Name attributes are the most important things when making constraints for RBDs.
Create a name attribute for your object/fractured pieces by laying down an Assemble node, without the Packed option enabled. Create your constraints with this geo (it will retain the Primitive Name Attribute, and pass it down to the Point level once you've used Connect Adjacent Pieces)
In another branch, use another Assemble node to follow up the previous Assemble node, this time with Packed enabled, but the others disabled. Now when you add your constraints to your DOP network, they'll be able to find the correct Pieces to attach to.
ALSO make sure your object names are all unique.
Names. Names. Names.
Another "quick" way to make rest lengths for your constraints is to do a Convert Line node just before the Primitive Wrangle (where you do s@constraint_name="thingy"). This is important for Hard Constraints.
A
general rule for constraint types - Hard Constraints will provide overall flex between pieces.. Glue Constraints will keep the pieces all together.
Hard Constraints react to Force, Glue Constraints DO NOT.
Glue Constraints react to Strength and Impact. Hard Constraints DO NOT. *
*unless you tell them to in a SOP Solver - eg. if (@force>chf("breakThreshold")*@strength)
But this is you explicitly adding Strength into the mix... Could be any old attribute.