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Failed to publish to Steam Workshop

Posted: Mon Jul 01, 2013 4:40 pm
by Grimwold
I was trying to publish a mod to the steam workshop and the mod seemed to export fine and then spent ages saying "publishing", before eventually returning an error "Failed to Publish Project: Fail"... does anyone have an idea why this might happen? Is there a log file anywhere on my PC that might have more info on why it failed?

It shouldn't be anything to do with the 100Mb limit on steam workshop items, as the exported file is only 20Mb!

Any help would be appreciated.

Re: Failed to publish to Steam Workshop

Posted: Mon Jul 01, 2013 5:23 pm
by Komag
Glad to see you Grimwold! But sorry, I don't know why you would that error. Maybe try signing out of and back into Steam?

Re: Failed to publish to Steam Workshop

Posted: Mon Jul 01, 2013 6:06 pm
by Grimwold
Thanks Komag. I'll give that a try. I'm also going to try from another PC where I have steam installed.

Re: Failed to publish to Steam Workshop

Posted: Sun Jul 07, 2013 8:16 pm
by Neikun
It could be a connectivity issue, as well. Instead of telling you that you are losing too many packets, Steam likes to instead just tell you that it failed.
This could be either the fault of Steam servers being bogged down with traffic or maintenance, or your own connection could be a little jittery.
In either case, it should be temporary.

Re: Failed to publish to Steam Workshop

Posted: Fri Nov 01, 2013 2:58 am
by Komag
I've been getting this exact error all afternoon and evening, in many multiple attempts to update Master Quest on Steam (it's updated now on Nexus). I've updated the Steam version in the past, so I'm not doing anything different.

The new file size is almost exactly the same as the old one, still under the 100mb limit. I don't know what could be wrong. Any ideas?

Re: Failed to publish to Steam Workshop

Posted: Fri Nov 01, 2013 12:50 pm
by DesperateGames
I don't know if I remember it correctly, but I think I had a similiar problem when uploading to the workshop: I got an error message that said: "Fail" first and then every time I tried it again it said: "Busy". I have read on several forums for other games that apparently sometimes the servers really are busy or "instable" if you want:

Some examples:

http://forums.steampowered.com/forums/s ... ?t=3075158
http://cloud-2.steampowered.com/ugc/576 ... CDDD75917/
http://www.shadowrun.com/forums/discuss ... ment_99981

I tried to "wait it off" and tried it now and then again for a period of over 3 hours ...no success. Then I tried the brute force method by trying again as fast and many times as possible...this worked for me after 10 tries or so, this could of course just be coincidence, but at least it shows that apparently there was nothing wrong with my dungeon or my computer / connection when it was suddenly working from one moment to the other.

Re: Failed to publish to Steam Workshop

Posted: Fri Nov 01, 2013 1:15 pm
by Komag
Yeah, I figure I'll do the same, try again and again and again

Re: Failed to publish to Steam Workshop

Posted: Tue Nov 05, 2013 9:22 pm
by Komag
SOLVED!

My text description was too long!

Turns out there is a character limit in the description. I tried at least 30 attempts to update this mod on Steam with no success ever, until I finally got the idea to try it with only "test" in the description instead of my very long description, and it worked perfectly on the first attempt!

Then on Steam I went in to edit the description to change it back, and I tried to copy/paste what I have in an external file, and it couldn't all fit. I then copy/pasted what DID fit into Notepad++, and it's exactly 8000 characters, that's the limit.

So your description text must be 8000 characters or less to publish to Steam Workshop!

Re: Failed to publish to Steam Workshop

Posted: Wed Nov 06, 2013 6:11 pm
by petri
btw. there is no such limit in Grimrock so it must be the Steam API that's limiting it.

Re: Failed to publish to Steam Workshop

Posted: Fri Nov 08, 2013 12:08 am
by DesperateGames
I updated my mod twice in this week for minor fixes etc. and the brute-force approach has served me well again both times against the "Timeout"-Error. So if we keep posting our experiences / solutions like Komag did above maybe we will be able to collect different error types and possible solutions for fellow users.