Direct answer
Prove server and client use the same build. Then test a clean vanilla connection, read both logs at the stall, and add the save and mods back one layer at a time. A spinner alone does not identify the cause.
Do this first
- Confirm exact client/server versions.
- Restart and attempt one vanilla connection.
- Record where the server log stops.
- Test without mods on a disposable world.
- Restore the real world and mod set only after the clean path works.
Use a diagnostic ladder
The same hang can result from a stale build, Workshop mismatch, world problem, or host condition. Change one layer at a time.
- Version
- Vanilla server
- New world
- One client
- Mods
- Existing world
Read both sides
The client log shows what it waits for; the server log shows whether the player reached authentication, Workshop checks, world loading, or a later stage. Record timestamps and the first relevant error.
Escalate with evidence
If a fresh vanilla world hangs with matching versions, preserve logs, operating system, play mode, exact steps, and whether local hosting works. That is useful evidence for official support.
FAQ
Quick answers
Does Joining Game forever always mean mods?
No. Reports include version, server, world, and vanilla cases. Establish the clean baseline first.
Should I wipe the main server immediately?
No. Back it up and test a separate disposable world.
Evidence log
Sources checked
Official sources establish universal facts; forum and specialist sources are used for symptoms, vocabulary, and cross-checking.
Official forum42.20 Multiplayer Stuck on Loading the WorldRecent support-language evidence for remote clients hanging during world loading, including vanilla tests.
Official forumBuild 42 File Does Not Match ReportSupport report showing version mismatch as one reproducible cause of multiplayer file errors; replies remain community advice.
Official forum42.20 Hosted Multiplayer Does Not Load Enabled Workshop ModsRecent support report documenting the hosted-server symptom and the difference between solo and multiplayer behavior.
