Infinite Loading Loop

In theory, this new feature sounds really nice (if it worked).

I am trying to remove the mod cache from the server. Honestly only did it on the client side so this may resolve the issue for me.

If you can let me know how to do that (remove mod cache from server) on Gportal I would much appreciate it. I’ve tried all the solutions posted and nothing seems to work.

Update: I was told by Gportal support to delete the mods cached file via FTP and create a new folder. Now I’m manually adding mods back in one by one and testing. Interestingly enough it’s not adhering to the mod order that I put in Gportal (eg. Pippi is second when it’s clearly first in Gportal)

You will have to use filezilla or something similar and log into the FTP server.

To remove the files, pretty much the same location, saved / mod cache / local

It worked, finally on the server. Well one of them. Going to test the others now.

Okay 2 servers are working (46 modded and 38 modded servers). I figure the other 2 will work, same mod list (46). Will do server transfers to be sure, but will not post farther unless it does not work.

So, this appears to be server side related.

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Okay, how do you turn on/off the mod cache feature. Seems like a great idea when the server is not updated, or mods are updated before the patch.

Thanks to all who assisted in resolving this issue.

This is not a reliable solution. This mess began with 3.0 and got more worse than ever with 3.05. I am speechless. I had my server down for 2 month after 3.0 and waiting for EEWA. Now that EEWA is working Funcom gave us this super 3.05 patch. Now I am even not able anymore to join my own server or to play the game. I payed for my server every month - now the players came back. I wanted to work on my server this evening. It is not possible because of this bug, due to this faulty implementation of a feature that no one needs. This is not quality of life, this is unnecessary nonsense. No one needed a feature that checks the up-to-dateness of mods. No one needs a feature that creates a cache for mods. What we do need is a feature that allows mods larger than 2 GB (as is common in other Unreal 4 games) and a feature that allows faster loading of mods. The evolution this game is taking is away from the customer, away from the open world idea and towards a more restrictive and regulated environment that no one wants in the end. Freedom has a value,if you restrict it too much, you end up losing customers and not gaining new ones.

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How is that part Funcom’s fault?

Nothing special, just more of the same, automatic mod matching system broken, just like before… manual mod matching is the way to go, but it seems to be proving difficult for a lot of people. I guess this is the price for making modding “mainstream”… People often forget that they are altering their game with 3rd party modifications… essentially “hacking it” in a sanctioned way - which sometimes isn’t without trial and error and lots of issues.

That is actually required, if the server and client are running two different versions then a lot of times you’re in for a LOT of trouble, the least of which are constant crashes on both client and server side, but potentially messing up your database. So while it does not have to be the absolute latest version, the client and server mod versions need to match

This is exactly what this new feature allows… among other things delaying mod updates so you can synchronize with game updates and not have to have this chaos in the future when the game updates. Instead of a million server restarts and updates on launch day as mod authors update their stuff, you would ideally have a single one.

There isn’t any 2 GB limit that I am aware of, however that’s not what we need - quite the opposite actually…
What we need is the ability to split even larger mods into multiple smaller ones as that would increase loading times by a LOT, and it looks like we’re going to get that ability too soon!

In any case, hope you get your server fixed, there’s a lot of useful info already in this thread!

Yes that’s exactly what I mean. This would deal Modsize bigger than 2 GB.

I am an Owner of a dedicated server since 3 Years now and I never had problems with mod mismatches because I care about the mods on my server an I am communicating with the players and the Modders about.

Actually I am not able to join my server or even the game because of the new bug this feature brought.

Yea, that one’s in the works :slight_smile: should have it soon!

I know and like I said in a few posts above, 3.0 did throw a curve ball to modded servers in that regard, however nothing that is impossible to solve, and I agree it gets old because everything has to be done manually so it would be nice to have the automated system back and working well again.

Same as before, delete stuff, verify stuff. The only thing that changed is that you have one additional place to delete stuff from - the new ModsCached folder.

Amusingly, you can’t uncheck the box. If you uncheck it and connect to any server, it will re-check itself automatically and re-activate, so that’s neat ^^’

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That is interesting. I never unchecked that box yet. I only now know where to uncheck it.

Additional Information:

Zanjil/Shupaa/Shogakusha Today at 8:58 PM

This from KiahOnFire

Funcom introduced the Modcached file into the game and this has been causing huge issues such as reboot looping or mods not updating properly! From reading what I can I’m going to post a temporary solution until funcom hopefully fix it…

For Clients:
Step 1:
-Go to conan in your steam library
-Click the cogwheel
-Hover over “Manage” and select “Browse Local Files”
-Click on Conansandbox
-Then click on Saved
-Then proceed to delete the following: ModsCached folder & Modrestartdata.json
-Now go back into the “Conansandbox” folder -Instead of clicking saved this time we’re clicking “Mods” folder
-Delete modlist txt file

Step 2:
-Go to conan in your steam library
-Go into workshop
-Hover over “browse” and select “subscribed items”
-Select “Unsubscribe from all”

Step 3:
-Launch conan
-Direct connect with your servers IP
-Let the server install mods
-The game will restart
-The game will load you into the server That should let you play on the server, but your server owner must do the steps below before you launch to play on the server OTHERWISE, you will have to do this all over again.

For Server Owners:
-Go on your server page
-Stop your server from running
-(Depending on dedicated or if you are with a server host and what kind of server host you might need to use filezilla to get into the FTP files of your server)
-In your server go to “Conansandbox”
-Select “Saved”
-Delete “Modscached” folder
-Start server

Kiah posted that this needs to be done server side after each restart. I am not sure that is true since your mod files should be current until the next mod update.

Sorry, the copy and paste did not keep the formatting. Fixed the formatting to be easier to read now.

Jesus, please stop advising people to mess around with their servers via ftp programms without making a backup first. Do you even recognize that most people use mods over g-portal? They simply click a button to add or remove a mod to their servers and thats it. Besides this they have no glue about mods or how to properly use a ftp programm. Messing around with serverfiles without any knowlegde is not advised at all. Wrong removed files and the server is gone for good without backup.

Sorry if this sounds rude. I know you just wanna help. But its better to advise people to have patients and to wait for an official fix if they are having no knowlege about ftp programms or servers in general.

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Well i have tried every option in this thread to no avail. neither myself or my friend the server host(so to speak) can get in. keeps saying mods dont match and you lose sucka :frowning:

Im at a loss what to do.

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I join others who have made their point clear here.
Funcom itself highlights the possibility of modding as a big advantage on its Conan Exiles game page. What is the point when he himself is the initiator of such a sky-high mess that he is showing us these days. I’m also starting to think that this is not a mistake, but an intention. Why would Funcom want to run mod servers where people get hundreds of beautiful and functional things for free (not to mention the game content offered by AoC or EEWA) when Funcom offers a bit of useless nonsense for money? There is an easy answer to that - update 3.05. This clearly shows how much Funcom values ​​its customers. “What about the fact that they all bought our game, what about the fact that the vast majority of them also bought all the DLC at the time. That’s not enough, they have to pay us forever and ever!”
Dear people, if it weren’t for mods, the super people who create them, and after all, the community of people who play on modded servers, the whole famous game Conan Exiles would be dead long ago. Because Funcom couldn’t do anything in all that time. Nothing but a bunch of game bugs. So for me, you should be ashamed dear Funcom people, from Sweden to China….

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I am sorry but this is not a “fix”. It is a jumping though hoops to play the game and the number of hoops we have to jump through grows with every update. A fix will stop this loop from happening in the first place.

I have been playing since Early Access and this is the worst that I have seen in that time.

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Well, several hours have passed since the announcement of the problem was given, even deleting ModsCached the players continue to encounter the same problem of the loop at the Mods check screen, it was said that the guilty file would be removed, but a lot of time passes and everything goes wrong, how much we have to wait? Be clear, the players are trying everything that is suggested “cancel this, restart this other, watch this video” making the situation worse, clarity and officiality are needed. Thank you.

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This is killing private modded servers. Ever day another player quits because “I’ve spent the last 2 hours trying to get my game to update a mod and it won’t”.

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