Error "EAC: Verify ID token (invalid client: 8)" – Causes and Quick Solutions

Hi! I've compiled everything in one place: why two common connection errors occur in Rust and what I do to quickly get my servers back online. I'm writing in simple language and showing proven steps, no fluff.

1) EAC error “Verify ID token (invalid client: 8)”

Screenshot of the EAC Verify ID token invalid client error: 8
Screenshot: "EAC: Verify ID token... invalid client: 8"

The error stems from the fact that Easy Anti-Cheat's authentication token verification fails. Players are kicked out when attempting to connect. This often occurs when the third-party authentication service is unavailable (for example, due to an ISP infrastructure issue) or there is a root certificate or network issue on the server.

Quick temporary workaround: I enable encryption and temporarily disable anti-cheat token verification on the server to let players in.

What I do step by step

  1. I'm enabling a temporary bypass (until third-party services are stable and restored):
     // server.cfg или через консоль сервера server.encryption 1 server.anticheattoken 0 Important: // server.cfg или через консоль сервера server.encryption 1 server.anticheattoken 0

    This reduces the level of EAC verification. Once external services stabilize, I return server.anticheattoken 1 .

  2. I check the OS certificates on the dedicated server/VDS (outdated root certificates, such as Amazon Trust, are often the culprit). I update the certificate chain and restart the OS/services.
  3. I check the network/firewall : ports and outgoing connections for EAC should be allowed, no transparent proxy that can break TLS.
  4. I keep the server and EAC up to date : I update the game server to the latest build.

When to return the anticheattoken

As soon as authorization works reliably again (players connect without errors), I change the setting back:
 server.anticheattoken 1

2) Error “attempted to read past the end of the buffstream”

Screenshot of the error attempted to read past the end of the buffstream
Screenshot: “attempted to read past the end of the buffstream”

This error means the game is trying to read more data than was actually received. Simply put, a packet/buffer is broken somewhere, or the data format doesn't match the expected one. In practice, the causes are as follows:

  • Client/server or mod versions do not match, data format is broken.
  • Corrupted server files (map/save/DB) or client.
  • The server plugin returned incorrect data (serialization/protocol error).
  • Network problems: traffic interruptions or "cuts".

What works for me

  1. Synchronizing versions : I'm updating the server to the latest version, and asking players to verify the integrity of their Steam files.
  2. Test without plugins : I temporarily disable uMod/Oxide plugins and check if the error goes away. Then I enable them one by one to find the culprit.
  3. I check the server's integrity : saves, maps, local databases. If there are any signs of damage, I roll back/recreate them.
  4. Network : I check the MTU, the absence of DPI/proxy, and the channel stability. I restart host nodes/routes if necessary.

If "buffstream" started appearing after server.anticheattoken 0 , I check plugins that rely on network communication/server RPCs: sometimes they can scale up a problem that was previously hidden.

3) Brief table: symptoms → cause → what to do

Symptom Where Probable cause What am I doing?
EAC: Verify ID token (invalid client: 8) Connecting to the server Third-party authentication service failure, TLS/certificate issues, network Temporary: server.encryption 1 , server.anticheattoken 0 → lets players in.
Required: Update/verify OS certificates, network/firewall, then return anticheattoken 1 .
attempted to read past the end of the buffstream In players/in logs Version mismatch, corrupted files, plugin bug, network issues I sync versions, check file integrity, disable plugins one by one, check network/MTU, repair/replace saves/maps.

4) Checklist for admins (briefly)

  • OS certificates are up to date (root chains are installed).
  • Ports and outgoing connections for EAC/TLS are not cut by the firewall/proxy.
  • The server has been updated to the latest version of Rust (and EAC).
  • If you need to let players in now - server.encryption 1 + server.anticheattoken 0 (temporarily!).
  • After third-party services stabilize, return server.anticheattoken 1 .
  • For "buffstream" - check versions, integrity, plugins (one at a time), saves/maps, network.

5) FAQ

Is it possible to always keep server.anticheattoken 0 ?
I don't do that. It's a temporary measure to save the online experience while the root problem is being fixed. Then I'll reinstate token verification.

Where can I check the status of third-party services?
Providers usually have public status pages. If the problem is widespread, it quickly surfaces on social media and in community reports.

How do I know if a plugin is to blame?
I disable all plugins → check. If everything works fine, I enable them one by one and see when the bug returns.


If you're experiencing similar symptoms, check out my checklist. I can help you gather logs and quickly check your configurations if needed.

I'll add: we've temporarily set server.anticheattoken 0 on our servers to allow players to connect safely while the developers and third-party services (EAC/AWS) fix the issue. If you're a server administrator or host, you can try this method; it's safe as a temporary measure. Once your login is restored, be sure to reset the setting back to 1 .

We're playing on stable servers—come and test them out after the fix. All addresses and wipe schedules are available on the server page .

937

Related Posts

Comments (0)

    No comments yet.