’s unfortunate for us but completely up to them.
What difference does it make if the Dev tells you its being worked on or official announcement?
going to just post what I said and the repsonse I got today. It's always the same answer, I know it takes time. But like, the same answer every time over the course of about a month is a large inconvenience?
Some things they probably cant say cause they dont know (how close they are), some cause they can't (might give ideas to people how to break it further). Maybe the same answer is there cause it is all they can safely say at the moment
hopefully since the updates out they'll be able to put more muscle into fixing the issue, I love this game and the modding capabilities are beautiful
never seen this error before, anybody seen it before?
I got that too, I'm making sure both the engine and game are updated before I try again
I'll let you know if I get it again
ey homies
anyone know how the new "being able to walk around in vehicles, or maybe just the transpo truck" works
hoping a special component or rigidbody field, but couldnt find it anywhere
i was gonna say aye, same as mork
probs cos game is updated, and workbench isnt or vice versa
i got these erros in my reforger tools
Does anyone know how to fix this error? I fixed my mod for this update, but I get this error when it reaches 100% upload. I've never received this error before.
I was told also to completely shut down steam and try again
I agree with this. They have time to post about arma three events nobody gives a fuck about, but they cant keep us updated on this
Will tey
Is anyone else struggling to open there terrain in world editor. It was fine before the update and now when I open it my tools just freezes until it crashes. Anyone know what could be wrong?
I was having that issue before the update. I would go to paint grass and I would get a crash
Was there any fixes??. It's really annoying as I literally can't open the world editor at all
∆
I would try completely closing steam. Task manger that thing. 🤣 and try again.
Dude fuck bohemia
I've tried this to no success 😭😭
who the fuck thought it was a good idea to make an update that breaks everything, WHEN WE CANT PUBLISH UPDATES. FUCK YOU BOHEMIA
I literally cant spool up my server now because we have broken dependencies I cant remove from the map
BECAUSE I CANT UPDATE, YOU FUCKS
At least you can open your map 😂
Ohhhh
@oblique pollen real
That's worse that what I got
CRX AI broke on me, and its a dependency for my map. were cooked
Is it not opening your terrain either?
and thats just the first hurdle. who knows what else is broken XD
🫣
Arma Devs should have given creators more time to workout the bugs and get their mods updated. Not being to upload mods for the past 7 weeks for some of the larger mods should've been fixed before releasing 1.6.
I can't even open my mods that are broken to remove them from the workshop. This isn't a good look for Arma at the moment.
If anyone has a work around to open the mods up to allow me to remove broken mods from workshop, I'd appreciate the info.
@umbral geyser yeah I have a few modded dependencies for the map and I can't even open it
Yea I can't even open the base GM terrains.
(2025-10-30 16:42:24 UTC)
11:42:24.269 SCRIPT : SCRIPT : Initializing scripts
11:42:24.272 SCRIPT : SCRIPT : ScriptProjectManager init
11:42:24.885 SCRIPT : SCRIPT : Compiling GameLib scripts
11:42:25.071 SCRIPT : Compiling GameLib scripts
11:42:25.071 SCRIPT (E): @"scripts/GameLib/622120A5448725E3/Modded.c,1": Unknown type 'EAIDangerEventType'
11:42:25.071 SCRIPT (E): Can't compile "GameLib" script module!
scripts/GameLib/622120A5448725E3/Modded.c(1): Unknown type 'EAIDangerEventType'
11:42:25.096 SCRIPT (E): Failed to load!
Check the mod GUID that is Bacon Zombies, he is trying to fix it.
Yeah, I'm trying to remove it as a dependency at the moment so I can update my mod.
Open your mod with Notepad++ and remove "622120A5448725E3" in the dependencies brackets.
If you didn't know 🍻
Or download the updated version dummies
Ah legend !!!!!
Just gotta be patient while the ones who make mods fix them is all. Just gotta give it time.
And how can we truly do that when most people can’t upload mods
This issue has now messed up loads of people because a big chunk of mods have broken causing other mods to break and people cant upload their own mods to fix
A lot of these mods aren’t crazy mb
Sure but some are as well
True. But RHS just push a big update about a week ago and we all know its size. Not everyone a cooked with uploading.
Just saw the update. Thank you for the quick update. Hopefully the loadout editor has a quick update coming soon.
Hey anyone else getting the error that some functions of tools are unavailable?
RHS is on a highend server with amazing connection speed that allows for API verification to happen in ms. Most people don't have the gear they have.
It removes half the workshop tools to function and won't let me upload because of it
True, but most dependency mods that’s are need others are not that big.
I no I can’t upload anymore then 600mb that’s my cap
When you open tools do you get a little red box saying some tools functions are unavailable?
yea
it does that in any existing mod it seems, but if you open a new one it works? Might migrate my files to a new mod and see if that fixes it
Is it because of the scenario or map?
Or just the mod itself
I have a theory its the custom map or missions but idk
im opening every mod that is a pre 1.6 mod in my workbench and they all throw the same issue. maps, weapon mods, you name it.
Do all of them have a test world you made to test the mods you made out?
I think I saw this before when a map i made to test a gun corrupted and I had to delete the test world
thats not really a solution though. Im a mapper. so I have to delete my map XD
Well yeah those would need transfers. But could you try it on a gun mod and see if thats the problem? I'm not at home but I'm trying to trouble shoot an idea so people don't gotta re-download everything
It would be greatly appreciated
gotcha. yea i'll keep tinkering
Thank you!
Is that ur internet cap? Or what you have tested when uploading?
I got fiber optic and that’s my upload cap. I can’t down load a 80g game in like 3 minutes. Roughly. But upload idk. I’ll need to check my provider. But don’t we have like 120 seconds or something before it times out
Yo mod devs did you get the thermals and tank thread framework or did they remove it from stable?
u can upload large mods, u just need a $500 internet connection
Rip me and galactic forces
for me it was GMFX
Thats what is doing it?
GMFX
WCS
Realism Overhall are deffo all broken, seems like anything that interacts with the player or how the player interacts with anything outside of vanilla interactions is broken?
1.6 release and we cant update our mods 😭
BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""```
we hope it's fixed soon 🤞
so any broken mod will prevent gamelib from starting it seems. so if your map or mod calls on dependencies that are broken you will have that issue.
CRX AI and GMFX were dependencies I had to pull to get things to start up properly.
I still cant publish the update to remove the dependencie though so im pretty much cooked until CRX gets a patch or bohemia fixes their backend
The new update opens a prompt asking me to allow a script in their folder to be accessed and whether I hit yes or no I get an immediate Access Violation error and a crash. I love it
if you open your mod and it has no other dependencies and it still has a gamelib error I would think its safe to assume you have broken scripts in your mod
What if my mod has no script? Its just armor
Has anybody received this prompt when trying to play their mod? This is what pops up that gives me an access violation crash no matter what I click
beyond that is outside what I know and have had to deal with
troublshooting beyond that would have to be done on your end.
I did see this mentioned somewhere else. but no usefull info was given. just people reporting the same issue
That's so sad 😭
i click yes to all and i dont crash
I'm genuinely jealous
ive had that error since before 1.6
The timeouts were a thing since months for larger mods 😭
Ive never had a script authorization thing pop up before this update and I can't even play in my world whether it's in gm mode or without a game mode attached 😭
Its not related to your crash
I was almost hoping it was because I was able to launch the world totally fine last night so I'm not too sure where i should start to troubleshoot now 🙁
BI should have multiple workarounds, they just need to implement one so people can get things uploaded.
Bypass proxy for uploads: Configure the specific upload endpoint (e.g., the Workshop API URL) as DNS-only (grey-clouded) in the Cloudflare dashboard. This routes traffic directly to the origin server without Cloudflare's proxy timeouts, while keeping other parts of the site protected.
Extend timeouts (Enterprise plan only): If Bohemia is on Cloudflare's Enterprise tier, they can increase the proxy read timeout up to 6,000 seconds. This can be done via: Cache Rules in the dashboard for cacheable content.
The Cloudflare API (edit zone settings endpoint) for broader zone-level changes.
Leverage Cloudflare features: Enable optimizations like Polish (image optimization) or Cache Everything if applicable, but more relevantly, use Workers or Pages to add custom logic that polls long-running processes or provides status updates to users during uploads.
@dense scaffold update Bacon Loadout Editor?
You just added 2 more days
So real
Hi! Aren't your zombies spamming with a behavior bug?
yeah, they're really angry and wanna kill
I dont know what that is
i cannot even get into tools?
I finally managed to publish the map update I’ve been working on for a month. Drove my PC over to fast WiFi.
Removed CRX. Still have other broken dependencies in our mission file. 😂
Updates are hell!!!!
😂
Everything is fuck i can’t even play with the mods I downloaded this never happened before 🤦♂️
Oh yeah!? 👀
How many mb?
My map is 650mb, if yours is that ?
This is what I get for choosing to move out, slow Internet
[SOLVED]
Uploading failed! Reason: Scenario name or game ID must be provided for scenario images.
Does anyone know what this means? I get this message when I try to upload my updated mod to the Workshop.
I just created a new mission header (SCR_MissionHeader) and deleted the old one. Now it works perfectly.
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:401 - Unauthorized, apiCode="Unauthorized", uid="1761863123988-466012", message="Unauthorized"
I'm getting this, checking that if this is my fauolt or BI side
my asset pack needs an update, it's 1.5gb, and the dependency my team is uploading is 1.3gb. Need this fixed, googling the issues I'm having. The servers are getting my packet requests, but I'm getting denied
Try to completely close steam all together. See if that helps
1.2GB
I may get lucky 🙏
I had to drive over to really fast upload lmfaooo
And went over Ethernet. It just….randomly went really fucking fast though. Before it would do chunks of speed stops and starts. This time it just went fast all in one go like it should. Idk 🤷
Rigth click mouse and reimport. Worked for me
What region?
In mission config files
Okay I just created a new one. Thanks!
Hi everyone, has anyone else had this problem? When trying to publish the map, the upload failed, but it doesn't say why. The map is currently 700 MB, is there a limit? Navemsh and the topological map are configured, could there be a problem with mods or a missing dependency?
Scroll, up
That's bs cause I could upload mods this size 5 months ago on the same wifi
What did BI change
I dont typically make maps, but based on the error code, it seems like a BI server side issue; it timed-out while you were uploading. Maybe just wait 20 or so min and try again?
Assuming this hasen't been a persistent issue. If it has, I dunno
anyone managed to link in persistence correctly yet?
ive ditched EPF and cant seem to get it going. The component literally has enable and 2 flags. Unless im going blind, I can't find further custom options in the editor
Honestly, I don't know. I've been having trouble publishing the map for about three days.
Ah then nvm. Sry about that
Most of us it's been about 7 weeks. Time to play the waiting game with us
Or pay for better internet
hi, since i updated Arma Reforger Tools i've been having this problem updating my mods:
DEFAULT (E): Unknown class 'SCR_FilterCategory' at offset 19(0x13)
BACKEND (E): [RestApi] ID:[49] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotOwned", uid="---", message="You're not an owner of this asset"
DEFAULT (E): Unknown class 'SCR_FilterCategory' at offset 19(0x13
You're not an owner of this asset
thanks Mr. Obvious, but i'm the owner of the add-on and so far i haven't had any problems...
it seems that it may be due to some dependency such as ACE Medical, as it is giving me errors but in another mod with only rhs i don't have this problem when updating it
SCR_mission header. where is this at lmfao
I tried reimporting all my images and that didnt work. looking for that component
I solved it by running the game mode setup plugin and having it just create a new mission header.
dope
the dropdown for mod type wont even drop down for me... so i cant even attempt to publish.
that happened to me when I had broken dependencies in my mod
as soon as I removed the broken dependencies and no longer got the broken gamelib error on console, I was able to reupload
but yea theres a LOT of broken mods man. we are actively gutting our modlist over at EoH
ahh. all the dependecies are my own mods. so i got to try reuploading those first i suppose.
yea open each one, if it has a gamelib issue it either is broken, or has dependencies that are broken
is there anyone who has fixed this issue yet.
something to do with that SCR_campaignremnant infostruct
what mod is that from
operation Dingo
and thats JUST operation dingo your opening in tools.
theres no other dependencies with it?
yes
there is, all my other maps have been fine that only have my mods
dingo uses jm trees and khang trung
okay, and you have opened each of its dependencies and validated that they do not have that issue?
so im guessing its going to be from there
khanh trung works for me
my mistake not khang trung i guess, these 12 however.
yea so
open each of those dependencies by themselves in tools. if it pops the same issue then you know that is your problem child
I would guess outside terrain core
testing now
that one sounds like it has scripts that might break
really? that hasnt been an issue on our end?
I would open up arma reforger and update your mods
it might have an update
but yea your options are to wait for updates on broken mods, or remove them as dependencies
ill do that
ive been gutting dependencies and modlists all day today
i just hopped on not too long ago to see what was broken and yeah its been downhill since
Has anyone been able to publish since the 1.6 update?
yes but smaller ones
i started only your mod in tools and get this spam:
Print 1 when NPC attack
And danger event spam
Ah yeah I will remove the 1, the warning is only in workbench so it will stay
I'd like to take this opportunity to thank you very much for your mod. If it weren't for it, I wouldn't have been able to work on my modification. I lack the skills to work with behavior.
Same, I just press random buttons until it works
Hi @dense scaffold , RIS LASER ATTACHMENTS will update?
Please guys, every modder is busy with their stuff, they will update it when they can. It takes time. Pinging them litterally makes it go slower.
For me it goes in reverse
oh really? @dense scaffold @dense scaffold @dense scaffold
Has anyone been able to create a scenario for Everon and it work? The default one as well as a created one does not work (this is for the Game Master Everon scenario)
The only scenarios that seem to work are the commander conflict ones for everon and the new map
Sure, I just wanted to know if he'll update it because it's a great mod used on so many weapons. Then, of course, when he gets the chance.
and 500 people have asked that.
I don't read all message 😂
Should we plan on this workshop publishing thing being long term? Like should i spend time breaking out things into different mods that are < 1gb, or be patient still?
Don't want to spend the time then have it fixed in a few days.
It should be understood. Whenever there is a Reforger update mods are going to break and the modmaker is 100% aware of it and will fix it if / when they choose to and have time to.
and if they want to...
We don't know, they don't answer questions
Been like this for awhile already
What is the minimum requirements to run the workshop?
You mean enfusion workbench ?
Same as reforger.
Thanks, looks like I gotta build /buy a new pc
Can you run reforger ? You could put workbench on low settings I did this, you don't need Ultra graphics for building mods.
No, my laptop is sadly 😞 very much out dated. It's was new in 2006, and new to me in 2012
Wow.
That laptop served for over 10 years ! Most people break their laptops within 2 years.
It was given to me be my late mother I took care of it, my wife broke the screen but it work plugged into my tv
Real statement. Can relate
What mod cause this error, what is "EDR"?
wait there are graphics settings in workbench? where?
File/ project settings. They moved stuff this update.It was in options before
You have to scroll down to the config, and then change it to low on the overall quslitu and shadows if you want. Shadows are the number one fps killer
Thanks!
anyone having an issue with their mission not working on a server? getting replication connection errors
had a bad issue with this after porting from experimental back to stable branch. I fixed it by using the resave tool and resave meta tool on my entire project
resave tool and resave meta tool?
your awesome thank you
did you have to do this on your map as well?
Just performed it on my entire mission file with a re upload to workshop, same issue. server is isolated to just my map and mission.
in my case it needed to be done on everything i moved from experimental branch to stable.
huh. alright thanks man
how do i fix this
Well, it seems I'm in the Cloudflare waiting room now, too. 😅
Welcome to the reason "" club 😄
Welcome, its been 3 months here, enjoy your stay.
remove dependencies that are broken from your mod
unless you have scripts in your mod that are broken. but for most people its just a mod they call on thats broken, and it throws that code at you.
Ah well shit, now im getting it. It worked fine up until now. Ive published several updates to my mod w/o any issues over the last few days
Bro, what is going on w/ 1.6 and the tools. I swear, ive now got nonstop error codes about "source material" not being found for a bunch of my imported models. I've got .emats randomly unattaching themselves from their prefabs. And now im getting this
has anyone tried using Cloudflare's WARP to upload mods to see if it helps with the Cloudflare error? I'd test it but I haven't run into the error yet
Since some have success with VPNs
I dont know if thats the issue. Again, this worked fine last night w/o a VPN. Though what is strange is that I just added a bit more content, increasing the mod size to just under 700mb. @turbid plover had the exact same issue for his 700mb map. I dont know if the file size has anything to do with it, but seems like an odd coincidence
So, I still haven't solved the problem. My map is taking up 704 MB.
Internet speed test: 148.1 Mbps download
32.6 Mbps upload
Latency: 130 ms
Server: São Paulo
The fact that the API is returning a timeout seems to be due to the low upload speed to the Cloudflare server. Probably, the data is being saved in R2 and the upload is taking too long, causing a timeout to prevent the request from becoming infinite. It's just a guess...
I don't know if this is happening in his case, but when trying to publish the map/mod, the package is validated and, in my case, everything works correctly. The problem occurs at the end of the process; it reaches about 70 or 80% and returns a timeout error.
My internet speed download speed is ~400 mbps and 40 mbps uplaod from east coast. If your only getting to about 30% before getting the error and im getting to about 90% before getting the error, it sounds like BI's servers are consistently timing out every 1 or so min. Fuck
Yes, it sucks. I can publish small mods, but large things are really causing this problem.
I'll ask some friends and send them the package so they can try publish it and see if they're having the same problem.
@lean anvil https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process Basically there's no solution, it just says to try again later hahaha
oof
So is it a dependency or the size of my map? Or both? I feel like i have lost the will to continue developing my map not knowing if it just in vain.
Is anyone else unable to create a reference object from a base item anymore? I have a g3 mag that is causing errors, but when I tried to recreate it (from the m14 mag) there's no option to inherit in the current mod.
idk
@lean anvil @deft token I sent my map to a friend to try and publish it, and he encountered the same timeout error... We sent a 250 MB mod and it was sent without problems, but the 700 MB map really isn't working.
Honestly to me it sounds like BI just needs to set the Proxy Read Timeout Limit to 6000 on their CF settings
Like their timeout limit isn't big enough to handle the round robin when a bunch of people are uploading big files all at once. Solution...stop using cloudflare
I am a web developer and I know from experience that Cloudflare is the bane of the internet's existence. You can try using the VPN that Cloudflare uses, WARP, that worked or us on a couple occasions. It was almost like having CF communicating with CF lubed the whole system up and made it run smoother.
That setting is only available for people who pay for it 🙂
... and get DDOS again. Neither really works
There are other companies that offer DDOS protection though
The previous provider claimed so as well ... did not work out. Anyway, we appreciate the suggestions, but we also have experienced IT technicians who do their job 24/7. If it was a "just do x", it would have already been fixed.
Wait, you don't pay for Cloudflare?
It is an enterprise setting for which you need custom contracts with CF, not just the publicly available fixed price tiers
Yeah I now that but, I know companies a lot smaller than BI that have done it. I guess I am just baffled to say the least lol
Like, the majority of your community is built around mod creators, mod creators can't do anything at the moment because of your anti-ddos software. Your IT technicians can do everything they want but if the problem is with the way your Workshop utilizes cloudflare but you don't have the ability to change the setting that needs changed, what EXACTLY are you going to do?
You guys have been pretty radio silent over all of this. Seriously like, what EXACTLY are you guys trying to do?
The correct question
Especially since they're a big company comparatively to other games, being cheap with servers punishes the community
It's been a problem for months, BI pushed an update that they KNEW would require everyone to update their mods, before fixing the problem in which mod developers couldn't update their mods. In a game that is specifically designed around mods and mod support. Fixing the problem might not have been priority #1 before 1.6 but it should be now.
IDK man, I hope that there is a fix soon, or at the very least, some sort of feedback on what's being done to fix the problem, or like, suggested work arounds for the devs. This game has been fantastic up until now. It would be great to just hear SOMETHING about what they are doing to address the problem.
You're not the only one asking, the entire modding community wants answers
And people depending on those mods are asking
Oh I know, but there is OBVIOUSLY a dev watching this chat, so like, squeaky wheel right?
I'm to dumb to understand what that means
Hey Devs, your company is pulling some AAA gaming bs
Don't cheap out on your community
Do we all need to start spam reporting workshop problems on the website?
Squeaky wheel gets the oil. Enough people start getting mad and being vocal about it and demanding answers, things get fixed. Basically don't stop making it known you are mad until something gets done about it.
Got it, I'll let my community know
Yeah the massive silence when half the community is frankly getting screwed over, isnt helping at all. Modders are quitting or are preparing to quit because of this. Its been 2 months of this, and theres been bare minimum communication and ignored solutions
I'm making announcements in every discord I can to get the knowledge out there
You guys need to also
I'm not dealing with the same situation as last year again
BI can suck a toe
So it's still happening for you guys? Weird that they are letting this issue persist so long but then again the game is crashing 24/7 years after release
Small devs with slowish wifi can't upload anything even close to big
It's messing over anyone who doesn't have good Internet
It's been nearly 2 months of this
I guess this issue is being handled by the same people that were taking a month to enable cloudflare during the ddos in the first place
Exactly why the community needs to encourage people not to buy the game
Cut the money, that always gets peoples attention
How about you guys actually make an update that doesn’t effect the modding community. I get you guys want to see big pop in officials but some of us aren’t here for the vanilla game. BI do better.
That's pretty much impossible
Updates breaking mods is not an issue at all, not being able to update them is
This
I should’ve mention it
How about you send those people that message you out the ass to them bacon I’m sure they wouldn’t like the spam
We herd Arma was impossible for console players to ever get it now look
It's, how modding works on every game?
Not just Arma, your argument isn't valid
Hey let's go people are coming in from communities I sent me invite out too
Not gonna listen or help us, imma be a pain in your ass
Calm down Mom my reply was about them saying things are impossible when they’re not
Sorry I'm worked up from the not being able to upload for 2 months thing 😭
I understand that
What modders do is, well, ***mod ***the original game scripts. Every update (Especially major updates) changes the game scripts or adds new stuff. Suddenly what you had modded in no longer works because that script you were using is now different.
How did we go to 1.2 to 1.3 without much problems that I can remember
Because people could upload to the workshop and fix things
Dis
That's pretty much what the experimental version of the game is for. we have access to the new update and we can adjust our mods sometimes months in advance. some modders do, some don't. also as pointed out we've been having problems uploading/updating mods for quite some time now and THAT is the major issue here
sorry @undone haven didn't mean to reply to you
That's fine lol
The problem isn't the update, it's the fact the workshop has been broken for 2 months. Ideally that would and should have been fixed before the update was pushed through. Anyone at BI, who saw that essentially NO ONE was playing this game for vanilla should have realized that pushing an update when mods are broken was a terrible idea
BI is awesome for curating this modding community, but you have to take care of what you create.
The only reason I play vanilla is when I want to recruit or give public servers a fun GM operation
Yup exactly when you see videos on TikTok or YouTube it’s rarely ever a vanilla gameplay that attracts people
I never intended to start all of this by posting a suggestion for the Cloudflare issue but holy cow
all you guys needed was a spark it seems XD
This! The update should have been delayed until we could update our mods. It shows utter disregard for how much the modding community does for Bohemia.
"They could change their proxy time out limit" Server explodes into revolution
The fact they can just change it, if they weren't cheap and lazy fucks
I haven't been heavily affected by the workshop thing since all of my mods are small sized, but this update has a lot of issues that makes me want to just take a break from modding tbh. Makes me wonder if they even test their updates on all platforms before releasing
wait....what?
They just don't want to setup a custom contract
Cheap and lazy
WHAT THE ACTUAL FUCK
Yeah
They dont even need to do that
What were you thinking? That was just my best call from what I have experienced in the past
Depending on the budget it might be cheaper to just setup some reverse proxies at ie. hetzner that aren't behind cloudflare. Those getting ddosed doesn't matter, and people would have drastically higher chances of being able to upload successfully.
In the meantime they can figure out an actual solution.
Fucking Brill, I was just suggesting they get rid of CF all together lol
They need to make an announcement about what they plan to do instead of just doing something and telling no one till it happens
They're making a stick up their own ass, and we need to shove it farther
Well if their backend gets ddosed again then nobody can play, so I'm tryna come up with some workaround that doesnt risk that
Maybe, hear me out, that happens, which affects them?
Counterpoint, CF isn't the only DDOS protection on the internet lol
Not trying to invalidate your response as it's a good one. Just saying.
No, but it is very good, and most ddos protection providers are dog water
This is also accurate
NOOOOO BUT THERE HAVING AN ARMA 3 LIVESTREAM EVENT
the people want to hear about that more than any urgent information concerning a systemic issue with the workshop!!!

Oh, dev is typing
I am not really sure what you want to hear. The issue(s) are known and worked on. It is not only an IT problem but also concerns the way mods are uploaded. We have already made many improvements to handle large uploads better, potentially also making it so a "small" update to a large mod does not require a full reupload in the future. If it will be compatible with Reforger or will come in other Enfusion games we will see. Because changes in upload also need an update to tools and the game, it means it has to be added to release cycles who are planned weeks in advance.
I'd like to give you more meaninful insights, but a) I do not actually know much more myself and b) it does not really help you either as there is not much you can do with any information. I have said it in the past a few times, but you can be assured that those who come from modding background are nagging internally about such issues even much more than people can tag on public social channels. We definitely try to get this resolved as quick as possible, but things are not always as straight forward as one would hope.
Maybe when it is resolved we can also explain what was going on and what took so long. We will see.
I'm not gonna comment any more on it, as the reactions on me trying to give some hint that its not easy earlier, are only met with more pitchforks in the channel.
I think the fact there hasnt been an "official statement" on the issue, has only heightened the tensions, thats not a negative on yourself as many can see that you personally have atleast tried to explain what may be happening.
A public announcement is what we want
After an update to the game, many mods no longer work, or need updates for whatever reason, modders cannot fix their mods and this creates tension and pressure on the modders, many of whom have worked hard and helped boost the status of Arma Reforger on Social media.
i think a fix is what most actually want.
Yeah, but, they can't do that in a day. Also were being considered spam till Monday
A public announcement, and ongoing updates on status. I feel like we have to hound, and hound, and hound to get status updates. Information, whats going on, whats being done, what can I pass on to my community to explain why the hell we cant provide new content updates.
I have spent over 900 hours in tools, and 800 hours in game building a community around reforger.
It feels like there is** little to no consideration** for the modding community and what we provide reforger.
I can handle game updates breaking mods. I get it. what drives me up the wall, is the blatant disregaurd for the modding community as a whole.
On top of all that, we learn that the prime issue preventing our uploads, is caused because bohemia wont pay for cloudflare..... Yea. I think we have a right to be upset about that! Havent you guys made enough money to pay for that???
I love arma, and im not mad at YOU. Im upset that this is a PR nightmare that could be resolved by one person filling one job. Just communicating with us and being honest. I feel like we have to pull teeth to get corporate speak answers out of yall.
I’m a verb now 😄
The Havoc caused by this is insane
Nah, but yeah, after spending like $300 in assets to no longer be able to upload my work is frustrating
Good game engine
AWS ?
Yeah, that's a lot. Also, relatable. My Project lead has spent so much money getting models and textures. Just waiting for this all to pass
Please don't take it out of context. There is probably more going on besides just this one setting, and its probably the reason why its not turned on. I was merely commenting on the suggestion that was given with the timeout and why its at the default value right now
Maybe an announcement for clarification that is spot on is warranted?
@rich estuary
This is in reply to the "dont take it out of context above" ^
But this is kinda what I mean. I feel like were getting information from people who dont know exactly whats going on in their own company. Theres no PR rep at all.
I understand that from a functionality perspective there is no gain on keeping us officially informed.
**However **what it does do is gives us trust in reforger, it lets us keep updating our communities on what's going on, and most importantly it makes the modding community, which has large amounts of **time **and money invested in your game, feel included and considered by the reforger team.
So far all the actions by reforger thus far have indicated that modders are an afterthought. Even if thats not the case.
If theres ANYTHING I can stress, please, have an informed PR person step forward and officially lay it out for us. And continue to keep us updated! Think we deserve that considering what so many people have invested in reforger
As far as I know the only truthful statement on it is that: We know there is an issue, we are already working on it since it was first reported. We do not know exactly yet when it will be resolved, but its a top priority for everyone involved.
We can (and maybe should have) made that a twitter post then, maybe we did, I am not sure. But even if, since then there would have been no updates.
So far all the actions by reforger thus far have indicated that modders are an afterthought. Even if thats not the case.
I don't think that's fair to say. It is a large company with many things being worked on. I for one can help in no way on resolving workshop issues, so I keep doing my work. So do others who are not needed for it. We continue to make game updates, we continue to do play sessions etc etc. Should we all do nothing until this is fixed? Us also doing other things does not mean we do not care about workshop or modders.
And besides that I can not imagine anything that would make you think we do not care - unless you judge that solely based on the time delay it takes us to fix. I would not agree with that, but I can at least see how one might think it.
It is a bit meh if people pull the "they do not care about X" group card when we have so much going on for each one of them. For modders we have a whole contest with accompanying video series to get people started in modding , new toys to play with every update, new documentation and tutorials being added ot the biki ... I think we show at lot that we care.
What you can complain about is communication - though again, in this case it appears there is not much to say. If it had made you more happy if there was some public indient being opened weeks ago and get sporialic "we are still investigating" updates on it, ok. But even if comms are not what you want them to be, it does not mean we do not care at all
Anyway now I really leave for the night. You will hear from me as soon as we can get you an update. I have asked for one internally a moment ago and will try to get an overview sorted early next week
Also might add that the other things that happen do not take away resources from the people solving the issues related to workshop uploads.
Thats a fair response, and your right, not everything indicates that.
There's a lot of moving parts, and I understand that everything cant just stop moving because of one problem.
From my perspective I wasnt involved in the modding events, so what was in my vision was just the ongoing issues, the difficulty of getting information, and then the 1.6 update happening at the same time really boning us.
That was my perspective, but I concede that if you take everything as a whole its unfair to say you guys dont care at all.
I appreciate you going out of your way to talk internally to get an overview for us. I hope we can get a space to receive updates every so often, even if its more of the same each time. I think that would alleviate pressure on you guys dealing with individuals, by being able to point them to a specific place, rather than constantly saying the same things. And it would give us an area to check for new information and stay posted.
Thanks again 07
I think Bohemia needs a loud American role in the company like many Japanese companies have
Dude. What company does that, ones that don't care about their communities?
Maybe being silent isn't always the answer like in Japanese culture
I'm open for this, where do I apply! 😆
M
so uh. on topic question...
How are new conflict base objectives selected now?
Before on my mission file, I strategically configured radio ranges to control what points were capturable when.
That no longer works. how do I go about creating a semi linear experience for PVE servers, and at a minimum, what is the new methods of selection for what is a "capturable" objective
All I want is more enfusion documentation and for the outdated articles to be updated 😭😭
Hey guys, what's up? Are there any alternatives to the Bacon Loadout?
No he's the GOAT, we must wait. I don't blame him, I'm sure there is more pressing matters at this point its all so messed up. There could be more UI's like that but the people making them are doing it for a job not for a hobby. GOD BLESS BACON!
x2 god bless bacon
Excuse me, I have blasphemed.

Don't worry! I was fired up before. Then I drank a good beer and I'm okay, its okay now.
Other dev teams are in the process of creating their own. I know of at least two teams
Im tryin to make a 60mm Mortar mod. Can someone help out
So has anyone been able to upload anything over 100mb in any circumstances?
Yeah i've gotten a couple 800-900mb through after several attempts.
how many are we considering "several" here? I tried uploading a 300mb mod for like an hour with no luck, wondering if connection + other factors outside immediate control affect that
Like 10 or so I guess. Also do it during non peak hours.
But I couldnt get over 1gb I had to strip everything I could out to get them down
I think large files are part of the problem
Find your biggest files and try removing them
One of the ones I'm trying to upload is 1 gig and the biggest file is 10mb, so idk at this point
I'm basically just giving up on it all for now, it's very bleak. Second time this year we've had a major modding blackout around a new update
I managed to upload an update to my map thats 1.2GB
But I had to drive my PC 40 miles away to family with like 500mbps upload lmfao
if I do it on my shitty ass starlink internet I get timed out by cloudflare.
It's so bleak
I've had luck with a vpn in Canada just now. also anywhere in Europe has worked for me.
did every maps navmesh get nuked with the update? Every map I load up in the workbench has none its all blank.
That seems to be the case
ive been trying and trying to update my mod including using VPN located in europe and still isnt working 😭
On top of all that, we learn that the prime issue preventing our uploads, is caused because bohemia wont pay for cloudflare.....
This is not the reason of the issues. Do not believe what modders say here. It's all speculation.
Situation are multiple things.
-
Not every error log you see that says 524 is actually a 524 Cloudflare error. Only the one that specifically says TIMED OUT is. The UNIMPLEMENTED ones are other errors bigger than 530.
-
If the fix was increasing that time out limit, it would have been sorted months ago.
-
Cloudflare has issues with our current workshop API uploads.
-
Disabling or moving from Cloudflare is not an option, even if it makes it better for modders to upload as we get exposed.
-
Our engine team has worked on reconstruction of the workshop API to be way better than before.
-
Issue should be improved a lot when AR team ports to this new API.
-
There is no defined ETA.
We know it is frustrating, but there is no more that we can tell you other that it is known and it is being worked on.
What is being worked on is invisible to you so not much more information you can get as an user.
Until the issue is resolved, you will receive the same answer.
Issue is complex and not a simple swtich this and that, and fixed.
Do not tag other green names for this issue, tag me instead.
How am I supposed to edit a map that a friend has created when I have been given permission to. I can't find the mod file / world file in the directory
When issue is sorted, it will be posted in the arma platform website on the dev hub (The news that are for modders)
The unimplemented errors that you mentioned or 530 are those errors you might know what is causing them or a work around?
internal issues
Nothing you can do on those
The vpn trick might only help you on the actual 524 Timed out
but not the others
👍 okey dokey, so far ive only gotten 524 unimplemented. Will keep trying though
Read my most recent message, actual issue is not what you think.
Plus we give workshop completely for free, we are not cheap on that 🙂
So that's great news.They have reworked / are reworking the workshop to be much better than before. Pretty much all people wanted to know I think.
Those who have managed to upload through a VPN, what VPN program did they use and what were they connected to?
im trying for a week to upload my terrain, they have 700mb 🙁
dude wtf is this bs now?
what does the VPN supposed to help with the problem? Genuinely curious
⬆️ The vpn trick might only help you on the actual 524 Timed out⬆️
I had luck with proton vpn and in any country its has helped me get it uploaded.
Create a new mission header and get rid of the old one. That worked for me
That would be nice to not have to upload 2.5gb because I moved a tree
also what worked just now was right click and register and import the conf
You know I love this game but I really do want to take a fat steaming 💩 on BI head quarters on every update that just messes the modding community up
Yeah but that's kind of the whole thing with reforger. It's the testbed and road to arma4. It's always been said that it will undergo major breaking changes.
Didn't we have this conversation already 😂
No “major” update can happen without breaking parts of what came before. The game is in active evolution. Eventually (likely just before A4 launches) development will reach completion, and from then on, updates should (hopefully) focus solely on stability and performance, leaving the core systems untouched so nothing will break anymore (hopefully).
Yeah if they want arma 4 to be cutting edge that's just how it has to be. That literally is the entire theory behind reforger.
Doesn't mean it's not frustrating ha ha
tru dat
Experimental come on dude quit ass kissing
No ass kissing. Its been the case since the very start of reforger that its a test bed, even if its paid.
Aren't you the same guy currently ranting about this on reddit by any chance?
Reddit can’t save you.
I don’t use Reddit what’s the rant I’m curious
https://www.reddit.com/r/ArmaReforger/s/Jw9j277xl9
Okay just thought it was too much of a coincidence
Thats a pipe dream. Sometimes you just gotta rip the bandaid off the only way you're going to get real world data.
Okay, but this is just repeating what we already know. There has been no public announcement that we are working on the workshop. Once again, an employee has to explain the problem to people in a message. It's great that you're reworking the workshop, and I hope everything will work smoothly, but currently 90% of people can't do anything with their mods. If people have to guess what's wrong, it's a bit strange.
So only small mods are allowed to be updated right?
Whoever Blumpkinbomber is needs to 1) chill the fuck out, and 2) stop acting so damn dramatically over the game's version number, as if that has any significant relevance, like holy fuck
My mod is like 0.5Mb and failing to update.
Though, I'm getting an 400 error code saying a dependency can't be found... Which, the dependency it's pointing to is my own mod?
Do you have any dependencies listed in your Project Settings?
Yeah, a few. Verfied them all are showing correctly on the workshop pages. And are actively being used on my server right now.
Sry, I dunno what the issue could be then. Thought you may have had a copy of your mod that you accidently had as a dependency
I’ve had a few mods that say they’re outdated but still work and some don’t it’s crazy
more or less. Depends on your upload speed and mod size. Can you beat the timeout counter is the question. And im guessing a fix is at least a month or more out, b/c the only useful piecec of info that the devs have given us is that they are attempting to rebuild the entire workshop
Yeah so practically, all things considered, the bigger it is the smaller the chance is that it'll upload
Yes
Hey guys, are there problems with updating the mods? It's happening to me too, and in my case I get that message, yesterday too, but at least I was able to update, and today nothing.
Yeah I know 😂 got tired of replying to him.
Sounds like you haven't been in this channel recently, but if you look above, you can see the mod/map making community is pissed; no one can update their work.
To summarize, you were unable to upload your mod prior to BI's Cloudflare timing out. Apparently, BI modified or introduced anti-DDOS software via Cloudflare over a month ago, which introduced a timeout limit for uploads (to prevent DDOS attacks from overloading and crashing its servers). Well, apparently, "Cloudflare has issues with our current workshop API uploads", which is causing uploads to the Workshop to timeout if they fail to complete prior to reaching the timeout limit. Subsequently, the success of your upload depends on your **upload speed ** and file size. The community is pissed b/c this issue has been present for over a month, BI didn't start acknowledging it or offering answers until recently, and, most importantly, creators can't upload fixes to their mods/maps after the 1.6 update broke them. BI has no ETA on when this will be resolved, only stating that "Our engine team has worked on reconstruction of the workshop API to be way better than before." Based on the undefined ETA, my personal guess as an outside observer w/ no direct knowledge is that we are at least a month or more away from the the completion of this new workshop API.
Im not gonna ever write that long-ass explenation again, so if anyone comes in here asking the same shit, I would honestly not blame you if you just copy that as your answer. B/c thats what im gonna do
Weird that they didnt implement a workaround
Modders should start uploading their mods to flash drives, then mail them en masse to BI’s offices to upload directly 😆
Tbh not sure if worth it, since 1.6 seems to crash when I step on the ground wrong
Nah, I’m just joking. Apparently BI devs can’t even upload their own mods, so sending them ours would be pointless
When you step on the ground wrong?
Yep
It was a bit of an exaggeration, but the amount of crashes has increased so significantly it feels like over a year ago when stability was a myth
My 1% lows are a lot better. but I do get spats of crashing. it will feel crisp for a while, and suddenly I get a bunch of issues
and console cant even really play anymore
particularly xbox
Im noticing that too, I've also noticed 1.6 broke adding component to objects in the world, if you add a component that is not natively in that prefab just in the world itself its an instant CTD
Yeah, I know what you mean. It’s also taking increasingly longer for BI to publish fixes to resolve all of this. I think it was like 2 yrs ago that a dev reported that the Reforger dev team was ~50% of what it was on release (which transferring over to A4 development is obv understandable). But I’m kind of scared to know what the up-to-date figure is. I’m not at all claiming that the Reforger team has been reduced to a skeleton crew, but it’s hard to believe that the reduction in the team’s size hasn’t impacted their ability to efficiently manage stability
In true Bohemia fashion. Despite testing wirh experimental they still manage to break the game in the full update 😑😂
If upload speed is important, im down to let modders remote into my pc to push their updates for the sake of the game lol. My wireless upload is around 500 mbps and I think wired is around 800.
Yea, only problem w/ that is they would need to give you not only the mod files (which contains all the source data for purchased and/or created models), but their BI login as well. So most modders are gonna say no unless you can somehow manage to convince them that you are 100% trustworthy. Just to give you sense of the trust that's required, we would be giving a stranger (no offense, but a stranger w/ a "I'm new here say hi" server tag) hundreds of dollars in purchased assets or our own assets that we made, which you could just steal and attempt to resell. That'd take a lot of convincing
Not trying to be mean. Just explaining
Read the same post you just shown a screenshot about. The issue is more than thr timed out. The timed out error is the least of the issues.
Also
Yeah I absolutely get it, just wish I could share my fiber internet lol. Double checked and my wired is doing 1 gbps up.
I mentiomed all this over and over multiple times
Its the same information, nothing else has changed. Its ongoing development.
I did. We are going off the info you and other devs provided. We can only work with what you tell us, and that is what i've gathered and been told. You've explained that the error can be one of many errors, but the time out error is the most major that we are experiencing
I am not just any employee when it comes to modders. If you want information about modding then i am the one you have to ask.
A post on twitter would be by community managers that just post the same I posted here.
Take what i told you there before as the actual state
Read the post
No, from reports and issues. Most common is 524 unimplemented
Which many confuse with 524 timed out
Because it is logged wrong
524 on the first one is not 524
maybe pin the message, its already behind „spam” and another person is asking why he cant post a mod
There is no fix you can do as user, even on small uploads you can hit the issues.
VPN will only help on the actual timed out, but not on the other errors.
One of the other erros can also cause timed out.
Got it. But regardless, all im trying to do is explain the overall situation to ppl who want to know why they cant upload. I attached your post to fill in any specifics that I did not cover. Main thing I wanted to get across is that this is:
- what your error is,
- everyone's getting it,
- what factors impact your ability to successfully publish your work, and
- what's being done about it.
But you got the error/issue wrong
Spreading the same thing that makes the issue more annoying to people
Thinking it is a small fix by increasing a threshold
It is not
So, just link my message and do not explain anything yourself
If someone wants clarifications. They can @ me.
But very unlikely that i will give any internal systems info as that information is not to be exposed.
Also, important!
If any of you gets the 524 unimplemented one. Please send me a dm with the whole log folder for that run.
So that we can track what happened in your case.
Again, the unimplemented 524, not the timed out 524.
Experimental is for players and modders to test their mods, and see if they find issues.
Only 1% of modders test on exp. Rest only do stable. Very small compared to a3 and dzsa.
But the issue in this update seems bigger than others due to problems with workshop as well.
1.6 is a major update, compared to the rest. Almost on level of 1.0. In 1.0 we just decided to make every mod obsolete as many systems were redone.
We'll while it may annoy you that we try to explain it to others (even if we do not fully understand), it appears that vocal frustration of the modding/map-making community has finally gotten some much needed clarification on this issue. So while I have you, please explain, since i'm wrong in stating that upload speed and file size are not relevant in the case of the unimplemented 524, what factors are relevant as it relates to this specific error? That is, what steps can we take to reduce the chance of encountering this error, if any?
The reason why 1.6 is packed like this is because the updates were paused due to MANW. So it accumulatrd many things that would have gone more smooth on regular updates
As i said, nothing you can do as user.
k
Only send us the logs
Issue is that 524 unimplemented can be any other error
And we can not help you unless we see what happened to you.
Send it to me. Not other devs.
I only hope this gets solved soon I love the game just hate when it breaks
We understand the frustration. We are frustrated too. We do not want the community to be facing this issue. We have developed many things for modders, the tools, the workshop, support on consoles, etc. We care.
We are working on fixing it.
As for issues with your mods on 1.6.
Report them.
That way we can fix. Otherwise it is quite hard to spot issues.
Its impossible to test every mod possible by ourselves. So that is why we have exp. So modders get a pre release version where they can spot the issues before it hits stable
We have developers now dedicated to help debug and fix your modding issues for and with you depending on it. Report them to me and then you will get the support. They also now check the discord to spot them.
Speaking of consoles... and I don’t mean to stir things up, but I haven’t seen any official announcement. The Xbox version of the game is experiencing multiple major issues: odd audio behavior, inventory items appearing only as black silhouettes, frequent freezes even when playing solo in vanilla, problems with AI commanding, etc. I noticed all of this during the Experimental build and was surprised that none of it is addressed in v1.6. Are you guys aware of these problems?
we appreciate that. I'll be sure to snag some logs (assuming they are relevant beyond timeout issues) and send them here.
For this, better to ask nillers, other CMs, klamacz, etc.
Game release (non modding related) is not my area.
yea I dont really have any useful logs to send. If I run into them I will share. But 95% of the time I get an error on publish, its a timeout error.
I only have 10-15mbps upload speed.
Perhaps the timeout error triggers before I get any of the other, more niche mislabled errors.
@silver bison
im assuming this is just a cloudflare thing...
and not the other issue
Yeah. When i say post logs. I mean the actual logs folder fir that run of workbench. To my dms
These screenshots, are not useful for us.
Send the entire log folder
Ah ok, where would I locate the log folder struggling to even find mine lmao
On the log window there
There is a button on the top right of the log panel
Click it and then open logs folder
After being away on holiday for about two weeks, it looks like the 524 issue is still ongoing. A few other mods seem to have been broken by 1.6 and apparently can’t be updated. Is that summary roughly correct? I was offline for the past two weeks.
See pinned message
The last time it testet iam pretty sure it said 524 Time Out and something with cloudflare whats new after 1.6 i will test another run tomorrow and send you the full logs.
Yeah the errors are varied. Always feel free to send me the logs.
Hi i'm having trouble uploading mods to workshops... it doesn't give me any reason, can anyone help me!?
BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Hi, are unlisted mods download speed throttled more than others? im trying to understand the logic, if its just unlisted mods or maybe unpopular/less downloaded mods that are throttled more?
No. All are equal
That hasn't been my experience. When I update my unlisted map/mod and immediately restart my server and join it with my ps5, I can download 6gb+ of other mods in the time it takes to download a 50mb update to my own mod.
are fresh uploads slower to download maybe? theres gotta be something going on here
CDNs need some time to cache the data from our servers
ok, thanks, that would definitely make sense as the cause to the slowness. which means frequent mod updates to large mods are out of the question unless you want to piss everyone off or empty the server. ill have to limit my mod updates... sigh
That would be the case even if everyone had instantly full available CDNs. Mod updates always cause issues. Creators should try not to update multiple times a day. In DayZ a large mod update from me would mean nearly all community servers had to go down briefly and people unable to join until it was updated. So we only updated the mod once every few months
Good to know. Hopefully some day BI can redesign the CDNs to be as good as other games and just about everything else operating on the Internet.
you need to get the actual log for this and send it to marioe
Anyone else running into this issue? never happened before till this v1.6 BS update came out...
Solved
Ty bro
👍
Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'm_Item'
Class: 'SCR_DownloadSequence'
Function: 'OnDependencyPatchSizeLoadResponse'
Stack trace:
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnDependencyPatchSizeLoadResponse
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnAllDependenciesDetailsLoaded
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function Init
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function InitDownloadSequence
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnRoomFullList
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnRoomCallbackResponse
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function ReceiveRoomMods
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function ReceiveRoomContent_Mods
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function ReceiveRoomContent
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnServerEntryFocusEnter
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnFocus
scripts/Game/UI/Menu/DownloadManager/DownloadSequence/SCR_DownloadSequence.c:380 Function OnFocus
Runtime mode
plz fix i been off for 5 days pc and xbox and ps5
They’re not going to fix it
They will. Give them some time.
was wondering if someone could help me? i'm someone who learns as i go. i'm looking to mod the handheld map of Kolguyev. it says i need to add armareforger, armareforgergame, armareforgerworlds,armareforgerKolguyev and armareforgerUI as dependencies. I can't locate them though. It says there saved as .pak files but I can't locate those either.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup
Uh, I've heard of people saying the arma reforger project not detected before, but this might help?
And when it says game installation it does mean steamapps location
ill take a look thank you.
900mb published on first try this morning, after failing 50+ times yesterday.
Seems to be going crazy fast for me. It's not peak hours but still feels like theres more to it. Maybe they updated last night?
Just published another on the first try
I hope they updated and fix this stuff
Somebody else try
Old 524 friend is here still
womp womp. Well my only advice to people is to do it before / after peak hours. AKA late night / early morning wherever you are.
When this gets fixed will older mods be okay to run again or do they have to have their version updated to 1.6?
It's a separate thing. Mods that aren't updated can still work and mods that are updated can break.
The issue is some modders cannot update their mods to fix them (or to add content).
hilariously, some of the mods with the fewest breaks are the ones that havent been updated since 2024. The US Armed Forces by Reforged was an amazing hot fix for modern gear and it hasnt been updated in 11 months.
I notice that when I checked other server to see what mods they were running and I seen that mod I was like how the hell can I put this mod into my server but not Kodiis building pack
BACKEND (E): [RestApi] ID:[329] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1762285024387-423542", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
BACKEND (E): [RestApi] ID:[330] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1762285037556-156341", message="assetVersionUpload 66B0CE6003ED6865 1.0.4 not found"
I got my mission to work, and I am trying to upload to the workshop
66B0CE6003ED6865 1.0.4 not found" is actually the GUID of the mod I'm trying to upload (which I have before). So I don't understand what dependency it's missing
BACKEND (E): [RestApi] ID:[388] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotOwned", uid="1762285515192-247155", message="You're not an owner of this asset"
BACKEND (E): [RestApi] ID:[389] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:404 - Not Found, apiCode="NotFound", uid="1762285515340-983962", message="Not Found"
it's like I lost ownership to my own mod (it's just a mod collection to create missions for my group)
I am really a novice when it comes to arma tools. does anyone know how to fix? or should I generate a new GUID and reupload?
Does your mod have any other dependencies (should be the case for a mod collection) and if so are they still on the workshop?
I removed a bunch of mods for my mission to load. I beleive the ones that are left still exist. But I will double check tomorrow. Thanks!
Which VPN and location are you using to send the mods?
I'm getting them same "Referenced dependency doesn't exist or isn't accessible" error. I went through and redownloaded each of the mods one by one, dropped them back into my reforger folder, still getting it
send your log to mario himself. They will help you out 🙂
actually get ur log folder though
It's preloading mods from the future
@leaden zodiac who is mario, amd where do I find him?
Is it possible some other random author can upload (or try to without success) to update if they use your mods GUID? We noticed somehow that depsite only reaching v 0.1.2 locally, and having errors, someones appears to have uploaded at times that we don't recall updating earlier today. I just went ahead and pushed 0.2.0, but the page seems to be all over due to caching as well at 0.1.0, 0.1.4 and in changelog is 0.1.9 (but I uploaded 0.2.0 not long ago.
In-game detec ts 0.2.0 now without issue. Just something I felt was worth bringing up.
add a ? at the end of the url
You will get a non cached version
Is it possible some other random author can upload (or try to without success) to update if they use your mods GUID?
No, unless they are contributor
Well the caching is wonky for sure, going between various versions. That trick fixed it, and its showing 0.2.0 now.
That's weird though, changelog with ? has no record of anything past 0.1.2 which is what we recall on our end, so really wondering where the other versions that were cached actually went. Could there be an issue where if someone else tries to upload it caches a version change, that utlimately gets dropped?
We don't store all versions of a mod
I see 14 versions on the same link
How many do you see?
I see in here
https://reforger.armaplatform.com/workshop/66C376958D81952B-IntegrityLoadoutSystem/changelog?
14 versions.
Exactly what I see on our system
So probably your other uploads were dropped/corrupted
I see on history, you did many more updates on descriptions
These end up merging onto the same version it had
But I do not see any other uploads/versions on system. Neither active nor in history
That would make sense. I was just having a hard time comparing, but the ? trick made that easier to compare. The caching could really use some improvement though for sure.
@silver bison New Record today 14% without VPN. Do you think iam pretty much lost with my 4GB Mod? Always get the Cloudflare - A Timeout Occured... dont now if you can help me with this..because you said you can just help with the unimplemented ones. Sended you a DM with the logs yesterday or so.
i would 100% split a 4gb mod smaller even without this issue
its not realy an option. Its a map with many custom assets already placed. around 100 different models and stuff. i just get around 11% the most times what means i need to split the mod into 10 parts...what's crazy. i mean it worked over a half year since i worked on this project and one day to another we got this issue...i still have the hope for a better solution...
You can still split out the model source files into a different mod.
A lot of mods do a building pack, weapons pack, etc..
but at the minimum one assets pack split out for a mod of that size
I spent several hours doing it to my project.
But i have to place the assets again? or how should the engine know the new location?
This is why we don't use paths
But what we call ResourceNames
Possible you get guid mismatches or something might have to fix a few, but thats fixable.
For example, in RV you would have issues with this as you access things trhought paths, which was also dependent on your ADDON prefix
In Enf, we trashed this idea.
There is more to the ResourceNames, and the filesystem and the resolution of asset management. I plan to do some blog post explanation of how it works in future.
because we still have the Prefix thing as well, and it can be used. But it has specific implications
I didnt messed with dependencies and different projects for now. maybe @verbal crystal can help me a little to set everything up.
But still dont get my head wrapped around that its not possible to stable upload files these days...i know its not bohemias fault but still hard to accept for me that this is now the reality. We got the tools and the platform made out of my best dreams from bohemia and now a upload is the alarm at the morning that rips me out of this dreams like a mortar shell.
It's an unfortunate problem (Not that a problem can be fortunate 😅). At least you can know that it is acknowledged and being worked on. So it is not a permanent issue.
Thanks for your words and time that you guys spend for your community. maybe its not so bad to make the project more organized and clean up a little until its got fixed some day.
Hey so one of my mods has a script that survived the update but now randomly it can hard crash everyone on a server when the model dies. It can't be replicated consistently but it is only happening when they kill my asset. The code the game throws is it tried to access a file that is locked or does not exist. But dosent mention my script or asset directly
Do I need to re-upload my script? Or is this a base arma issue?
Wait for a hotfix update and go from there imo. Supposed to be this week I believe or maybe next.
Will we get an announcement when the timeout error has been fixed? Or will the community have to find out themselves?
They will announce they said.
Tune in to find out the winners of the Make Arma Not War 2025 modding competition and listen to jury members discuss why these mods stood out from the rest!
Find out more at https://makearmanotwar.com/
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This live rn
Good i don't intend to trying it again and again every few days
im not going to dig around to find it for you. idc
@silver bison are you able to help like he said? do I DM you a log?
Over two months now 🥺
same problem here
Welcome to the, "they don't care club".
Damn, u need to publish this to the enf showroom. Best mod I’ve seen all week
Only request is that you put a second separate asset of a middle finger statue next to it. BI’s accidental, big, fat ‘fuck u’ to the modding community
Amen
Frog tomorrow maybe? 🐸👀
More waiting
Damn
Maybe something. I know they’ve made a couple of map fixes
@lean anvil @rocky bobcat Keep promoting these snide comments that do not add any value to the problem, solution and understanding of the community and you will be banned.
Last warning.
Yes, please.
I will refrain from making further comments on the matter. I’m only venting my frustration given the current circumstance as I can’t patch my recently released mod, the assets of which were very expensive to acquire. It’s fairly broken and since I can’t patch it, it’s negatively impacted its rating.
I know you’re more than aware of the issue and the engine team is working on fixing it, thank you
Same with Havoc, this situation is quite frustrating.
I'll stop, I'm not getting banned over this
Not worth the effort
Haha I am still waiting for them to remove downvote bombs I've received for issues with the workshop I had nothing to do with for like over a year
Majority of workshop reports are things like that too, or completely unrelated to the mod or ws even.
Publishing option in wb greyed out for anybody else rn?
banned
Still down for me hopefully they are updating it
its fine on my end
Oh damn
steam might be down in your region
I've had it where it's ghosted out before, and I close and reopen workbench, and it shows
But I already did that like ten times
is the console saying anything?
Good question.I just checked it remotely from my phone l o l I will be home shortly
steam or tools?
And the user part is not ghosted, but when I click it, it does not pull the info, it just loops
what region are you in if you dont mind me asking
Nw usa
same
I'm in the only state without legal weed
Kansas?
Haha nope they at least have medical if nothing else
I said northwest
????
Yip
Every state except idaho has at least some form of medicinal
And we are the only state they can't mail it to legally
They arrested a truck driver that was hauling it from one state to another state because he drove through idaho to do it haha
Idaho, Wyoming, Nebraska, Wiscnsonsin, Indiana, South Carolina. All not legal to have any product made of Marajauna
He had it all declared on his paperwork.Legally and everything
we need interstate trade
my family actually owns two rec farms
the market is soooo flooded here
That's right.But they are allowed to have it mailed to those states
So they can order it off the internet
Now, hopefully that workshop update is done when I get home
@dark pulsara workshop update is suppose to come out today?
No sorry haha
is this the issue that an update will fix though?
as soon as i ask this question its like no one exists anymore this community is something else
It's not an error you have to update it to work with new systems.
how? i guess im not doing it the right way
I assume the script needs updated. Thats what happens when updates come out. They get rid of things and add new things and change things. And scripts have to be adjusted to it. i cant tell you more than that
You only waited 9 minutes 😅
any script errors etc send to mario or ping him. He himself has stated that its ok to @ him with console logs so they can help.
Also look at pinned messages
oh hes here anyway
lol
@silver bisoni have been asking about this issue since the weekend
Not everyone knows this answer, specifically if it's something we would fix
and screen shot it eachtime but anyway im just trying to figure out this issue and i thought it was to do with the framework mod
This is a modder issue, so it has to be sorted by them. But this screenshot does not give any context to give any guess even
what can i give for a better result
The mods related to the script error
thats the thing its an EPF so i dont know what mod it is
EPF I know
But there is also another one which caused the issue I guess by the prefix
Whatever this is coming from
It's not vanilla scripts
ok that helps me a lot already thanks!
all my mods just deleted themself now what the hell
i just redownloaded Enhanced Presistent Framwork
i tell ya i have had to rebuild this server like 4 times now
how do i remove a mod from the workshop that isnt in my arma tools list now?
@silver bison
Make an empty mod with the same GUID and publish then unpublish it
Just create a new mod with the same GUID as that one, then remove
is the Railway generator or Wolfs building mods not working? i just added those 2 and im getting the EPF issue
Tons of mods are not working dude. It will take time.
i get that dude im just frustrated and my server community died out now
That’s the cost of relying on external mods
90% of people who relied on epf are rebuilding their mods
you got a reply in 15 minutes, thats actually pretty good lmfao.
I feel that, ive taken a roughly 50% player count hit on my community since the update.
@oblique pollenya today finaly
i lost all my players because i cant get my server up
yea we were down for a few days and still have not recovered
Do you have your own map and mission file?
has the mod author published any updates since the update dropped?
im still trying to figure out what mod it is but im thinking its one of the critical ones that i used a lot of prefabs from
so im just going to have to wait
So...what I had to do is go through my core dependencies and figure out what was broken. But I created the map and mission file my server runs on. So Im able to do that. But once you can get JUST your map and mission to run. Start adding back your modlist a few at a time, removing mods that no longer function as you go
thats assuming a script is broken on a dependencie your using though. if its YOUR mod that has the broken script, idk how to help you really thats not my wheelhouse.
Either way its a shitty situation.
I would isolate what the problem child is, and see if you can reach out to the mod author
wouldnt want you waiting for an update that might never come.
I have always been the problem child
😂
wait I found a better gif
Just curious if anyone knows why the format and storage of game master saves have completely changed?
marioe might know. Ik persistant saving was super susceptible to corruption. (at least in my experience) maybe it addresses that?
Hey guys I was just wondering where I might be able to force supplies being enabled on mission start? I don't wanna rely on a GM to hop in every time the server restarts itself to get supplies up and running
I gotchu man one second let me pull up the screenshot
In your mission file, select your SCR_gameModeCampaign entity
Scroll down, when you see disabled resource types, remove the supplies from that list. publish the change to your mission file and profit.
^ I have supplies disabled here you would want to remove it from that list.
You're amazing! Thank you!
You're the most helpful member of the community
You’re not Jake Paul
@dense scaffold, Have I told you lately that you are the GOAT? I guess I haven't so you could do what you did this morning... 🔥
Hi @silver bison which image place holder needs to be modified (circled in red)? There's about 20 of them in the conf, I get the errors are complaining about preview images being wrong and a meta file missing for the E_ file.
what is it you're trying to edit specifically?
Came here to ask if it was possible to REMOVE depedencies from a project in workshop?
Following this guide under "Preparation" but it doesn't say what Image Placeholder to change. I cannot Create/Update Editable prefabs, they're just blank.
https://community.bohemia.net/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration?useskin=darkvector
if you're the mod maker, you can just remove it from Workbench as a dependency then republish to Workshop
I got 2 mods that I didn't make as a dependency that were removed from workshop. Trying to determine if the project I made is worthless now cause I can't download those mods that were removed any longer
Try contacting the maker(s) on this Discord or at least the name of the mods to see if they can help you out get your mod working.
Seems like it might be just outside my wheelhouse
yes you just go to project settings while in tools, pull the dependencies that are causing problems for you, and re upload your mod.
if its someone elses mod you cannot fix broken dependencies.
Is it possible to share the paked file without uploading? for instance put it on my server and send it to my game buddy?
Is it possible to send a pak file without source to the workshop?
If you manage your mod will be banned for tampering with the publishing process, and possibility of corruption of assets and preprocessing.
So, better to drop the idea 😅
The Workbench comes with a startup parameter for publishing PAKs so I wouldn't necessarily call it tampering
There is one for Packing, but there should be none for publishing PAK files.
But the issue is people using the 3rd party packers which are not packing things correctly, and avoid the preprocessing checks we do during build -> pack -> publish process
The Biki says there is one, publishAddon, though I've never tried it
The public docs are wrong there
Should be It can be used in combination with parameters starting with "publishAddon". only.
According to up to date internal documentation
While you're here, Mario, do you know why the Workshop addon packer doesn’t use the highest available compression level?
Heyo - I have transferred some of my workbench projects to a new machine I've switched to, same files etc. However I'm unable to publish updates to the original mod, only able to publish as a new one - And also unable to un-publish the original... Any ideas?
Change the guid on the new projects in workbench to match the original ones on the workshop then publish.
In project settings
With the same bohemia account of course
Didn't realise it was that simple! Thanking you
just curious, why are custom scenario's so heavy? I just made my first custom game master scenario and its over 300mb.
navmesh?
its weird my navmesh folder in windows folder properties is over 800mb, but all the files are < 5mb
Your navmesh will be binarized and made smaller when the workbench packs the mod.
Can we get the up-to-date public documentation? 🙂
That page has been updated recently. Just this part slipped through
Do you mean workbench packing process?
yup before the addon gets uploaded to workshop
Is this page also outdated? It doesn't say which Image Placeholder property to change in the EditablePrefabsConfig.conf under "Preparation"
https://community.bohemia.net/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
The increased crash frequency since 1.6 has broken my soul 😭
Yea it’s borderline unplayable for a lot of console guys. And I’ve put in 100s of hours into optimizing all our assets 😂
Running great for me on PC though, feels snappy, 1% lows are much better.
Im glad it's working better for some folks at least! I keep getting those Access Violation crashes in the engine and I'm currently trying to figure out if I have a faulty CPU or if the issue has gotten worse recently for people
I have seen some access violation server side crashes yes. Usually it was related to some mod or something.
I have seen some that seem like random fatal errors. And im not on ECC or server grade hardware.
Overall my end is stable enough, excluding console. Particularly Xbox used.
How frequently are you having issues?
Have you checked out your console log after a crash? You console or PC. Cus the illegal access violation code can be a lot of diffeeent things
does anybody know the exact days it has been since the workshop stopped working for big mods
i know its been roughly 2 months
What's weird is there never is an actual log that pops up. I'm getting the crash in completely new worlds with no dependencies added. In some cases I'm getting an Access Violation crash within 30 seconds of opening my mod and it might happen every 5-10 minutes until I restart my PC
That’s weird. No crash logs at all??? Interesting.
Did you reinstall tools to make sure there’s no corruption?
Yup and I just keep getting that generic access violation crash popup. SO bizarre
Damn man. Yea I guess you’re on the right track about hardware. If it’s doing it on clean worlds. That pretty much isolates it to either an engine issue with your particular specs. Or your hardware buggin out. It’s not corruption and it’s not your mods. And it’s only an issue with you.
A double whammy of eternal pain between an iffy engine experience and defective hardware 😭
Anyone else having issues uploading there mod to the workshop?
BACKEND (E): [RestApi] ID:[44] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
been an issue for over a month now, you have 120 seconds to publish your mod or cloudflare times you out
apparantly bohemia has been re creating their entire workshop API
thats the thing tho i had no issues at all till just know, my mod is 180mb and when it hits around 20% it gives me that error. They tryingto make things better but are just making things worse, imo
so theres multiple issues going on at once
the timeout error is an overarching issue, and the one that locks up your upload is another issue
the more you try the worse it gets
its best to wait for a few hours and try again later if it starts to freeze up on you
gotcha ill just wait till tomorrow, 🤞 thanks for replying bud
Can anyone help me some of my bases are not getting signal from my HQ on the USSR side I have three bases near that HQ that are yellow but cross the map you can take the base near the us side can’t find anything about this.
Any workaround to the Cloudflare timeout?
Uploading 300Mb with 15 Mbps upload isnt fun 🙁
Tried a VPN as some suggested, this only makes the upload slower.
Been trying to upload on/off for a week now.
I was trying to upload and it was failing. forgot I had Proton VPN on. disconnected it and just successfully uploaded 2600 MB
BACKEND (E): [RestApi] ID:[474] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1762613710670-315753", message="Scenario name or game ID must be provided for scenario images"
DEFAULT (E): Uploading failed! Reason: "Scenario name or game ID must be provided for scenario images"
did anyone figure out a solution to this error yet?
Im so tired of this game..
removing all icons, loading screen images, preview images from 160 mission headers allowed me to publish
But dont crosspost btw. Delete this one then post one of those
what? it's an issue uploading a mod to the workshop...
Wrong person srry.
Is there a way to auto publish an addon with github actions? Are there any tools or commands with workshop to auto publish?
No
gonna attempt to shrink my mod and upload see if it works
smol
tiny
In an attempt to get our mod to upload. I managed to get galactic forces from 857mb - 699mb. Upload still failed.
Cooking up a mod that is gonna take reforger by storm, I know how many barbies are out there that love character customization. Hell, it even seems like character customization IS the game for them.
I used shadow pc to update terrains, 100% worked. No 524, 1.37gb uploaded ok.
The cloud gaming thing?
Yes, it gives you windows11, you can install steam + reforger stuff to it-> copy sources and publish.
1gb down, 100mb up.
Hmm, I also have 100mb upload, but maybe they handle Cloudflare in a special way. At first glance, it does look like they don't offer a free trial, so I'll have to wait for a fix or rely on Lady Luck.
Can anyone help me understand how to get the firing range base prefab in the enfusion editor to work?
There's not much instruction out there, and the little bit that there is says the prefab should auto work, but it doesnt
I hope you guys put your assess to work on fixing this damn junk So frustrating having my player base walk away over issue that I can not fix. I hope you guys don’t drop another update for a good while because everyone of them results into this big mash of 💩. How can you have Arma is not war competition and break every mod?
this update was rushed, we had like 4 days to test and implement things before it posted to main branch, you would think all documentation and tutorials would be finished before pushing the update but something is backwards here.
Yes new cool map that’s great, mods and modding support have taken a back seat and it’s clear now.
having stuff you made over the last 2 years break, and having only 4 days to catch up between experimental and main branch publishing, not to mention not being able to even publish large mods unless you have a 2gbit connection, has left many many modders stranded
the 4 days is the time from the persistence being added to experimental and experimental going to main
I’m sure have those people tell you calm down this is an experimental game but when people are leaving and never coming back because of issues is a problem. I don’t see the point of experimental servers when everything you guys do to prepay over there to get working never does. This bullshit on a hog farm has to stop.
Don't forget to monetize this mod by asking for donations
Forgot to mention that all the new persistence function do is crash servers, they dont even load anything
SMH
An Open Letter from the Arma Modding Community
To the teams at Bohemia Interactive,
We love Arma. We’ve invested thousands of hours building vehicles, terrains, AI behaviors, life frameworks, and all the weird, wonderful edge cases that make this series more than a game-a platform. That’s why we’re speaking up now: recent decisions around Reforger (especially the 1.6 update and persistence rollout) have burned a lot of creator goodwill and knocked the legs out from under the custom server scene.
We’re keeping this respectful. But we also owe you unvarnished feedback because we want Arma to thrive for the next decade, not just the next patch.
What went wrong (and why it hurt)
Compressed migration runway. Shipping breaking changes with only days of Experimental lead time forced emergency rewrites of two years’ worth of mods-vehicles, terrains, inventories, persistence stacks. Many projects simply went dark.
Persistence shipped half-baked. The new base-game persistence is promising but unstable, with crashes and unclear server-side behavior that made “patch day” feel like a minefield.
Workshop publishing pain. Longstanding upload timeouts make it hard or impossible to publish larger mods or to publish from slower connections. That blocks patches precisely when they’re most needed.
Silence when we needed a signal. Vague or late guidance left modders guessing while players blamed servers and authors. It’s demoralizing-and it pushes teams away.
The hard questions we need answered
These aren’t snark. They’re the exact questions teams ask on Discord after midnight while triaging breakages:
Why rush a major, breaking update without a true migration window? If the goal is a healthier ecosystem, blowing up the ecosystem to get there makes little sense.
Why ship persistence before it’s field-stable? A core platform feature should reduce risk for creators, not increase it.
Why isn’t the Workshop pipeline resilient? Two-minute timeouts (or anything in that range) are a non-starter for a moddable platform in 2025.
Why announce and celebrate creator programs, then break the very entries those programs spotlighted? It looks disorganized-even if the intent was good.
We’re not asking these to score points. We need to understand the plan so we can align our work with it.
Our shared truth (opinion, but widely held)
Arma lives and dies by modding. The series’ long tail, daily concurrency, and cultural footprint are inseparable from community content. Many of us genuinely believe that without modding, Arma 3 and even DayZ wouldn’t still be played at scale. That’s not chest-thumping; it’s context for why these decisions land so hard.
What “good” would look like (clear, doable steps)
We’re not just complaining. Here’s a minimal plan that would rebuild confidence fast:
Guarantee a 30-day migration runway for breaking changes.
Publish a “Breaking Changes” section in Experimental notes.
Announce an RC freeze date: “No further API/serialization changes before GA.”
Ship migration kits before Stable.
Code-diff guides (e.g., “EPF → Native Persistence”).
Sample repos for vehicles, inventories, save/load.
Working server configs/CLI examples with known pitfalls called out.
Fix the Workshop pipeline, visibly.
Support resumable/chunked uploads and a CLI uploader.
Extend/adjust timeouts or bypass proxies for publish endpoints.
Post an incident-style note when mitigations go live.
Stabilize persistence with a public “known issues” tracker.
List crash signatures, mitigations, and target fix versions.
Provide a safe default path (e.g., -loadSessionSave templates) that server owners can trust.
Create a small, NDA’d Mod Preview Program.
10-20 active teams get 2-4 weeks of pre-release builds strictly to validate content.
You get real-world feedback; we get time to adapt.
Adopt semantic versioning + deprecation policies.
Deprecate APIs for one minor release with warnings before removal.
Map version tags to Workshop compatibility flags so servers can filter “1.6-ready,” etc.
Communicate on a cadence.
Weekly post-patch updates for a month after major releases, with owners and dates on fixes.
A short “state of modding” note from BI leadership would go a long way.
The tone we’re aiming for
We’re not here to dunk on the studio. We’re here because we care. We know shipping engines and platforms is hard. But right now it feels like the community is carrying the risk while lacking the runway and tools to succeed. That’s fixable.
Give us predictable windows, working pipelines, and honest status updates and we’ll do the rest. We’ll keep delivering the vehicles, terrains, modes, and life frameworks that make new players stay and old players return. That’s the flywheel that built Arma’s reputation in the first place.
Thanks for hearing us out. We’re ready to help test, document, and spread the word if you’ll meet us halfway.
With respect (and a bit of tough love),
The Arma Modding Community
@ grok is this true?

Very thoughtful and well written. I appreciate the effort you put into this 🫵🏼❤️
let's hope BI appreciates it too 👀
Truer words have never been spoken. Well done.
Hey BI any chance you got a remote infrastructure lead position open
greatly written!
Since half of your complain's concern my work, allow me to comment on a few piece of it.
Persistence shipped half-baked. The new base-game persistence is promising but unstable, with crashes and unclear server-side behavior that made “patch day” feel like a minefield.
Yes it is, I was hoping for more time to polish it, but things did not go to plan and it was not possible to remove it from the release anymore either. We have not advertised the feature to regular players, it is only for discovery for modders. It is cetainly not finished yet and will not be for some time. But the previous system we had was incapable of doing much of anything and entirely useless to modders (hence I created EPF), so it is a net positive to swap it out.
No further API/serialization changes
That we can not promise, new feature requests always come, bugfixes often require change in data layouts.
Ship migration kits before Stable.
There is no such thing as migrations, neither for mod source nor for any data. We can not automate refactoring of the many possible ways a mod may interact with our scripts.
Code-diff guides (e.g., “EPF → Native Persistence”).
Again same. We have already added github script diffs, so you can see how a script that previously called A now handles B.
EPF is my modded framework and entirely unrelated to vanilla. I intend to offer migration examples for the save data handling once vanilla persistence is ready for it and I have time. At no point was this any matter of Refoger Team.
Sample repos for vehicles, inventories, save/load.
There are no samples needed, the new save system handles most of the vanilla functionality out of the box. And the script APIs give plenty of references for things like how one would save a vehicle, then put it into a virtual garage, and load it back.
Working server configs/CLI examples with known pitfalls called out.
The biki pages of cli params and server config json were updated with the release. Besides one edge case of auto save interval = 0 I am not aware of any problems therre. The request for more options from CLI -> server config due to shitty hosters not allowing you to set any is already in motion and the first set of params (for persistence) are on their way.
Stabilize persistence with a public “known issues” tracker.
Due to release cycle we do not have the ability to send more than once patch a week and we usually need prep work so most often after a fix is made it takes at least 2 weeks until it can be on all platforms. This also means that persistence gets larger batches of fixes. So you will probably get one hotfix for some crashes and fail of CLI load param in the next patch, then a bigger one with improvements to the script APIs and introducing more resilience for cross version compatibility etc, and then probably sets of new features and quality of life changes with the regular release schedule. Some might even only come with 1.7 as they go through exp first.
Now about the rest:
Guarantee a 30-day migration runway for breaking changes.
Experimental release are this. We generally do not tend to do any major changes between exp and release unless there is a blocking issue that is only discovered on exp. Between the last exp and stable release we can not always ensure it will be the same version.
Publish a “Breaking Changes” section in Experimental notes.
This may become possible when releases have less changes as we approach roadmap completeness. Rigth now and probably for the rest of next year also, each major update touches the game in significant ways, so we can not describe every change made.
Support resumable/chunked uploads and a CLI uploader.
Already being worked on. CLI publishing is already possible, consult the arguments for workbench.
Deprecate APIs
We already keep obsolete apis as such usually for one major update.
it is only for discovery for modders
servers are crashing all over the place with default settings, or is that not the same persistence system?
yeah I was gonna say our server has had issues just because of basegame issues for console players as well as a further list of bs that wont likely be fixed anytime soon another note to the cloudflare timeouts and the lack of total effort put forth towards it which I can understand devs and the discord mods being tired of hearing about but the fact still remains the even if it was a higher up decision to push the 1.6 update it was not nor wouldve been ready by release and they shouldve taken better effects to fix it prior to just throwing it out there not to mention once again the lack of effort put into notifying the public on said fuck ups also just to note because I know someones going to mention it but once again you cant fix a mod prior to the update if you cant upload to experimental due to the cloudflare issues
Workshop upload has considerable effort being put
Whole workshop api/system is being redone.
Not using other reverse proxies or cloudflare is not an option for us unfortunately.
Current workshop in AR is not compatible with such things so problems arise.
See the pins here for more information on state
something that isnt broke doesn't require fixing
exactly the game was fine before bohemia once again put out another broken update out
itd be a different story if proper testing was done using a wider range of subjects as well as taking the time to clearly identify and fix the issues prior to release as much as possible
but as of a widely determined consensus bohemia devs were propably forced to put it out then and werent going to be given more time to fix it because of a range of reasons most notably would be regarding middle management but once again it still doesnt change the fact that now the player base as well as devs have to put up with it because of this poorly made decision to release a unfinished and botched project
all that but take into consideration that such "redoing" from the ground up is 5 major updates since the full release of 1.0. and what did this update bring except the new map (new assets for mapmakers) and, from what I understand, an unnecessary REPLACEMENT of Conflict (don’t care, I play GM PvE with my buddies, but even that is broken + 10ns of hours spent on making of custom scenarios possibly deleted without any warning)
Whats the incompatibility?
Has to be something application level, right? Normally it shouldnt need to know or care about anything being proxied if it's just HTTP
I'd add a newly-formatted docs system
the actual one is uncomprensible
A thing like FiveM wiki would be much more user friendly
We are phasing out the community wiki actually for more organized, mantainable and curated solution.
Also shameless plug. We are looking out for some technical writers, if any of you are interested then let me know or wait for the postings to show in the bohemia careers page.
To be honest I'm not familiar with enfusion scripting, I'm really trying to learn, I knew very well SQF... if I had more knowledge I'd help for sure building the new docs
We cant release internal information of our internal systems. So no point in asking.
You do not have to come with the information yourself. That is how you make mistakes in docs.
The role of technical writer is to structure, format and issue updates to docs.
You would get information from developers, in raw manner or sometimes even complete already and your job would be to make it structured and coherent, and adhere to certain styles and guidelines. And to correct things with the devs.
If that's it, I'd like to do it
Just to clarify. Its a job. Not community (free) effort
Sounds like a good time. Would it only be available if you live in Czechia?
I mean I can sign an NDA 🤷♂️
wow doing the job bohemia has failed since it started writing our their own docs XD
just pull one of the amazing youtube creators theyd make it a throusand times better if youre that desperate for people to do so
of ANYONE to allow that info itd be bacon he carries your guys shit game more than you appear to realise especially with half the shit he uses being used by any major community
Jfc you people are so disrespectful.
You might try learning to read before you buy a game next time.
the manor that I said it while being disrespectful isnt wrong though and bohemia has been known for their shit documentation and community ran changes while their basegame has always broken shit even before reforger
I know youre just an internet troll you clearly dont give a shit I doubt youd care unless the game went down then youd switch to something else XD
the point is its shit thats broken and most the community glazes over
Yes clearly
Imagine arguing in the arma server
Like js turn off the screen
He can’t touch you
dont know which part is arguing dude said one thing I said the other this is kinda how a conversation works man XD
if you clearly cant tell that you should follow your own advise
Advice*
put it there just to get ya hope you enjoyed it 😉
oh ofc ofc
Of course my good sir, it was of the utmost delectable pleasure
it was the best I could do under the circumstanse XD
Thank you kind sir
why of cource wouldnt want to do anything else
anywho if yall dont like hearing it just ignore it. clearly it doest affect you so why bother pointing it out XD
he has now left for a vacation
Thank you

