Troubleshooting
Find your symptom and try the fixes in order. Still broken? Send every player's logs and we'll look.
Check these first
Most multiplayer problems are a difference between the players. Check that everyone has:
- the same zip of the mod, not only the same version number,
- the same Timberborn version,
- the same other mods, at the same versions,
- one multiplayer mod only,
- and has restarted the game since installing or updating.
Installing and loading
The mod doesn't load, or doesn't show in the mod list
- Check the folder: you should have
Documents\Timberborn\Mods\TimberTogether\version-1.1\manifest.json. Extracting a zip often adds an extra folder level. - Install and enable Harmony and Mod Settings.
- Enable Timber Together in the mod manager and restart the game.
- Check the game version: Timberborn 1.1 (tested on 1.1.2.4).
- Search
%USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn\Player.logforTimber Together v1.4.0-rc31 is loaded!. If it's there, the mod loaded.
There are two multiplayer mods in the mod list, or the main menu says another multiplayer mod is enabled
Only one multiplayer mod can run: Timber Together, the Stability Fork and the Workshop BeaverBuddies change the same parts of the game. Unsubscribe from the Workshop version, delete any other multiplayer mod's folder from Documents\Timberborn\Mods (the Stability Fork, or an older copy of this mod), and restart the game. Your saves aren't in that folder.
After a Timberborn update, co-op stops at load with a message
The update changed something Timber Together corrects for co-op, so co-op stops rather than drift out of step; the message names it. Single player carries on. Update Timber Together when a new build is out, all of you together.
Joining a game
Joining is refused: "Multiplayer build mismatch"
Why
The game version, the mod version or the mod's own files differ from the host's, and the message names which. A copy someone built themselves is refused even with the same version number.
Try this
- Everyone installs the same zip: the host's, or the newest release's.
- Replace the
TimberTogetherfolder and fully restart Timberborn on every computer. - Compare with your host again.
A warning says my mods and the other player's mods aren't the same
Why
When someone joins, the games compare their enabled mods and warn if any is on only one computer or at another version. It's a warning, not a refusal: interface-only mods are usually harmless, but a mod that changes the simulation will make the games drift apart. A guest missing a mod the host uses (MixedStorage, for example) leaves the game with a message naming it.
Try this
- Read the lists: Only on your computer, Only on …'s computer, Different versions.
- Make them identical on every computer, or turn those mods off everywhere.
- Restart the changed games, then host again. (The warning is also in
Player.log: search for "Mod lists differ".)
Invite friends does nothing, or my friend gets no invite
- Invite friends stays greyed until the Steam lobby is ready: give it a moment after you start hosting.
- Check Enable Steam networking is on in Timber Together's settings (the default).
- Both of you must be online in Steam, be Steam friends, and own Timberborn on Steam.
- Your friend can also find your game in Join co-op game.
- Still stuck? Use direct IP or Hamachi instead.
The invite says the host has already started
Nobody can join once the host presses Start game, and a started game may also drop off the Join co-op game list. The host chooses Esc → Save and rehost and sends a new invite, or you join from Join co-op game once the room is open.
A friend lost the connection
They choose Rejoin on the lost-connection message: it waits in their game and joins the host's room as soon as it opens. The host chooses Esc → Save and rehost. Either can go first; when everyone is ready, Start game carries on.
"… invited you to their co-op game. You are in a co-op game now"
An invite doesn't end the co-op game you're in. Leave it from the game menu (Esc), then accept the invite again, or join from Join co-op game. If you're hosting a room of your own, close it first.
My game failed to load after Start game
Nobody can join a game that has started. The host uses Save and rehost, and you join that room. If it happens again, send every player's logs.
Joining over Steam takes forever or fails with a Steam message
The message includes Steam's own reason (for example, no working route between you); so does Player.log.
- Check you're both on the exact same build: joining that never gets past "Receiving the world…" is usually that.
- Try again. If it repeats, use direct IP or Hamachi.
- Still failing? Collect every player's logs and ask for help.
Direct IP won't connect
- The host must be hosting, with the room still open.
- Use the right address: the host's public IP, or the Hamachi (virtual network) address if you use one.
- Port 25565 must be forwarded to the host's computer, and the firewall must allow Timberborn.
- Port forwarding is the hard part: Hamachi or a Steam invite avoids it.
Colonies and trading
"That would join another colony's roads"
A path of yours would touch their road (built or not yet), or a door would open onto it. Keep your roads a cell apart from theirs and from their district center; to link the colonies, put a Trading Post between them. Ctrl+L shows whose roads are whose.
A Trading Post says "Not trading yet"
Each half needs a different colony's road at its door: yours at one, theirs at the other. Once it trades, a waiting round says why in the panel: paused or flooded, no workers, no room, or nothing left to bring.
Everything I do is refused right after joining
The host hasn't given you a colony yet: wait a moment, and send the logs if it lasts. Later, That belongs to another colony means just that: you can change only your own colony.
While playing
The connection panel shows something other than "In sync"
| Status | What it means and what to do |
|---|---|
| Catching up | Guests only. Your game is three or more ticks behind the host. Brief spells are normal. If it keeps growing, your connection or computer can't keep up, so check your ping and try a lower game speed. |
| Waiting for host | Guests only. Your game has used everything the host sent and is waiting for more. A flash is normal. If it stays, check the connection. |
| Connection unstable | Someone has stopped responding for five seconds. Check their connection. If it doesn't recover, the session may end. |
| Out of sync | A desync was detected. See the next item. |
| Disconnected | The session has ended. Rejoin, or have the host rehost. |
Ping colors: normal text is 80 ms or less, yellow up to 160 ms, red anything higher or no response. The dot beside the status is green when you're in sync, yellow while catching up or waiting for the host, and red when the connection is unstable, out of sync or disconnected.
A desync: "A connected player desynced and cannot continue playing"
Why
The players' games have drifted apart. The log says which check caught it: Random state mismatch, or Colony state differs in a separate-colonies game (that one may be a bug in the check itself, so please send the logs).
Try this
- The host chooses Save and rehost.
- Guests choose Reconnect (wait for rehost), in any order: each waits in their game and joins the host's room when it opens.
- Everyone presses Ready; the host presses Start game.
Common causes
- Different mods or mod versions: take the mod warning seriously.
- Dev mode's tools: only its instant unlock, Finish now and Add 1000 Science are shared.
Keep backups. In a separate-colonies game every computer writes a report when a desync happens: send them all.
"Multiplayer has stopped because this action may have changed only part of the game state"
An action couldn't be completed on one player's game, so the session stops rather than let the games differ unnoticed. Open the menu (Esc), reload a known-good save, and don't overwrite it with the stopped session. If it repeats with the same action, send the logs and say what you were doing.
A guest who sees An action from the host could not be read is missing a mod the host uses, named in the message. That guest has left the game and the others play on: install the same mods, and the host uses Save and rehost to let them back in.
The connection dropped and the game is paused
When a guest loses the host, the game says why and stays paused, with the menu working again. Choose Rejoin to wait in your game and join the host's room when they rehost, or Stay here and save this game alone from the menu.
The game is laggy or my FPS is low in multiplayer
- Turn off Always use detailed logging in Timber Together's settings on every computer. It's off by default, and costly.
- Check the connection panel: a red ping means the connection is the problem.
- Try a lower game speed. The host can also click Ease off below in the connection panel to slow a little for a slow guest.
- More colonies mean more to simulate: prefer a smaller map. Ctrl+Shift+J writes a report showing where the time goes.
Panel, cursors and settings
The connection panel is missing
- It only appears in multiplayer games.
- Check Connection panel in Timber Together's settings (Mods → the settings button beside it): it may be Hidden, or in another corner.
- If you bound Toggle connection panel, you may have hidden it with that key.
- It may be collapsed to one line: click it to expand.
The game paused and I don't know why
Someone pressed pause. The connection panel's title line says who: Paused by …. Anyone can pick a speed to carry on.
Menus and dialogs don't pause a co-op game, so the game keeps running while one is open.
I can't see other players' cursors, labels or pings
- Player activity indicators must be on in Timber Together's settings, for them and for you.
- A cursor hides over the game's interface, outside the window, or off the map.
- In Options → Player cursors, check you haven't shrunk or faded that player's cursor. Reset restores the defaults.
- For pings, bind Ping location in the game's key bindings.
Collecting logs
Logs from every player, not only the one who saw the problem, are what make it fixable.
- Close the game so the log is complete.
- Paste
%USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborninto Explorer's address bar. - Copy
Player.log, andPlayer-prev.logif it happened in the session before. - Copy your newest report from the
TimberTogether-Reportsfolder there. Ctrl+Shift+J writes one any time (and copies it to your clipboard); a desync writes one on every computer. - After a desync with detailed logging on, also send the
TimberTogether-Diagnosticsfolder.
Logs contain file paths, which include your Windows user name. Look through the file before you post it if that matters to you.
Nothing is uploaded for you: send the files by hand. Leave Always use detailed logging off unless you're asked to turn it on.
Getting help
Open an issue (here, not with the original BeaverBuddies) with:
- what you were doing and what you expected,
- the mod and game versions, and whether you joined over Steam or direct IP,
- every player's
Player.logand newest report, - screenshots of anything on screen.
The FAQ answers the common questions.