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Troubleshooting and Reports
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 |
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.
| 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. |
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.
The easiest:
- 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.
- MPFever puts every log into a zip file (folder
reportsnext toMPFever.exe), shows it in the Explorer and opens a new GitHub issue with its text filled in. - 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:
- the newest
launcher-....logfrom thelogsfolder next toMPFever.exe; - the session folders
%TEMP%\mpfever\Host-...orClient-...(zip them); - if the game crashed, the newest files of
Steam\userdata\<your id>\3493540\local\crash_dump\.