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Buy a dedicated IP from your ISP and enjoy the game, if your ISP does not sell IP, then buy dedicated hosting and set up a server.
When you and your friends have NAT through your WiFi router you need to forward game ports on the router.
If you and your friends are behind a ISP NAT that gives out local IP addresses that are not broadcast to the Internet, you will not be able to connect.
The developers have a crash log, why are they so averse to fixing unhandled exceptions in the game?
A log displays what failed to work, it doesn't communicate "why" the failure occurred.
In order to fix a problem, they have to know the "why" of things. There are many reasons a particular task could fail and a log doesn't typically provide those answers.
Your post covers but a few reasons why a connection cannot be made, a log will convey a connection wasn't made but it doesn't specifically address "failed due to owner failed to port forward" (as an example) because it doesn't have permissions to network devices to do that type of an analysis. Nor would you want to give a 3rd party access to network permissions, such things are what ransomware nightmares are made of.
Everyone has a different network configuration, provider, and rules to operate under; which is why networking is such a challenge. I understand why the Dev's went they way they did, they want Stationeers to be able to work outside the online services; but that also makes it less likely players will know how to setup their own devices to make these connections. It's also the least stable option, so I can't say I'm a fan of this choice. I would love to see a dual option, giving us also an option to use the online peer connections (or whatever they might be called) to allow a stable connection while such services are available to us.
UPNP is made for the local network (router's internal network) to just log in and connect. To play over the Internet you need to know the IP address, or there is a list server that announces this IP for the player, but it does not check if the player is behind NAT, and if behind NAT, the connection is impossible.
There's a crash dump for that, where backtracing can be done. I do a little bit of programming, and I distribute my crooked software. And if the program gives an uncaught error or crashes, I get a full dump to the server for further backtrace analysis.
Normally a program should not crash or throw errors, it may have logical errors (something is not working properly) but it should not crash.
Developers are just too lazy to fix unhandled exceptions. (Yes I understand that useful code will be 20%, the other 80% will be tons of checks and exceptions, development will take another 7 years.)
#offtopic
Handling multiplayer as a developer like this is probably outdated by 24 years now.
This kind of multiplayer setup isnt even supported by several country-wide ISPs.
Stop doing this as a developer. Fix the issue of port-forwarding yourself.
Im not going to buy a new router from a different ISP just to play a round of multiplayer Stationeers.