For more information see here Bug Report Template Build: 1.15 Game environment: Multiplayer, dedicated server Platform: Steam DLC Installed:NO SEED-ID:545777 If applicable: SERVER NAME: Broken Eden If applicable:: Are you using any unofficial mods or custom maps ?: Reforged Eden 2 Reproducibility: Severity: not reproducible Summary: Every now and again we get a bunch of players reporting that parts of their ships/Base blocks have transformed into a different type of block. Description: Custom blocks such as Aux cores, Advanced cores, Ice harvesting drills and many others are randomly transformed into Hydro bays. This does not happen server wide to all players. The server ran a maintenance task via EAH timetable (Backup, reset deposits, delete templates) the morning before the first report. The server was not down when this happened, active players witnessed it happen in an active playfield. Here are the block types and IDs that are getting transformed: And the blocks they are being transformed into: Although this has happened before on previous saves and its not always transforming into the same block. Reforged Eden 2 bug report: https://github.com/RavienGaming/Reforged-Eden-2/issues/10 First report of this came in at 11:21pm GMT by a player that witnessed it happen. Looking at the EAH logs at that time, nothing unusual going on: Although the log does have a lot of these entries I do not believe these are related: We believe there is a disparity between the block mapping in EAH and the games save DB where for whatever reason EAH ignores the games DB and simply applies its own or uses one from an old save or something. During our initial investigation we could see the block ID for one of the blocks that got transformed was 3226 in EAH. However the block in game is 3207. EAH now reads it as 3207 but at the time of the problem it somehow got the idea that it was 3226. We can see the 'Eden_WindTurbineActive' ID: 3226 in this screenshot taken at the time of the incident: And then the same screenshot taken the next day also from EAH Looking through the EAH logs for the day I see nothing unusual but I attach them here anyway. I also attach the server log covering the time of the incident but again I do not see anything in there. From what we can see we are almost certain the problem is being caused by EAH and the custom blocks in RE2 and some kind of desync between the two. But I am out of ideas and no idea how to progress this any further. please can someone help me? I can provide, logs, copies of the save game, server access, whatever is needed to get to the bottom of this problem. Thank you.
Just chiming in that while this bug is "rare", it's happened over multiple servers going back years before even RE2 existed yet, so this isn't an issue specific to Spanj's server. I've also seen video (cannot find now sorry) of blocks changing in front of people's eyes in real time. I did look at Spanj's block mapping file for his save game and it appears to be correct (newly added blocks are at the bottom where they should be). To me, it looks like EAH simply forgot the save game's block mapping file existed for a time and was basing its block IDs off of the order of the blocks in the scenario's config files rather than the order they are in the block mapping file for the save, causing the block ID discrepancy shown between the block ID shown in-game and that shown in EAH. As to how or why (or even if) this would cause placed blocks in-game to turn into other blocks, I have no idea. And as with Spanj, please let me know if there's anything I can provide to help.
The issue doesn't always involved the hydroponics bays, those just seem to be the most common block that appears. Only thing special about those is they are a crop block that is larger than 1x1x1 (they are 3x1x3 in size), though I don't know if that would be the cause of any issues.
Build: 1.15 Game environment: Multiplayer, dedicated server Platform: Steam DLC Installed:NO SEED-ID: 1011345 If applicable: SERVER NAME: ACEighty7's RE2 Community Server If applicable:: Are you using any unofficial mods or custom maps ?: Reforged Eden 2 Reproducibility: Severity: not reproducible Summary: Mission POIs having Switches as Turrets and Elevator pads as Vegetable Hydro Bays Description: While on stream doing the Derelict Station Delta mission, I was denied progression through the main entrance due to a elevator pad being replaced with an upside-down vegetable hydro bay and the fire repression switch was switched out with a light missile turret. This was not long after a scenario update and I use EAH for its POI and Deposit wipe timetable to refresh my starters daily for late joiners. (S:Alpha#S:Beta#Selta#S:Epsilon#S:Rogue#S:Alphalan#S:Betalan#Seltalan) This is ONLY for wiping deposits and POIs not a complete playfield wipe. Solution: To Fix the issue I had to copy over the scenarios prefab folder again to the server's scenario directory and wipe the playfield using EAH back to an undiscovered state so it could spawn the POI from the most up to date prefab. I have highlighted the part of my stream so you can see though the link doesn't work here. Thoughts: Personally I believe this was a fault of my server not updating the scenario correctly, corrupting a save and nothing to do with the game itself. Or the scenario updated successfully but the playfield had already been discovered prior to the update. Please also note that this server is not a Hosted/Rented server. I own and run the server. I have full control of the game updates, system power cycles and timetables. Sadly it runs Windows 11 so automatic updates are also possible too, so there is that.
Hello spanj, Ravien, ACEEighty7 and whoever is affected by it, I got pointed to this ticket here and while it is hard to proof anything without Jascha, I run MP servers myself for awhile now (also RE and my own HWS+ scenario with a lot of custom blocks) and it never happened for me. Or different put: you blame the wrong horse here. EAH is reading files and does not write in that area. Even IF there is a discrepancy between what is in the blocksmap.dat and what EAH is working with in its own EAH_Item.dat file, then it will not affect any player blueprints without reasons. Morphing blocks from my experience can only happen, if big config changes are being made during a season. Typically by applying a scenario / game patch. Best example: Block XY was set in the BlocksConfig.ecf and is then removed by the authors/server owners. Now, the whole range of block IDs in that savegame are shifted and random blocks can turn to random other blocks, because the blocksmap.dat file is catching up the missing block. There are some variations of that like changing the position of blocks in the .ecf file or adding blocks wrongly. The golden rule I follow for years and have no issues with: you can add blocks during a savegame but never ever remove or change positions in the BlocksConfig or you might get doomed. Always read the changelog from Eleon / Ravien and Vermillion and if you see the slightest hint of "Removed several deprecated items from the config." (like in the Build 41), you should instantly get alarmed and schedule these specific config changes with a new season. At least server wise you do not cause corruption that way. If players on the other hand try to spawn their removed blocks blueprint on the server, it is their problem and might experience morphed or missing blocks then. Three other advices from me: 1. never do wipes or big backups or anything big savegame related while the server is running. Not good. Stop the server, let the timetable do its job and then start the server again. 2. I had this issue myself with a custom block and after some try and error, I think this is indeed a big issue and should be avoided doing. Empyrion has a bounding box check for blocks. And if your block has a wider mesh / collider than you set in the config with 1x1x1, Empyrion does not like that. 3. If you fiddle around with mods that have a "backpack" or whatever it is called, where players store their items in and spawn them, then you better know how to convert those items along the way to the proper ID whenever you start a new savegame / change anything in your configs. Otherwise you are doomed as well. TL;DR: Custom blocks/scenarios need very high knowledge how to maintain them. Removing blocks randomly from configs is a middlefinger to any server owner that host the scenario and does not know how to handle that properly. The game could / should be for sure more forgiveable in these areas but it isn't.
As far as I remember, no blocks have been removed from RE2 since it went into beta, or for at least like a year. The things I removed were a few items that were not in use anywhere within the scenario. I don't remove blocks from the config. Sounds like common sense, and I don't believe Spanj's or Anvil's servers do anything while the server is running. They are crop blocks set to 3x1x3 in the block config, with a collider that is about 2.5x1x2.5. I highly doubt this is the cause, however, as other blocks are affected as well, but wanted to ask about it since it is something the vanilla game doesn't have. Neither Broken Eden nor Anvil run any backpack type mods. Well I think Broken Eden does have the virtual auto miners but those aren't really used nor carried over between saves. Just to reiterate, I don't even remember the last time we removed any blocks from the scenario configs. If a block is marked as deprecated, we'll repurpose it for another use instead of removing it from the configs. Items are only removed after 6 months or so of being set to deprecated, hidden, and given a perish timer of 0 to make sure there's no items left in any inventories. Again, just to make sure we're on the same page here, we're not talking about someone bringing down the server, applying a scenario update, bringing it back up then all of a sudden every instance of block X is replaced with block Y due to the block IDs shifting. This is someone just running a server, no scenario updates, no game updates, then people's blocks start turning into other blocks on specific structures at random, sometimes in real time while they watch, seemingly for a few days in a row before just stopping on its own. The only lead we have so far is that during one of these occurrences, the block IDs in EAH were no longer using the save game's block IDs and instead it defaulted to the scenario config's order of blocks. Thanks for leaving your thoughts on this.
Hi RexXxuS, My server also has a full server stop, run wipes separately POI & deposits, then check server not started to reboot it. Takes longer but it works so far. For me, I believe I just had a bad scenario update process causing an incompatibility with the dedicated server save. Once I updated the scenarios prefab folder manually and wiped the affected playfield the POI spawned perfectly.
This issue is so hard to track down because it just randomly resolves itself, making it hard to actually determine how to fix it when it does happen. For example on the GitHub report someone thinks it's due to a corrupt game options file and fixing it fixed the issue. Someone else I know said it only add blocks to the end of the block config, but I've seen this issue reported on a fresh save that never had a scenario or game update applied to it. I've had people tell me that EAH was the cause. Or that manually fixing the block mapping file was the fix. I've had people tell me that crop growth timers were the issue and they were able to fix it by changing those. Had people tell me verifying files worked, or redownloading the scenario worked... You get the idea lol. It's just all over the place sadly.
Anecdotal evidence (I have a video somewhere, I'll try to post it): Was playing about a year ago on the Anvil server running a customized version of RE1. I can't speak to the discipline of block IDs in either core RE1 or the Anvil config at that time, but both had new blocks as part of their respective configs. I was flying a ship that had several RE config 3x3x1 turrets on them. Warped into a new sector, flew around for a bit, and watched from 3rd person live as that specific turret type just swapped out to become some type of the RE 3x3x1 hydroponics bays. No idea what process could have been running live in the backend at the time. We had also seen a custom 3x1x1 SV generator get swapped out with some kind of typical crop: we would dig into our hull to see what was wrong and would encounter a dead sprout surrounded by two ghost blocks, which required replacing the entire ship. Ravien, are wind turbines still "plants"? A lot of these part replacements seem to be crop-related. Maybe something is getting messed up with the crop system swapping in new models during growth stages? (Also note: it was difficult to track exactly what blocks were replaced when it ended up in a crop, because if you don't catch it in a few minutes it decays into its dead state. IE we found lots of empty hydroponics bays, but at one point I realized it had swapped to a specific live crop bay that "died" and became an empty bay later.)
Nope. And while a lot of them do involve crop blocks, not all do. I think that was the video I remember watching.
Here's the vid. This was Anvil server running on a custom RE1 build at the time. I only post this to ask for ideas as to what underlying game mechanic would cause this to happen in this way?
Wow... I wonder if it was a structure save error, damage states etc. Be interesting if we could see the logs at that specific time, I only say that because of the timing. Shortly after combat.
I'm not inclined to call it combat-related because I know at the time I could just come back to a parked ship at my base and see that the blocks had swapped out.
No I mean any sort of structure save. The video just gives the impression that the end of combat triggered the change.