#Why isn't the Eureka working in multiplayer but it works in singleplayer?

1 messages · Page 1 of 1 (latest)

glad spire
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Why isn't the Eureka working in multiplayer but it works in singleplayer?

wary osprey
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I'd also like an answer to this

analog kraken
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in what way "isn't working in multiplayer"

wary osprey
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The ship assembled, but once its assembled you can't add blocks, break blocks, or take the wheel or even access the menu again. But in single player all that works.

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@analog kraken

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My friend said it's a config issue but I can't figure it out if it is.

analog kraken
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mmmm

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does the block have the black border when you point at it?

wary osprey
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Nope

analog kraken
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1.16.5 or 1.18.2?

wary osprey
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1.16.5

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I just added it to my server last night

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Then I built a boat and realized this

analog kraken
wary osprey
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Oh.. I thought this was an official thing TwT

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So is there any official for the mods on here???

analog kraken
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this IS the offical one

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you might want to wait for an actual helper tho

wary osprey
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I'm meaning like mod creators and official helpers yeah

wary osprey
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@analog kraken so no one you can refer me to?

analog kraken
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no idea who to refer you to, because i was just looking thru discord and didnt know what
“isnt working”

native kayak
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these support channels are basically community support (for bugs we usually tell people to open a github issue)

wary osprey
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I see. Yeah that's kinda messed up. So then the officials for the mod don't run or use this server.

stone glade
# wary osprey I see. Yeah that's kinda messed up. So then the officials for the mod don't run ...

the devs do but they cannot respond to everyone and are currently gonig through the burnout wringer due to bad publicity and burning the candle at both ends

now what EXACTLY is not working?

The configs should work as they are serverside but unless you added everything to the Eureka blacklist, nothing in configs should prevent oyu from placing and interacting with blocks on ships

you might have something shoving extra code with distance checks upon placing/interacting with blocks

wary osprey
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That's understandable, I've just seen a few of the same issue here not being touched on. Alright, so I turned off udp as someone suggested, and that didn't change anything, what's going on is that once a ship is assembled in the server, you can no longer interact with it save for standing on it and blowing it up. It has physics, but the black lines will not show up around a block, you can't break it, and you can't add blocks to the ship. Shift clicking or right clicking the helm doesn't do anything and I have no way of getting rid of a ship that has been assembled. I haven't added anything to the blacklist. And if I have anything shoving extra distance checks in I'd have to figure out what it was. I could send a mod list in a moment. Though it'd probably have to be in the form of a link to the mod drive.

stone glade
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so what mods do you have and is your server normal Forge/Fabric or running custom mod+plugin hybrids?

wary osprey
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Right now there are no plugins, but it's a forge mod server

stone glade
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it sounds like a distance check for interaction that is causing issues which is either some anti-cheat mod or you are running a hybrid server which uses something akin to Spigot or Bukkit who may throw in extra code for interaction and mayhaps an extra distance check for anti-cheat reasons

wary osprey
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And let me grab the list

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I'll DM it because I don't wanna send a link here

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But yeah I've not put in Bukkit yet, was going to but idk now. And maybe Ma's essentials or FTB essentials because they do similar things to Bukkit?

stone glade
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there is a hybrid server that works which is Arclight

wary osprey
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Alright.

stone glade
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ok so i dont see many things that jump out mod-wise

Potential Issues:
Offhand Combat (interaction potential)
Player Tracking (by name guessing but it could add extra interaction code)
Theft (by name, pickpocketing? lockpick? potential interaction code)
Inventory Profiles (no idea about it but potential)
Weaponmaster (interaction potential)
Random Patches (changed interaction code potentially)
Ma Essentials

Past that the mods are proven to work (FTB family) or are unknown to me and dont seem like they would change interaction code for all things that arent their specific things

wary osprey
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Alright, well thank you. I've gotta get to bed. I had to go to work earlier but I definitely appreciate the help. And will likely ask for more if changing some of that around doesn't fix it.

wary osprey
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So what is the UDP thing, and if that's a fix, how do I actually set it up to be working with the UDP enabled?

glad spire
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i wonder if its a issue where the server config has a bug that auto black lists everything

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instead of just most natural blocks

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could that explain it?

stone glade
golden wyvern
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I'm having a similar issue where everything works fine in single player, but not on my server

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I am just running a Bisect Hosting server, and I removed all the other mods and its still not working

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When I assemble a ship, the whole thing disappears until I quit and rejoin, and if I ride a ship, it just stay in place, but if I dismount, I fall out of the sky or where ever the ship SHOULD be, but the ship itself doesn't move until I quit and rejoin

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Running forge 1.16.5

analog kraken
stone glade
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Yesnt

Using TCP involves multiple packets for whats essentially error checking while UDP will just send you the packet with no checks associated

Imagine if every tick your computer had to engage in this convo with the server

Server: "hey, you expecting a package?"
Computer: "yes, you sending it?"
Server: "yep"
Delivery

Meanwhile with UDP
Server: "Special Delivery, Ready or Not!"

native kayak
wary osprey
wary osprey
# stone glade ~~its a setting in VS2 config~~

Well, yes but no. I've been told this 100 times now but if I'm ever told what setting, I change it, and it still doesn't work so yeah, gonna have to actually see it working in 1.16.5 at this point on a server.

stone glade
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#1043937990541586434 was a 1.16.5 server which ran Eureka

spice yoke
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Also - I’ve found that if you run macOS (or Linux without a certain app) the physics just don’t run.

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This was fixed in the 1.18 port

wary osprey
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I just feel like they could at least give it the light of day

stone glade
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@opaque socket

wary osprey
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I may have people mixed up, I DMd so many people about it

rotund sigil
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il just step in since i know the in's and out of the new server

stone glade
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And the reason the devs are currently pushing 1.18 is cuz when thats all polished and shiny, they can then forward/backport to their hearts content

rotund sigil
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most likley wont backport

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forward makes sense tho

wary osprey
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Big sad, but expected

stone glade
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Rather than maintaining two different versions and polishing two different sets of the same mod

rotund sigil
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pretty much star saw the funni 1.18 create and heard of the rumored clockwork and boom now we are where we are

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which is why the server is now going to be on 1.18

wary osprey
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But like, what broke the 1.16 version? Because it worked and multiple people have told me at one point it just didn't anymore

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It's just super sad

stone glade
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Nothing honestly, they haven't touched it

rotund sigil
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it kinda just died of lack of people

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and was inactive

stone glade
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Atleast not in any way on 1.16 past me removing CC integration from Eureka

rotund sigil
stone glade
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Which I'm thinking of moving back instead of keeping it in VC, like how Clockwork has its own Integration

stone glade
rotund sigil
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oh cuz skybound did not have cc

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lol

wary osprey
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So no solution? Just "idk?"

rotund sigil
stone glade
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Yep, cuz by my account, nothing outside of CC Integration and an attmpted fix of the disassembly by Copper

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Have happened

rotund sigil
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Wait

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@stone glade did we ever confirm the server itself was compatible with vs2?

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Because if its not well that would be the issue

stone glade
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I think its been asked whether the server was a hybrid a

rotund sigil
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Im starting to think the server just is not compatible

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Stuff assembling and being bugged and having no physics sounds like a classic incompat issue

stone glade
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Ikr?

rotund sigil
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Especially if it works on single and not multiplayer

stone glade
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But we've been through the mod check wringer in this same chat

rotund sigil
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Do we know the server hardware?

stone glade
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Maybe I wasn't thurough enough

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And I dont think so

rotund sigil
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Not to jump to conclusions but id def give it some consideration

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Just reread the messages, i think you may be onto something with the interactions, maybe some kind of weird packet loss is occurring with distance checks

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@wary osprey if you cant find any other solutions why dont you just try another Eureka and vs2 version

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If those dont work then its likley something the server is doing

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Because eureka and vs2 have been pretty stable on servers for awhile now

wary osprey
# rotund sigil not really techs job to magically know, ask someone who actually develops Eureka...

If they'd respond, I'd have already had my issue fixed. That's the problem, they won't give this issue the light of day. I've also ruled out incompatibility with mods as it's works in single player for one and two I even tested it with ONLY VS and Eureka, and the same issue would occur. The server then was a normal just modded, and the new one is a hybrid, but before even adding any plugins or other mods (again, just having VS and Eureka, didn't work.) I've seen and heard of it working, yeah. But it's always "it just worked, I dunno what to tell you." Or "The mod stopped working for me too."

opaque socket
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I was asleep

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Does the issue still persist?

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@wary osprey

opaque socket
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Ugh Yea I remember now

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Eureka my beloved

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You did add Kotlin too right

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So even with just Plain
Eureka
VS2
Kotlin for Forge
Cloth Config
And Architectury
Client + Server side

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The ship dont work in multiplayer? uninteractable

rotund sigil
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Im not sure if vs2 supports hybrid server architecture

wary osprey
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And yes, with just the bare needed mods, it still didn't work. And is hybrid. Though again, tested this before even doing the hybrid server and before adding any plugins, no dice.

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@rotund sigil ^

opaque socket
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Hybrid servers didn't work in my experience and just do wonky stuff

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Maybe try switching to just plain Forge server?

wary osprey
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I see. Even if it didn't have any plugins and was just a bare bones arclight?

rotund sigil
wary osprey
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I see

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Hell I'd literally pay the devs to work on compatibility for the version, lmao. Especially since I was having the same issue with a normal server

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I can understand how much work that'd be though

opaque socket
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Why don't you just try forge without any Arclight and see if it works first

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I never saw a hybrid VS Server run

wary osprey
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Issue persists in every version but 1.18, and that's not what I'm after

rotund sigil
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just use 1.18 anyway

wary osprey
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Well, that would make it pointless, lol.

opaque socket
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🤷

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Can't help.

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I've seen no server log or any log this entire time

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I can't tell you what's happening based on assumptions