Game Locking and Segfaulting

When doing multiplayer, the game will eventually lock up and a crash window will pop up behind it, for everyone.

The window shows a segfault, but said segfault doesn't show up in the logs.
game_16701471.log.

I didn't know LUA could segfault but maybe I'm misreading it.

An interesting bit in the ice-adapter.log right around when we all crashed:

2022-04-02 21:19:22.103 ERROR Error while communicating with FA (input), assuming shutdown (c.f.iceadapter.gpgnet.GPGNetServer:160)
java.net.SocketException: Connection reset
	at java.base/sun.nio.ch.NioSocketImpl.implRead(NioSocketImpl.java:323)
	at java.base/sun.nio.ch.NioSocketImpl.read(NioSocketImpl.java:350)
	at java.base/sun.nio.ch.NioSocketImpl$1.read(NioSocketImpl.java:803)
	at java.base/java.net.Socket$SocketInputStream.read(Socket.java:981)
	at java.base/java.io.BufferedInputStream.fill(BufferedInputStream.java:244)
	at java.base/java.io.BufferedInputStream.read(BufferedInputStream.java:263)
	at com.google.common.io.LittleEndianDataInputStream.readAndCheckByte(LittleEndianDataInputStream.java:223)
	at com.google.common.io.LittleEndianDataInputStream.readInt(LittleEndianDataInputStream.java:116)
	at com.faforever.iceadapter.gpgnet.FaDataInputStream.readInt(FaDataInputStream.java:56)
	at com.faforever.iceadapter.gpgnet.FaDataInputStream.readString(FaDataInputStream.java:65)
	at com.faforever.iceadapter.gpgnet.GPGNetServer$GPGNetClient.listenerThread(GPGNetServer.java:150)
	at java.base/java.lang.Thread.run(Thread.java:832)

The same when you do not play with all those mods?

We've been dropping mods left and right. We'll try some vanilla runs when we can. In the interim, what can I do to track down the source of this?