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Firemaster-nld

Recruit
Jan 1, 2020
2
2
Me and a friend restarted to play prison architect.

All is well, untill our prison is becomming a real prison [on a shakedown we have +/- 1500 objects to search.
The client disconnects and we cannot connect again.

this has to due with the size of your prison, because when we go back 1 save [autosave or just a hard save we made of our own] it works, but then we hit some kind of cap limit and the disconnects happen again.

So we cannot make a decent large prison together at this moment.

See attachment for our current savegame who has this problems.
 

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  • saves-1.zip
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Have the same issue (perhaps), looking at the debug text, noticed where it's closing the map on connection... if a Paradox/Introversion person can help.

Wife and I had been working on a large prison all day, her game crashed (she was host) and won't let me reconnect to it.


JoinRoomCallback success
Sent analytics event in 62ms. HTTP result was 200.
Sent analytics event in 65ms. HTTP result was 200.
Performance: Waited 0.000877 s or Update Thread to complete.
SaveGameSender: Expecting 28 chunks
SaveGameSender: Received chunk 0 size: 58981
Sent analytics event in 65ms. HTTP result was 200.
SaveGameSender: Received chunk 1 size: 58981
SaveGameSender: Received chunk 2 size: 58981
SaveGameSender: Received chunk 3 size: 58981
SaveGameSender: Received chunk 4 size: 58981
SaveGameSender: Received chunk 5 size: 58981
Sent analytics event in 70ms. HTTP result was 200.
SaveGameSender: Received chunk 6 size: 58981
SaveGameSender: Received chunk 7 size: 58981
SaveGameSender: Received chunk 8 size: 58981
SaveGameSender: Received chunk 9 size: 58981
SaveGameSender: Received chunk 10 size: 58981
Sent analytics event in 76ms. HTTP result was 200.
SaveGameSender: Received chunk 11 size: 58981
SaveGameSender: Received chunk 12 size: 58981
SaveGameSender: Received chunk 13 size: 58981
SaveGameSender: Received chunk 14 size: 58981
Sent analytics event in 54ms. HTTP result was 200.
SaveGameSender: Received chunk 15 size: 58981
SaveGameSender: Received chunk 16 size: 58981
SaveGameSender: Received chunk 17 size: 58981
SaveGameSender: Received chunk 18 size: 58981
SaveGameSender: Received chunk 19 size: 58981
Sent analytics event in 59ms. HTTP result was 200.
SaveGameSender: Received chunk 20 size: 58981
SaveGameSender: Received chunk 21 size: 58981
SaveGameSender: Received chunk 22 size: 58981
SaveGameSender: Received chunk 23 size: 58981
SaveGameSender: Received chunk 24 size: 58981
Sent analytics event in 53ms. HTTP result was 200.
Performance: Waited 0.002938 s or Update Thread to complete.
SaveGameSender: Received chunk 25 size: 58981
SaveGameSender: Received chunk 26 size: 58981
SaveGameSender: Received chunk 27 size: 50792
SaveGameSender: Finished receiving save game. Now decompressing. Size: 1643279
Sent analytics event in 60ms. HTTP result was 200.
Sent analytics event in 49ms. HTTP result was 200.
Performance: Waited 0.008317 s or Update Thread to complete.
Performance: Waited 0.009505 s or Update Thread to complete.
CompressionThread::DeserializeDirectory: Directory read failed.
MessageQueue AttractScreenThread (00000000605D77F0) running.
CLOSING MAP...
GridRoutingSystem(0000000027FFAFB0) destroyed.
 
A few friends and I have also experience the same issue. We have worked on a map for quite some hours and the next day when we try to join it says Failed to Join.

I checked the logs and I got similar reports as Cormyre.
I will check at home to see if I can add my logging to this post to give more insight in the issue.
 
Me and my friend also have the same issue, running as admin doesn't solve the problem, so I suspect that it's not a permission issue.
Is there someone investigating this issue or is the game's developpement abandonned?
 
I have experianced this issue a number of times playing with friends in multiplayer. As far as I have found, it is due to there being a ~50kb/s data limit on the downstream to the client. Any higher than that, even just a tiny peak, will drop the clients connection immediately.
 
Not sure why but I'm having the exact same problem. My brother and I played for a while got to about 200+ prisoner capacity and now it won't let me back in. Does anybody have a solution?
 
A friend and I are having this exact same issue and it really irritates us because we really enjoy the game. You get to a big enough prison (but really not that big in the grand scheme of things) and all of the sudden you cannot play together.

Same log as Cormyre posted in comment #3.

Please fix! We don't really want to play anymore until this is fixed and it's preventing us from buying island bound.
 
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This sounds exactly the same as what I'm experiencing with a friend. We reported this to Paradox a long time ago and were assured it would be fixed, even went as far to provide them with logs. We revisited the game again yesterday after a long time, hoping it would be fixed. As soon as we purchased more land I couldn't reconnect.

I would like to purchase the DLC but this is making it difficult to justify that.

Please fix!
 
Can confirm that pausing while waiting for connect works, the client downloads the map from the host but if the host doesn't pause, the in-game time will advance so much "depending on the current speed factor" that when the client tries to join with the downloaded map data it's out of sync.

So hit that pause first.
 
Last edited:
Have the same issue (perhaps), looking at the debug text, noticed where it's closing the map on connection... if a Paradox/Introversion person can help.

Wife and I had been working on a large prison all day, her game crashed (she was host) and won't let me reconnect to it.


JoinRoomCallback success
Sent analytics event in 62ms. HTTP result was 200.
Sent analytics event in 65ms. HTTP result was 200.
Performance: Waited 0.000877 s or Update Thread to complete.
SaveGameSender: Expecting 28 chunks
SaveGameSender: Received chunk 0 size: 58981
Sent analytics event in 65ms. HTTP result was 200.
SaveGameSender: Received chunk 1 size: 58981
SaveGameSender: Received chunk 2 size: 58981
SaveGameSender: Received chunk 3 size: 58981
SaveGameSender: Received chunk 4 size: 58981
SaveGameSender: Received chunk 5 size: 58981
Sent analytics event in 70ms. HTTP result was 200.
SaveGameSender: Received chunk 6 size: 58981
SaveGameSender: Received chunk 7 size: 58981
SaveGameSender: Received chunk 8 size: 58981
SaveGameSender: Received chunk 9 size: 58981
SaveGameSender: Received chunk 10 size: 58981
Sent analytics event in 76ms. HTTP result was 200.
SaveGameSender: Received chunk 11 size: 58981
SaveGameSender: Received chunk 12 size: 58981
SaveGameSender: Received chunk 13 size: 58981
SaveGameSender: Received chunk 14 size: 58981
Sent analytics event in 54ms. HTTP result was 200.
SaveGameSender: Received chunk 15 size: 58981
SaveGameSender: Received chunk 16 size: 58981
SaveGameSender: Received chunk 17 size: 58981
SaveGameSender: Received chunk 18 size: 58981
SaveGameSender: Received chunk 19 size: 58981
Sent analytics event in 59ms. HTTP result was 200.
SaveGameSender: Received chunk 20 size: 58981
SaveGameSender: Received chunk 21 size: 58981
SaveGameSender: Received chunk 22 size: 58981
SaveGameSender: Received chunk 23 size: 58981
SaveGameSender: Received chunk 24 size: 58981
Sent analytics event in 53ms. HTTP result was 200.
Performance: Waited 0.002938 s or Update Thread to complete.
SaveGameSender: Received chunk 25 size: 58981
SaveGameSender: Received chunk 26 size: 58981
SaveGameSender: Received chunk 27 size: 50792
SaveGameSender: Finished receiving save game. Now decompressing. Size: 1643279
Sent analytics event in 60ms. HTTP result was 200.
Sent analytics event in 49ms. HTTP result was 200.
Performance: Waited 0.008317 s or Update Thread to complete.
Performance: Waited 0.009505 s or Update Thread to complete.
CompressionThread::DeserializeDirectory: Directory read failed.
MessageQueue AttractScreenThread (00000000605D77F0) running.
CLOSING MAP...
GridRoutingSystem(0000000027FFAFB0) destroyed.
How you sean this log?
 
MP is still broken, at this point we can suspect the culprit to be photon, please go with a different hosting method or allow p2p/private server hosting, Paradox.

A broken MP is worse then none but a working one is best, so please fix it or make a workaround, this is just frustrating!