This repo is archived.
Continued at https://github.com/rwmt/Multiplayer
Multiplayer mod for RimWorld
Thanks to Pardeike for making Harmony and RevenantX for creating LiteNetLib
Zetrith's Multiplayer mod for RimWorld
License: MIT License
This repo is archived.
Continued at https://github.com/rwmt/Multiplayer
Multiplayer mod for RimWorld
Thanks to Pardeike for making Harmony and RevenantX for creating LiteNetLib
Hello,
I get a desync almost every time i use the self tend ability on one of my colonists.
Only other mod used is RimHUD
Tried joining a friend however I got a "mod definition mismatch". However under details the mod list for both host and myself are exactly the same. (its vanilla rimworld without mods) Any idea of how to fix this?
When I played with my friend, I desynced.
And I found the red log, showing that:
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at RimWorld.IncidentDef.get_Worker () <0x00036>
at RimWorld.StorytellerComp/c__AnonStorey3.<>m__0 (RimWorld.IncidentDef) <0x00039>
at System.Linq.Enumerable/c__Iterator1D1<RimWorld.IncidentDef>.MoveNext () <0x0016b> at Verse.GenCollection.TryRandomElementByWeight<RimWorld.IncidentDef> (System.Collections.Generic.IEnumerable
1<RimWorld.IncidentDef>,System.Func`2<RimWorld.IncidentDef, single>,RimWorld.IncidentDef&) <0x00787>
at RimWorld.StorytellerComp_CategoryMTB/c__Iterator0.MoveNext () <0x00272>
at RimWorld.Storyteller/c__Iterator1.MoveNext () <0x0043b>
at RimWorld.Storyteller/c__Iterator0.MoveNext () <0x001ce>
at (wrapper dynamic-method) RimWorld.Storyteller.StorytellerTick_Patch1 (object) <0x0011d>
at (wrapper dynamic-method) Verse.TickManager.DoSingleTick_Patch1 (object) <0x00630>
How to fix it? Is it caused by some mod conflicts?
None of my friends play this game, so I cannot test by my own...
Hello there,
I believe you are doing a fantastic job, but it would be nice to track the progress somewhere, is it possible?
Also, maybe there should be a place with "low-hanging" tasks we can help with!
Desync-04.zip
Desync-03.zip
Desync-02.zip
Using the Arbiter including one other person, and it seems we either desync after a random event, or when speeding up game time (Might be completely unrelated).
Windows 10 (64-bit)
If need be, I can post mod list, and load order
I'm trying to run a mod on my client that doesn't touch anything except the UI, but the server and all other clients need to have this installed in order for us to play multiplayer. If the server could allow mod checks to be bypassed with a whitelist (or perhaps set mods as "required"?) then we'd all be happy.
Will this Mod be placed in the Workshop or get an Autoupdater (Using new Github releases) or at least an notification for every new Version (Checking Github releases)?
Anyway, thank you for your work!
Trying to host "old" save from 4.2 in latest patch 4.3 but get direct hosting failed at startup.
Loaded a saved multiplayer replay and during simulating the server, and when it finishes the screen is blacked out.
Some items like fires, corpses, and animals will show. However, colonists, the ground etc. won't show.
I am using mods, and my gf and I have played successfully before, and have hosted again after we desynced before so we have managed hosting a saved replay.
I know this is mod compatibility related, however it might help fix other issues.
When using RimHUD mod, if you set the self-heal attribute through the rimhud, it causes you to desync. Self heal through the regular button works fine though.
Hello!
Currently, debug mode can be enabled at compile time: https://github.com/Zetrith/Multiplayer/blob/85c5341dbdfeef18bea21ab76c432e9e44e4c4c3/Source/Common/Version.cs
The debug tools look very useful, especially this one:
Multiplayer/Source/Client/DebugTools.cs
Line 31 in 7844d86
Especially for things like checking definition mismatches, which right now pretty much just throws a hash mismatch error and calls it a day.
However, the problem is that accessing these requires enabling debug mode, which requires recompiling the mod.
It would be useful if we could somehow enable these tools at runtime, in order to find out which mod is causing the hash mismatch problem.
Unsure how to do this, it just provides me with the local ip 192.168.0.10 and a port number of which my buddy connects to and it doesn't process.
Hello, firstly thanks for this great mod.
It seems we cannot change difficulty once the game is started?
Trading, via caravan or bulk trader, causes desync.
The time is synchronized with the host and vice versa, when I change the speed and the host speed also changes
Villages far away from each other
Written with https://translate.google.com :)
If pawn reloads their gun then desync occurres. All mods are the same configured.
Hi,
It would be helpful when the last used IP-Address in the direct login input field would be saved.
Forcing a pawn to drop a weapon from the Gear tab fails both host- and client-side.
Possibly caused by RPG Style Gear Tab mod, but both mod-version and vanilla-version don't work.
Me and my friend are playing the game and I constantly have to re sync this issue has happened whenever we play the game.
In a multiplayer game of 2, when leaving an enemy outpost after a successful quest, the caravan no longer moves towards its destination.
Also, when selecting a route and then pressing the accept button, a selection of items disappear from the caravan loading screen, and the screen does not close.
I can re enter the enemy outpost (and the icon says 2.X days till leaving) and exit again, but same result
No issues in version 0.3, and this is from a 0.3 save. Did the /autosave command twice before upgrading the mod.
I cant join my friend via steam as my name doesn't show up on the list where he is supposed to accept my connection, the same thing happens for me if he tries to join.
It's not shown but the button shows up. So I can use the mod but can't play with anyone because the multiplayer mod doesn't show in the mod list.
When game speed is changed off of the slowest speed, non-host players start to lag ticks behind. Pausing the game allows them to catch back up without having to reconnect and resync. No mods involved, running the game vanilla.
Have a problem with synchronization research with ResearchPal mod.
This is a feature request, but may be a bug if it's supposed to work this way...
When using the "direct connect" menu tab when joining a multiplayer game, you must enter an IP address. When names are entered, DNS resolution doesn't happen, and the client fails to join.
Look into ways of speeding up the arbiter's loading time (e.g. texture loading can be cancelled).
Me and my Friend just tried out 0.4.3 He was Hosting and and im Joining and at some Random Events i get the Desync Message.. Not sure if its only Related to the Events.
Including a few of myDesync Files
Rimworld 1.0
Win 10 x64
German Lang
Steam, The Arbiter, dev-mode , enabled
Even if the starting era should be neolite, hosting a server always resets it to industrial era.
As the name implies, but here are some extra details.
Forced equipping gear gets 'stuck' and can't be undone by the client or the host, attempting to do so doesn't work and causes desync whether the host or the client tells the pawn to unequip the gear
The names of gear restriction, food restriction, and drug regimens fails to sync; when the client creates it, the host sees it with a generated name; when the host creates it, the name usually syncs, but the client can't change the name
me and a friend have been having problems whit connecting to each other and we have tried nerly all the fixes that we have been sent. all i need to know is what is not right so i can fix it
Forming a caravan and a caravan being removed after returning home causes desync. Loading before an autosave aka simulating through the desync causes a desync upon loading up again, but connecting after an autosave after these events occur causes the desync to stop occurring. Am using mods, though I am using a collection of mods verified to work for your MP mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1616620901
As far as I can tell, there are no mods editing caravans though I can't be sure by a quick look, this issue has been really annoying. I attached the desync files below. Thanks in advance!
Desync-18.zip
Desync-17.zip
Desync-16.zip
That should hopefully be enough for you.
Whenever one of my friends tries to join or host a multiplayer game of Rimworld, the person(s) trying to join get a "Wrong protocol version" error.
I have already had him forward his port, and made sure to tell him the protocol was 'UDP'. He will have problems connecting to another friend that I have no trouble connecting and playing with, and he is also unable to host due to the same error.
We had him reinstall the game as well as delete the Rimworld folder from steam as well as the one in %appdata% LocalLow. Whenever the folder in LocalLow is deleted it comes back with the saves still in it, so I am not sure if it is saved somewhere in the cloud or what, but even after deleting all files, it did not get rid of the error.
The port I had him use was 30502, for start and end, and the protocol he used is UDP. If there is anything with this information I should have him change, please let me know, along with any recommendations for what might be causing the problem and any ideas for solutions.
Hi,
there seems to be a problem in multiplayer if one player uses the reinstall functionality to move objects like furniture. Anything selected from other players will be unselected (like if you want to chop wood and the other player uses the reinstall functionality your selected tool gets canceled and you need to select it via the menu again).
I hope it's understandable. It's not that easy to describe what I actually mean.
Best regards,
dava
--
I've uploaded the replay of the colony where I noticed the problem:
iskar's game.zip
--
Additional Info:
When a piece of machinery breaks down and needs to be fixed with a component nobody gets notified. This should maybe be a separate issue but when art is created nobody is notified either.
The steam username appears to be used, I would like to test and use this mod to have two, or even three viewports into the same game but this username issue is blocking that from happening.
help me when connecting to a friend infinite connection what to do?
can you make a way to actually save the file because if you save from a replay you have to resync from the whole beginning which can take hours if your far in and auto saves get replaced so you cant play multiple worlds
Is it possible to convert the MpReplays back into vanilla xml saves? This would enable people to convert multiplayer session backing standard games.
A friend of mine downloaded the latest version of this mod (0.4.4) for Rimworld 1.0.2150 , so did I. For me it worked just fine, but for my friend it said it is not compatible with the current version of Rimworld? We have no idea how to fix this. Are other mods causing this problem? We tried to disable as much mods as possible, but it still didn't work for him.
Is it somehow possible to play using this mod through Hamachi (or any other emulated lan network)? It seems to me that it always opens a server on a local "physical" network and it's not possible to change it to a virtual one, like Hamachi. Do you think it would be feasible?
Hi Zetrith,
Thank you so much for making multiplayer. You are INCREDIBLE!!! It's so amazingly awesome, words can't express how highly I respect and admire what you've pulled off. Truly impressive.
Gameplay is generally seamless and flawless. The only aspect my friends and I have encountered so far that we'd like to see change is the ability to call other factions to trade via the Comms Console.
In the right-click menu of the Comms Console, I noticed this message:
Calling other factions is currently not available in multiplayer.
Since the in-game message says "currently not available", does this mean there are plans or possibilities to have it implemented? What are the hurdles or challenges for this functionality? If you have an idea of how to make it work, maybe I could even help (I love programming :).
Thanks again! Rimworld was great to play before, and your mod brings a new dimension that takes the fun factor totally over the top!
Best Regards,
Jay
Me and my friend have tried this mod, it works fine for first few minutes, but then we get a desync, i have the arbiter running so we tried to re-sync, but it never finish, and in fact as he simulating, the ticks behind is increasing instead of reducing. (It starts to reduce at the beginning, but after some point it goes increasing again)
Hi, ive downloaded this mod. and its the only mod i have been using. Now im having an issue, not sure if its just a simple mistake im making, however, i start a game and people with guns won't shoot. they will only hit each other?
i just says when i try to manually get them to shoot, they cant aim. And there stat levels are around 10 on shooting if that makes sense?
Thanks, Jack.
Just to start with. Incredible work, I never thought this would be possible.
Me and two of my friends are playing a game where we each have our own base. And it's working great. However, one of the lads is playing on his laptop now his internet isn't the best but his ticks gradually get worse and worse until we have to pause. He is playing on a laptop that isn't great. Is the ticks building more likely to be internet or hardware based?
Hi,
I thought of an interesting feature: a kind of "intelligent" management of game speed.
Overall, each player could choose the speed at which they want to go, and the game will go at the speed closest to everyone's choices.
For example:
Player 1 chooses speed 3 (max)
Player 2 chooses speed 2
Player 3 chooses speed 2
[example added for more clarity]
Then the game goes to speed 2.
Player 1 chooses speed 2
Player 2 chooses speed 2
Player 3 chooses speed 2
Player 4 chooses speed 1
Then the game goes to speed 1.
I think it would make games with many players more enjoyable, and it would prevent accidents during the fights of some players!
If I can participate in the development of this feature, I would be happy to do so!
Thank you in advance for reading, sorry for the lack of formalism
I have been playing the Adeptus Astartes mod with a friend, and it runs almost seamlessly, except for when Daemons spawn - their purple flames seem to consistently desync our games whenever our walls are hit by the Daemon Fire...
Any reason this could be happening / is there a plan to make mods like this, Rimhammer, etc. (overhauls) compatible?
Thanks a lot for your work - this mod is incredible.
Hi, trying to use multiplayer with the Twitch stories mod but the game desyncs regularly no matter what the settings. Apart form these two, no other mods are being used. Do you know of any solution for making them play together nicely? Is compatibility possible or is it a lost cause? Thanks.
The auto-save function of the multiplayer mod is very handy to quickly start up after a crash/desync. It does, however, introduce its own problems.
The auto-save runs after a predetermined amount of real-time minutes. This counter always runs in the background, even when the game is paused. This is a problem because this leads to the auto-save interrupting important messages, caravan menu's, when you are AFK (creating multiple saves that are no different) and messages from other mods.
For example, it interrupts a custom event from the 'More Faction Interactions' mod where you have to make a decision between helping faction A or B. The auto-save kicked in and the message was canceled, and the event ended without me being able to choose anything.
This could be fixed with multiple solutions.
A) Make the auto-save depend on in-game time instead of real time.
B) Have the option to run the auto-save on a certain time each in-game day. This will also help players know when an auto-save is incoming.
C) Don't run the autosave when the game is paused, wait until the game resumes.
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