Skip to content

Troubleshooting and Reports

arthur edited this page Oct 25, 2026 · 1 revision

The sync icon

MPFever's icon in the game's bottom bar, left of Earnings, shows the state of the session, with the number of unread chat messages:

Colour Meaning
Grey No session yet
Green The games are in sync
Yellow A resynchronisation is under way, a slight drift, or a player is loading, joining or has lost the connection for a moment
Red A problem: the link to the host is lost, the games are out of sync, or a player is not responding

Resynchronisations

Every 10 seconds the games compare their state: money, companies, loans, contracts, towns, industries, cargo, vehicles, roads and more.

  • Money differences are corrected at once, from the host's values.
  • A small drift of the simulation (vehicles, passengers, towns) is reloaded only if it lasts.
  • Any other lasting difference triggers a resynchronisation. The game pauses, the host's game is saved and only what changed is sent to every player, everybody reloads it, and the game resumes. On a large map it takes one to two minutes.

During a resynchronisation, do not build: your build would be refused, and the chat tells you to build again a moment later.

The host can also start one by hand with Resynchronise in the Session tab, at most once every 2 minutes.

Resynchronisations should be rare. If you see them often, please send a report: each one comes from a cause we can fix.

Common problems

Problem What to do
« Transport Fever 3 not found » Steam must be installed normally and the game installed in one of its libraries.
Cannot connect by address Check the address and the port, the host's firewall and port forwarding, or join through Steam, which needs no port. See Network.
No Multiplayer card in the main menu The game was not started by MPFever.exe, or another winhttp.dll is in the game's folder (see the MPFever log).
The Mod Hub does not work, or the game closes when it opens Fixed in 0.5.3: update MPFever. With an older version, close the game and delete winhttp.dll from the game's folder (issue #83).
The frame rate falls when adding modules to a train station Fixed in 0.5.5 (issue #82): update MPFever.
Nothing can be built after loading a savegame with MPFever disabled Leave the lobby before disabling MPFever, then start the game again.
A player lost their company (one company per player) The savegame keeps which player owns which company in MPFever's own data. Loading and saving it without MPFever removes that data. Always keep MPFever enabled when you load or save a multiplayer world, and go back to a savegame made before.
The game shows « press any key » after a resynchronisation Press a key, and please report it.
Something does not appear on the other game Please report it, with the time it happened.

Mods

Every player of a session needs the same mods, in the same version as the host. The lobby lists the mods of the host's savegame, and shows in red the ones to fix: missing, another version than the host's, or incompatible. Missing mods are installed by themselves when joining, through the Mod Hub.

  • Content mods (vehicles, buildings, stations, streets, tracks, assets) work.
  • Interface mods that only change your own windows are « personal »: they do not need to be installed by everybody.
  • Mods with a script that acts on the game by itself (builds, money, stocks, line names...) may make the games drift apart. MPFever then reloads the host's game. Some are made compatible: Auto Line Namer, Auto Color Lines, Auto Assign Terminals, Auto Signals.
  • TPF3-MP, another multiplayer mod, is incompatible: turn it off in the savegame's mods before playing with MPFever.

Mod authors: deciding on the game time (api.engine.getComponent(world, GAME_TIME)) rather than os.time or os.clock, which differ on every PC, helps a mod stay in sync. Get in touch through the issues.

Reporting a problem

The easiest:

  1. Click Report a problem in the MPFever window of the game (Session tab), or in the launcher window. After a crash of the game, MPFever offers it by itself.
  2. MPFever puts every log into a zip file (folder reports next to MPFever.exe), shows it in the Explorer and opens a new GitHub issue with its text filled in.
  3. Describe what you did and at what time, drag the zip into the issue, and send.

Every player of the session should send their report: the host's and the other players' logs together show where the games went apart. A savegame from before the problem helps a lot: we can replay your session on it.

The report leaves out what tells who and where you are: your Windows account and PC names, Steam account numbers, public IP addresses and e-mail addresses.

By hand, attach:

  1. the newest launcher-....log from the logs folder next to MPFever.exe;
  2. the session folders %TEMP%\mpfever\Host-... or Client-... (zip them);
  3. if the game crashed, the newest files of Steam\userdata\<your id>\3493540\local\crash_dump\.

Clone this wiki locally