Event payload too large
A script tried to send too much at once. It may be cut in half without saying so, which is worse than failing.
Do this first
Report it to whoever made the script — it is sending far more than it needs to.
What it means
An event carried more data than the transport accepts. Depending on the build it is truncated, dropped, or the sender is dropped. Silent truncation is the worst case: the handler runs with half an object.
What causes it
Ordered by how often it is the answer.
- 1
Sending an entire table that grew
An inventory, a player list, a config. Fine in testing with three items, not with three hundred.
- 2
Base64 data in an event
An image or a file. Events are not a file transfer.
- 3
A table with far more in it than intended
Sending the whole player object when only the id was needed.
- 4
Accumulated history
A log that gets sent along with each update.
How to tell which one is yours
Measure it before sending:
print(#json.encode(payload))
Anything in the hundreds of kilobytes is the problem, and usually one field accounts for nearly all of it.
Where to look
The payload of the event named in the trace.
How to fix it
Send identifiers, let the receiver ask for detail, and page long lists:
-- instead of the whole inventory
TriggerClientEvent('inv:changed', src, { slot = 3, item = 'water', count = 2 })For anything genuinely large, use a state bag or an HTTP endpoint rather than an event.
Still stuck on your own code?
This page is what this error usually means. Paste your console into Server Fixer and it will rank everything in it and tell you what to do first, and if you would rather not touch it, ORBIE can repair the script and hand the resource back ready to drop in.
bug_reportOpen Server Fixer