root
Greenhorn
Platform: Nintendo Switch 2
Game: Stardew Valley Nintendo Switch 2 Edition
Game version: 1.6.15.13
System version: 22.5.0
Installed to: internal storage (no microSD Express card in the console)
Players: 2 (host + 1 farmhand), online co-op
Unmodded, digital copy
When the farmhand enters an event cutscene, the host’s multiplayer session is closed. The host’s game does not crash to the HOME menu — it keeps running, and a Nintendo system error dialog appears on top of it: error code 2318-0006, “A communication error has occurred. Please wait a while and try again.” On the farmhand’s side there is no error code at all. They only get the message saying the host has closed the server.
Because the day never reaches the end-of-day save, the event is never recorded as seen. Re-joining and returning to the same area triggers the same event again and the session closes again. We are stuck in a loop we can’t get past.
Steps to reproduce
1. Host loads the farm, farmhand joins over online co-op (2 players total).
2. Play normally. At the moment of failure the host was simply walking around, doing nothing special.
3. The farmhand enters an event cutscene.
4. The host immediately receives error 2318-0006 and the session ends. The farmhand is dropped with only a “host closed the server” message.
Frequency
Highly reproducible. In a single evening the console’s error history logged 2318-0006 six times for this title: 18:45, 19:41, 19:50, 19:59, 20:14 and 20:23. The roughly 9-minute spacing after 19:41 matches us re-joining, playing until the same event fires, and being disconnected again.
We have also had the session drop at the end-of-day sleep/save transition on other occasions, losing that in-game day. I’m not certain that’s the same root cause, but I’m mentioning it in case it involves the same sync path.
Related report
Another user reported the same host-side error code 2318-0006 on the same game version, 1.6.15.13, with all players at NAT Type B:
Two things stand out there. First, they are on original Switch hardware, not Switch 2, so this does not appear to be specific to the Switch 2 Edition. Second, they report that local wireless play has been completely stable for them while online co-op disconnects repeatedly.
Their disconnects are described as random, whereas mine is deterministic and tied to the cutscene. If both are the same underlying issue, the combination suggests the online transport path fails to carry a sync burst that local wireless handles without trouble.
Why I don’t believe this is my network
I’d like to rule this out up front, since it’s the usual first suggestion:
• The Nintendo connection test passes. NAT Type B, 222 Mbps down / 81.2 Mbps up.
• The console’s error history contains 2318-0006 entries for this title only. No other software, and no eShop or system-level network errors, appear in the log over the same period.
• The failure is asymmetric. A dropped connection would produce a connection error on both consoles. Instead the host gets the error code while the farmhand is specifically told the host closed the server, which suggests the host side is tearing the session down rather than the transport failing underneath both of us.
• The host’s game process survives. The error dialog appears over a still-running game, which points to the network layer aborting rather than the application crashing.
• The timing is locked to the cutscene rather than random, which is hard to explain with link quality.
One limitation: I can only test over Wi-Fi (5 GHz, WPA3 Personal, signal strength 3 of 4). I don’t have a wired option available, so I can’t fully rule Wi-Fi out.
What I think is happening
My guess is that the farmhand’s event is broadcast to the host, the host’s handling of that event state fails, and the network synchronizer aborts and closes the session. Host-side crashes when a cutscene starts have been reported on other platforms in the past, usually with a null reference in the log, so I wonder whether this is the same class of bug. The other reporter’s observation that local wireless is stable would fit a payload or timeout limit that only bites on the online path.
Still to test
I plan to try the same event over local wireless with both consoles in the same room, to see whether it survives there. I’ll follow up in this thread with the result.
What would help
If there’s any way to pull a crash or error log off the Switch build, tell me what to do and I’ll capture it. I have screenshots of the error history list, the per-error system information pages, and the connection test results, and can attach them if useful.
Thanks for taking a look.
View attachment 40944
Game: Stardew Valley Nintendo Switch 2 Edition
Game version: 1.6.15.13
System version: 22.5.0
Installed to: internal storage (no microSD Express card in the console)
Players: 2 (host + 1 farmhand), online co-op
Unmodded, digital copy
When the farmhand enters an event cutscene, the host’s multiplayer session is closed. The host’s game does not crash to the HOME menu — it keeps running, and a Nintendo system error dialog appears on top of it: error code 2318-0006, “A communication error has occurred. Please wait a while and try again.” On the farmhand’s side there is no error code at all. They only get the message saying the host has closed the server.
Because the day never reaches the end-of-day save, the event is never recorded as seen. Re-joining and returning to the same area triggers the same event again and the session closes again. We are stuck in a loop we can’t get past.
Steps to reproduce
1. Host loads the farm, farmhand joins over online co-op (2 players total).
2. Play normally. At the moment of failure the host was simply walking around, doing nothing special.
3. The farmhand enters an event cutscene.
4. The host immediately receives error 2318-0006 and the session ends. The farmhand is dropped with only a “host closed the server” message.
Frequency
Highly reproducible. In a single evening the console’s error history logged 2318-0006 six times for this title: 18:45, 19:41, 19:50, 19:59, 20:14 and 20:23. The roughly 9-minute spacing after 19:41 matches us re-joining, playing until the same event fires, and being disconnected again.
We have also had the session drop at the end-of-day sleep/save transition on other occasions, losing that in-game day. I’m not certain that’s the same root cause, but I’m mentioning it in case it involves the same sync path.
Related report
Another user reported the same host-side error code 2318-0006 on the same game version, 1.6.15.13, with all players at NAT Type B:
Two things stand out there. First, they are on original Switch hardware, not Switch 2, so this does not appear to be specific to the Switch 2 Edition. Second, they report that local wireless play has been completely stable for them while online co-op disconnects repeatedly.
Their disconnects are described as random, whereas mine is deterministic and tied to the cutscene. If both are the same underlying issue, the combination suggests the online transport path fails to carry a sync burst that local wireless handles without trouble.
Why I don’t believe this is my network
I’d like to rule this out up front, since it’s the usual first suggestion:
• The Nintendo connection test passes. NAT Type B, 222 Mbps down / 81.2 Mbps up.
• The console’s error history contains 2318-0006 entries for this title only. No other software, and no eShop or system-level network errors, appear in the log over the same period.
• The failure is asymmetric. A dropped connection would produce a connection error on both consoles. Instead the host gets the error code while the farmhand is specifically told the host closed the server, which suggests the host side is tearing the session down rather than the transport failing underneath both of us.
• The host’s game process survives. The error dialog appears over a still-running game, which points to the network layer aborting rather than the application crashing.
• The timing is locked to the cutscene rather than random, which is hard to explain with link quality.
One limitation: I can only test over Wi-Fi (5 GHz, WPA3 Personal, signal strength 3 of 4). I don’t have a wired option available, so I can’t fully rule Wi-Fi out.
What I think is happening
My guess is that the farmhand’s event is broadcast to the host, the host’s handling of that event state fails, and the network synchronizer aborts and closes the session. Host-side crashes when a cutscene starts have been reported on other platforms in the past, usually with a null reference in the log, so I wonder whether this is the same class of bug. The other reporter’s observation that local wireless is stable would fit a payload or timeout limit that only bites on the online path.
Still to test
I plan to try the same event over local wireless with both consoles in the same room, to see whether it survives there. I’ll follow up in this thread with the result.
What would help
If there’s any way to pull a crash or error log off the Switch build, tell me what to do and I’ll capture it. I have screenshots of the error history list, the per-error system information pages, and the connection test results, and can attach them if useful.
Thanks for taking a look.
View attachment 40944