ERR NCSimple_Deserializer (ch=0) Message

K_3_F_1_R

Refugee
Version
2.4b6
Platform
Windows
Players play on the server normally for a period ranging from 5 days to a month, roughly speaking. However, at very rare and random intervals, different unrelated players encounter the following issue.

A player is playing actively—experiencing a Blood Moon or completing quests—and gets disconnected from the server. When trying to log back in, the player receives an error and cannot get in at all.

The only solution is to delete the player's profile.

Is there any known fix or understanding of what this is related to?

Below are the Client Log and the Server Log from the moment the error occurred.

```css
2025-10-07T15:25:40 26110.358 ERR NCSimple_Deserializer (ch=0) Message: Attempted to read past the end of the stream.
2025-10-07T15:25:40 26110.359 EXC Attempted to read past the end of the stream.
at PooledBinaryReader.FillBuffer (System.Int32 _numBytes) [0x00030] in <f95002e37de447f8a0a96297c77ae885>:0
at PooledBinaryReader.ReadString () [0x00049] in <f95002e37de447f8a0a96297c77ae885>:0
at EntityAlive+EntityNetworkStats.read (PooledBinaryReader _reader) [0x00060] in <f95002e37de447f8a0a96297c77ae885>:0
at NetPackagePlayerStats.read (PooledBinaryReader _reader) [0x0000c] in <f95002e37de447f8a0a96297c77ae885>:0
at NetPackageManager.ParsePackage (PooledBinaryReader _reader, ClientInfo _sender) [0x00017] in <f95002e37de447f8a0a96297c77ae885>:0
at NetConnectionSimple.taskDeserialize (ThreadManager+ThreadInfo _threadInfo) [0x00289] in <f95002e37de447f8a0a96297c77ae885>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
NetConnectionSimple:taskDeserialize(ThreadInfo)
ThreadManager:myThreadInvoke(Object)
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart(Object)
```
Post automatically merged:

The server data is too large: I've uploaded it to a file sharing service.: https://dropmefiles.com/RjovL
 
Reproduction Steps
-
Link to Logs
https://pastebin.com/2vYBqZdu
Link to Screenshot/Video
https://skrinshoter.ru/sXyNctyHZni
ERR BlockTrigger.Refresh: Chunk null

Probably your culprit, but you're running a ton of mods and heavy server manager mods, so you'll need to check to see what mods are messing with related data. One or more of them are either writing bad data or are preventing/altering what the game wants to write and it's causing conflicts, maybe one(s) that are messing with chunk data.
 
One or more of them are either writing bad data or are preventing/altering what the game wants to write and it's causing conflicts, maybe one(s) that are messing with chunk data.

In this case in the server log:
Code:
2025-10-06T15:13:44 4744.641 EXC Attempted to read past the end of the stream.
  at PooledBinaryReader.ReadByte () [0x00008] in <511861985a8443b48f3c22e037ca2d7e>:0
  at PooledBinaryReader.ReadBoolean () [0x00000] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemValue.ReadData (System.IO.BinaryReader _br, System.Int32 version) [0x0010b] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemValue.Read (System.IO.BinaryReader _br) [0x00012] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemStack.Read (System.IO.BinaryReader _br) [0x00015] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetPackageHoldingItem.read (PooledBinaryReader _reader) [0x00017] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetPackageManager.ParsePackage (PooledBinaryReader _reader, ClientInfo _sender) [0x00017] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetConnectionSimple.taskDeserialize (ThreadManager+ThreadInfo _threadInfo) [0x00289] in <511861985a8443b48f3c22e037ca2d7e>:0
the package was formed by the eac approved client (or cheater).

The idea that a mod will mess with package parsing (not processing) feels weird.

If the game is innocent, it should be a faulty ram or something.
(I assume that encryption is not disabled and it ensured correct network transfer)
 
Last edited:
In this case in the server log:
Code:
2025-10-06T15:13:44 4744.641 EXC Attempted to read past the end of the stream.
  at PooledBinaryReader.ReadByte () [0x00008] in <511861985a8443b48f3c22e037ca2d7e>:0
  at PooledBinaryReader.ReadBoolean () [0x00000] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemValue.ReadData (System.IO.BinaryReader _br, System.Int32 version) [0x0010b] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemValue.Read (System.IO.BinaryReader _br) [0x00012] in <511861985a8443b48f3c22e037ca2d7e>:0
  at ItemStack.Read (System.IO.BinaryReader _br) [0x00015] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetPackageHoldingItem.read (PooledBinaryReader _reader) [0x00017] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetPackageManager.ParsePackage (PooledBinaryReader _reader, ClientInfo _sender) [0x00017] in <511861985a8443b48f3c22e037ca2d7e>:0
  at NetConnectionSimple.taskDeserialize (ThreadManager+ThreadInfo _threadInfo) [0x00289] in <511861985a8443b48f3c22e037ca2d7e>:0
the package was formed by the eac approved client (or cheater).

The idea that a mod will mess with package parsing (not processing) feels weird.

If the game is innocent, it should be a faulty ram or something.
(I assume that encryption is not disabled and it ensured correct network transfer)

Well, that issue hasn't shown up in non-modded games as far as I know. But yeah when a mod is messing with how data is being transmitted, it absolutely can cause that, that packet wasn't formed by EAC in this case, it was either the mods on the client or the server mishandling the data before it was checked by EAC.
 
Well, that issue hasn't shown up in non-modded games as far as I know. But yeah when a mod is messing with how data is being transmitted, it absolutely can cause that, that packet wasn't formed by EAC in this case, it was either the mods on the client or the server mishandling the data before it was checked by EAC.
Let me add: I've encountered this problem with fellow server administrators who play on the vanilla version of the game. And after checking the forum, I found a similar article:


Second point: our servers have been running exclusively with these modifications since version 1.0 and have not undergone any global rewrites. This error started appearing after transitioning from game version 2.3 to 2.4. [In the Experimental version 2.4, everything was fine.] The bug occurs for 2-3 players out of 200, with different timestamps—it might happen once a week or once every two months.
 
Let me add: I've encountered this problem with fellow server administrators who play on the vanilla version of the game. And after checking the forum, I found a similar article:


Second point: our servers have been running exclusively with these modifications since version 1.0 and have not undergone any global rewrites. This error started appearing after transitioning from game version 2.3 to 2.4. [In the Experimental version 2.4, everything was fine.] The bug occurs for 2-3 players out of 200, with different timestamps—it might happen once a week or once every two months.

That was an entirely different issue and was over 3 years ago :)
Post automatically merged:

If you can reproduce it on your server without the book of mods and server manager mods, then yes we have an issue.
 
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