Hi !
Phi is a mod that allows players to interact between each other. You can connect to the global default server or host your own to play with your friends.
The mod doesn't and will never offer "real-time" multiplayer, i.e. 2 players playing the same colony at the same time. While it would be really cool, it would require way too much work. No need to ask for it, Phi will not implement it.The mod isn't full-fledged for the moment, but features & improvements are done in each update. :)
Features:
- Chat: Chat with the connected players
- Send ship pod: Send items to other connected players (click on their nicknames)
- [EXPERIMENTAL] Send colonist: : Send you colonist to the colony of an other player.
How to install:Simply put the archive in the Mods folder like any other mod.
PhiClient (https://github.com/Longwelwind/Phi/releases/latest) | Github repository (https://github.com/Longwelwind/Phi) | Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=732930564)
It doesn't require you to make a new game. Though, please do a backup of your saved game before attempting to use Phi.
Setting up your serverYou can download the archive and put it anywhere on your computer.
PhiServer (https://github.com/Longwelwind/Phi/releases/latest)
Launch PhiServer.exe using a shell (so you get the server logs in case of an error).
The server can also be hosted on a Linux server (longwelwind.net is hosted on a Ubuntu Server machine) using mono.
Mind = Blown
This is an absolute gamechanger
Now I am aware that this is a proof of concept, but I've downloaded it and joined your server. I've sent a message via the server tab. Is there a chat log or is something wrong on my side?
the game just go real ...
Can we send prisoners to another person's colony? If this gets big you may need a better server, because of the awesome community and the steam release.
could this be used like in misc incidents to send players to another colony? they would just go on a "mission" and unusable to the player until they return (in a box lol)?
you are da real MVP
This is bloomin amazing! Proof RimWorld can handle multiplayer connection. all we need now is the ability to raid/assist/visit peoples colonies and manage a real diplomacy to other players.
I think if you could raid/assist/visit other people my computer would explode with my scream of joy haha.
Trading idea does sound really cool as I always seem to have that one resource I never have enough of and 1000's of potatoes.
2 years; it's finally starting to happen..
I can only imagine what things will be like when the game is finally out of alpha.
I might send people some of the random organs I harvest from raiders.
This mod will be mostly unbalanced though am I right? Since players start at different times. Meaning A player could of spent 10 hours on a server. Have over 5000 plasteel charge rifles and power armor, and then a new player joins and that first player can send the second player say 2500 plasteel 3 charge rifles and 3 power armor sets and they have an easy ride through the game. Maybe there should be some limits as to how much you can send and a time limit where it has to recharge?
EDIT: Also, I assume this mod will not work with any mods, as all players need the core game to play without problems with other players on the server? And can the server work if all players have the same mods on that server?
how does it work with mod items? what if i send mod items over too a player without the mod?
If both players have the mod then it should work fine. It can be unbalanced as you say LustrousWolf, however, this is as Long said, a very early build, a proof of concept, He fully intends tweaking it further. For now however, grab the mod, install it and come experience multiplayerish rimworld.
If only one of you have the mod, it throws up an error and nothing happens. No negative effects.
Quote from: TheFlameTouched on July 24, 2016, 04:54:11 PM
If both players have the mod then it should work fine. It can be unbalanced as you say LustrousWolf, however, this is as Long said, a very early build, a proof of concept, He fully intends tweaking it further. For now however, grab the mod, install it and come experience multiplayerish rimworld.
If only one of you have the mod, it throws up an error and nothing happens. No negative effects.
I meant other mods sorry. SO both players have Phi, and one player has additional mods it wont work at all correct? But if both players have Phi and the same other mods loaded, will it work?
Nope, it should work perfectly fine :) Phi just adds a chatroom and trade function as far as I'm aware. Sending mod items over it is the only time the mods would touch each other.
Quote from: TheFlameTouched on July 24, 2016, 05:04:56 PM
Nope, it should work perfectly fine :) Phi just adds a chatroom and trade function as far as I'm aware. Sending mod items over it is the only time the mods would touch each other.
Ayyyy that's great!! Now my friends will play rimworld!! The only reason they didn't before was because there wasn't any sort of multiplayer :)
So are there any Phi servers up atm?
yep, the default one is right now
Quote from: TheFlameTouched on July 24, 2016, 05:14:07 PM
yep, the default one is right now
Ah, I see, I re-read the initial post. My bad.
Sending colonists is the next feature I'd like to implement, but I will first try to improve error logging and the stability of the server.
Quote from: LustrousWolf on July 24, 2016, 04:46:25 PM
This mod will be mostly unbalanced though am I right? Since players start at different times. Meaning A player could of spent 10 hours on a server. Have over 5000 plasteel charge rifles and power armor, and then a new player joins and that first player can send the second player say 2500 plasteel 3 charge rifles and 3 power armor sets and they have an easy ride through the game. Maybe there should be some limits as to how much you can send and a time limit where it has to recharge?
EDIT: Also, I assume this mod will not work with any mods, as all players need the core game to play without problems with other players on the server? And can the server work if all players have the same mods on that server?
It is up to the players to choose what they want to do with the mod.
Any player can give himself a lot of items with the Debug Mode, anyway, so the player will need to agree to the rules between themselves.
It highly depends on the mods. Technically, a mod wouldn't work with Phi if it has state that isn't transmitted over the wire when a player sends an item of the mod. For "basic" mods that adds item & such, it should work perfectly. For other mods, it could work, but it'd need to be tested.
one more question- if you send over a statue with art depicting events that happened in your colony, when it reaches the friends colony, will it still have the same art?
@Longwelwind
Ahhh I never even thought about players enabling the Dev Command. Do you think you could add a way to disable it? Or a way to restrict parts of the dev mode so players can't cheat?
Since some players may cheat and send in loads of valuables to other players, is there a way to decline items from other players if they want to play legit and not receive cheated in items?
Also, can players re load a save on the server and cheat in that way?
And can they reload multiple saves on the same server? Or is it just 1 save per server?
tbh, i dont think caring about cheating should be that big a deal. i mean, i see this being used with groups of friends, which in that case can just tell eachother not too cheat stuff in and etc.
Quote from: 123nick on July 24, 2016, 06:16:44 PM
tbh, i dont think caring about cheating should be that big a deal. i mean, i see this being used with groups of friends, which in that case can just tell eachother not too cheat stuff in and etc.
Yes that is true. I guess I was thinking on a more multiplayer stage and not with just friends :D
Although I still feel like there should still be a decline button for players that want to play legitimately to deny any items from other players that have spawned them in.
@LustrousWolf I agree your mod is fantastic but i wait further development to get it. Yeah a confirmation button may be good but try to think about Whitelist/Blacklist an option to choose only whitelist accepted and don't confirm for whitelist.
This seems like a really great idea. It would be cool if it was a little more "integrated" into the game though - like organizing caravans, deciding what is worth bringing along, training animals with "haul" to bring more ect. - and then those caravans basically just act as any normal NPC caravan when they reach other players.
Even though you have to account for a lot of possible scenarios with other players not always being online, I think this could definitely add a lot to the game. Instead of randomly generating worlds you could select existing world shared by others to come play make new colonies on and trade with them - it would certainly help flesh out the faction-system in the game and make the part of the game much more engaging (and potentially profitable).
-Stigma
LustrousWolf, another reason why you'd want to be able to decline items is if they send you a massive amount of valuable stuff that you can't actually use, dramatically increasing your colony wealth and increasing the size of the raids to something you won't survive.
QuoteSending colonists is the next feature I'd like to implement, but I will first try to improve error logging and the stability of the server.
Well this be very tricky or mostly mundane long task of rewriting vanilia classes due tha faction system.
QuoteSending colonists is the next feature I'd like to implement, but I will first try to improve error logging and the stability of the server.
If you think it could help feel free to look over the code for the Stargate Mod. It has Saving / Loading colonists to a File.
https://github.com/jaxxa/ED-Stargate
The reason why i think this community is awesome :op
I just sent a random person about 60 stone chunks.
MUHAHAHAHAHHAHAHAHAHA.
I can sense the trolling coming when I send all the crappy clothing from the last raid to my neighbor.
Could you put this on steam? i don't mod so i did not read the workshop terms of service, so i really don't know if you can
How to fuck off RimWorlder:
Send them literally hundreds of stones.
could you make a tutorial on how to make a server because i dont get it i cant find a position for a ip or something else
Is this Compatible with other Mods? So i coud send Titanium?
I had a similar idea even, but im not so good in coding so i gave up. Great Work btw.
Do you think we coud send "Raids" or "Traders" to other People? So we choose the People and an Event woud start at the other Person?
Your "PhiServer" just says. Launching server for 0.0.0.0 on port 16180. Is there a config file I'm missing for this?
Everyone is talking about sending stone to others.
I just want to send the corpses of my enemies to my friends.
Quote from: Canute on July 25, 2016, 05:21:00 AM
Quote from: LustrousWolf on July 24, 2016, 05:32:00 PM
@Longwelwind
Ahhh I never even thought about players enabling the Dev Command. Do you think you could add a way to disable it? Or a way to restrict parts of the dev mode so players can't cheat?
I don't think you can disable it.
Maybe your Mod need to monitor this, and set a "cheat" flag to the current colony of that user.
But when a user realy want to cheat with the Dev mode he just need to disable the mod before, add the items, and reenable the mod.
Honestly dont bother trying to stop cheating in a mod, you will lose, if someone really wants to cheat there is not much you can do to stop them. You might be able to block some ways, but I doubt you can get them all.
Even if you block Dev Command, which you might be able to do using CCL detours, there are mods that can make it easier to get items, you could easily make a mod that gives you however many you want at the touch of a button, You might be able to use a WhiteList of mods, but that will get annoying to update, and some one could rename their cheat mod to one on the white list.
After you send resources is there anything stooping me from loading a previous saved game and sending the same resources again, over and over?
While we are at it all the saved games are in unencrypted XML, so it is not hard to edit in whatever I want. That is before even looking at memory editing.
You could limit the items that you can send through, to so many every hour to cut down on trolling ability. But stopping people from cheating is a lost cause.
Yes, I see your point :(
Quote from: ithikari on July 25, 2016, 02:28:10 AM
I just want to send the corpses of my enemies to my friends.
This is gonna become a Rimworld thing.....i know it....
Personally im sending you all organs.....lots and lots of organs.
Quote from: Jaxxa on July 25, 2016, 05:47:17 AM
Quote from: Canute on July 25, 2016, 05:21:00 AM
Quote from: LustrousWolf on July 24, 2016, 05:32:00 PM
@Longwelwind
Ahhh I never even thought about players enabling the Dev Command. Do you think you could add a way to disable it? Or a way to restrict parts of the dev mode so players can't cheat?
I don't think you can disable it.
Maybe your Mod need to monitor this, and set a "cheat" flag to the current colony of that user.
But when a user realy want to cheat with the Dev mode he just need to disable the mod before, add the items, and reenable the mod.
Honestly dont bother trying to stop cheating in a mod, you will lose, if someone really wants to cheat there is not much you can do to stop them. You might be able to block some ways, but I doubt you can get them all.
Even if you block Dev Command, which you might be able to do using CCL detours, there are mods that can make it easier to get items, you could easily make a mod that gives you however many you want at the touch of a button, You might be able to use a WhiteList of mods, but that will get annoying to update, and some one could rename their cheat mod to one on the white list.
After you send resources is there anything stooping me from loading a previous saved game and sending the same resources again, over and over?
While we are at it all the saved games are in unencrypted XML, so it is not hard to edit in whatever I want. That is before even looking at memory editing.
You could limit the items that you can send through, to so many every hour to cut down on trolling ability. But stopping people from cheating is a lost cause.
Pretty much this.
I can't stop players from cheating since everything is client-side.
Quote from: skullywag on July 25, 2016, 07:04:26 AM
Quote from: ithikari on July 25, 2016, 02:28:10 AM
I just want to send the corpses of my enemies to my friends.
This is gonna become a Rimworld thing.....i know it....
Personally im sending you all organs.....lots and lots of organs.
Some men just want to watch Rimworld burns.
Hey Longwelwind, is it possible to make the online list scrollable? I can't trade with some people due to the popularity of the server! :D
Quote from: Goodman854 on July 25, 2016, 12:54:39 AM
Your "PhiServer" just says. Launching server for 0.0.0.0 on port 16180. Is there a config file I'm missing for this?
There's nothing to configure at the moment. If it says that, then you just need to connect to the IP of your server (localhost if it is on your server). You may need to configure your firewall or the ports of your router to let other players connect to your server.
Quote from: awsomeknight96000 on July 24, 2016, 09:39:26 PM
Could you put this on steam? i don't mod so i did not read the workshop terms of service, so i really don't know if you can
I'll try to make a new version tonight, I'll try to set it up on Steam if it is not too difficult.
This is incredible. The trading and trolling is already incredibly fun. I can only imagine how much fun it will be once we can send our boomalopes or pre-psychotic vatgrown assassins to others. This mod has single-handedly changed Rimworld completely for me.
Technically it should be possible I guess to wrap up some pawns that you want to send with their kit and have them spawn as a raid the other end....
Your all posting like preventing cheaters & Trolls would be a problem.
Sure the game is client side and thereby cheaters can dev mode whatever they want.
Lets make it way more simple.
Make the Recipent. The one Recieving the cargo.
Get an EVENT WINDOW where he can Accept or Refuse the "Trade"
The trade window should also displays what is being sent as text and thereby the recipent can decide themselves.
& If the recipent refuses the Cargo the game "attempts" to send the cargo back to sender. If unable to do it then it just deletes the cargo.
Im a Steam user and only made an Account to help out with this with my own thought i had.
I might stick around though :) (probably)
Excellent mod and I like the premise so far...
However, for non steam players (such as myself), is there a way to change the name from ??? to something meaningful? At the time I'm posting this there were two of us... At least two....
Thanks, and I look forward to see how this'll progress in the future!
Hey I found a bug with this mod while playing, sending jade will send the actual ore block instead so you get 30 times the amount of what you actually sent
New version, namely v0.5 !
It is mainly bug fixes for the current features. The only new feature is the checkbox in the main menu to prevent players from sending you items.
CCL is now required to run Phi.
Download and patch notes is available here (https://github.com/Longwelwind/Phi/releases/tag/v0.5)
Quote from: Longwelwind on July 25, 2016, 02:48:40 PM
New version, namely v0.5 !
It is mainly bug fixes for the current features. The only new feature is the checkbox in the main menu to prevent players from sending you items.
CCL is now required to run Phi.
Download and patch notes is available here (https://github.com/Longwelwind/Phi/releases/tag/v0.5)
so is it easier to make a server now ? ^^
Could this be set up to work on a Lan server like hamachi for a group of friends?
best mod ever, much thx!!
I don't usually post on the forum, but this is a special case;
You are a legend, and holy shit we need to get Tynan on the phone to help you work through this.
Quote from: MarcTheMerc on July 25, 2016, 03:18:28 PM
Could this be set up to work on a Lan server like hamachi for a group of friends?
I asked this yesterday already, and the answer was that it should work fine over lan (with or without hamachi)
Quote from: MarcTheMerc on July 25, 2016, 03:18:28 PM
Could this be set up to work on a Lan server like hamachi for a group of friends?
I haven't tried myself, but normally, you shouldn't run into any problem.
Quote from: tiba666 on July 25, 2016, 03:07:35 PM
Quote from: Longwelwind on July 25, 2016, 02:48:40 PM
New version, namely v0.5 !
It is mainly bug fixes for the current features. The only new feature is the checkbox in the main menu to prevent players from sending you items.
CCL is now required to run Phi.
Download and patch notes is available here (https://github.com/Longwelwind/Phi/releases/tag/v0.5)
so is it easier to make a server now ? ^^
It fixed a bug that was in the previous version.
Normally, you should just execute the .exe on the server. If you or your friends can't connect to your server, check firewall and ports.
This is amazing! Multiplayer Rimworld has always been one of those things a lot of people wanted but no one could really figure out a way for it to work. A few of my friends who bought the game will be all over this once it gets a little more fleshed out. We love to play co-op games and Rimworld not having co-op was a real bummer. This is really promising and I hope you continue to improve it!
Simply amazing. I hope to see more than chit-chating and sending stuff in the future. :)
Ok I opened the ports as you recommend. But sometimes when someone joins the second player who joins wont have a name or be able to type or send items. Effectively making them not exist. I haven't tried the new update yet but hopefully it fix's that.
Really cool! When my internship ends in two weeks I would love to help contribute to this project if permitted. I have programming and networking experience.
Some ideas I'd love to see with this, eventually:
- A setting to limit players to only be able to trade with others using the same world seed
- *Caveat to the above, maybe require a comms panel/orbital trade beacons to allow trading to other worlds
- A setting that puts other players settlements (using the same world seed) on your map, so you can't build in the same location (much like existing settlements)
- A setting that restricts certain items from being traded
- A setting to set required mods (or restricted ones)
- A setting to set required/restricted Scenarios
- A setting to require Permadeath mode, and auto-save interval
All of this would be configurable by the server owner, so they can set their servers to have specific rules and themes.
Bug might have been found.
Dont Send Uninstalled Statues/art to people.
It spams the Log as a Error. Does NOT hinder you from playing though. and you can continue as normal.
But i Discurage even sending Statues/art
+ They never Arrive.
It would be great if you could send your people to attack/steal. sort of like a TD game. but they are your colonists and you would lose people. or you could send them to help out another colonies defense and the return after, with a Cool down of sorts, It takes a day or 2 for them to return
Quote from: HardcorePorn on July 25, 2016, 08:27:46 PM
It would be great if you could send your people to attack/steal. sort of like a TD game. but they are your colonists and you would lose people. or you could send them to help out another colonies defense and the return after, with a Cool down of sorts, It takes a day or 2 for them to return
and then the other guy reload the the safe from just before you send the army and bang you lost a army ^^
Diplomacy would be very cool! and this is a game changer!
Thats gamechanging! its a cool mod. i was thinking about a mod like this! Hope it gets developed cause im excited about it :D
This is a Youtube video about me & a Helpfull RimWorlder in Phi Recreated the Artwork Send debug error log thing.
Basicly dont send Artwork to people.
https://youtu.be/Xo2io3sx6kk
Quote from: Zhakir on July 26, 2016, 07:57:33 AM
This is a Youtube video about me & a Helpfull RimWorlder in Phi Recreated the Artwork Send debug error log thing.
Basicly dont send Artwork to people.
https://youtu.be/Xo2io3sx6kk
it's the same with furniture i send my friend a lot of them yesterday ^^
Wow...really amazing stuff! \0/
super!
I have no clue how this works but you must be some kind of modding god! making a single player game have a multiplayer option?!
Quote from: defensestar on July 27, 2016, 03:48:04 PM
I have no clue how this works but you must be some kind of modding god! making a single player game have a multiplayer option?!
It's conceptually simple (which isn't to say that I could even begin to implement it...). Basically, the mod itself creates a connection to the server. When one user creates an order to send, the mod tells the game to delete the objects, then sends a message to the server. The server then sends a message to the receiver's mod, which tells the game to create a drop-pod event with the specified items.
Basically, each client is doing the creation and deletion of the objects using existing game mechanisms. The mod and the server are simply telling the mods what to create and delete. At no point do either game or mod talk directly to each other, so it limits the amount of interaction...
The chat functionality is basically the same. The mod tells the game to display messages using existing mechanisms, when it receives a message from the server.
But what you can do within those limits is pretty spectacular.
Could you somehow put this on steam? my friends and I want to do this, and it would be cool if this could just be another thing that gets updated every time with the regular game. I haven't tried it, but this sounds great!
as a recommendation for a fix to the limited display space, a search filter might be a simple solution to this problem, in the event that a scrollbar proves frustrating.
Amazing.
I didn't try it, but still the idea of it is amazing.
Coin !
The mod is now available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=732930564). :)
Ludeon needs to hire this guy :D
@Longwelwind - Amazing work! One idea about the 'dev' command is if you can detect that it is 'on' it won't allow for those with it 'off' to trade or interact as a way to have those who don't want 'dev command' stuff and what not in their game.
Yes, I do know this won't stop someone from 'turning it on for a time' and cheating then turning it off to interact, but it could cut some of that down a little.
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Quote from: falcongrey on July 28, 2016, 05:03:07 PM
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Quote from: Joshy1111 on July 28, 2016, 07:14:54 PM
Quote from: falcongrey on July 28, 2016, 05:03:07 PM
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Nice! ;D
This is a wonderful idea! I'm eager to see how it progresses!
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Quote from: Morgloz on July 28, 2016, 08:04:07 PM
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This mod is a great achievement. :)
Do you think you can build a lot upon it? Perhaps the option to send out trade caravans to other people?
In that they would appear as an AI trade caravan that can trade shizzle, or at least just straight up deliver something and then RTB.
Faaaaaaaaaaaaaaar stretch would be having a mod like Hospitality involved! XD
Quote from: Bucketsmith on July 29, 2016, 10:47:34 AM
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EDIT: This got interesting very fast...
Extra challenge:
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Where am I going with this :D
v0.6 is available !
With it comes the possibilties to send colonist. The feature isn't totaly complete yet; not all data is transmitted. At the moment, only the skills and the traits are copied to the sent colonist.
On top of that, a lot of small changes have been made to the UI, specially the menu for sending items to other colonies.
The full changelog is available here. (https://github.com/Longwelwind/Phi/releases/tag/v0.6)
Hey, when I click the Phi Server menu button, the log says "Object reference not set to an instance of an object." I don't know if this has anything to do with me being unable to connect to the server.
Full log thingy:
(https://i.gyazo.com/da93ba9ef9f7cfa4227d4d603b6ae8d9.png)
same here looks like i connected but authenticate fails
After spending my evening on it, it should be now resolved.
If you still have any error, please try to reinstall the mod before posting a report. :)
Hey dude, nice mod ;D Could you tell me how to create my own multiplayer server? Not lan, if possible.. I know it may sound annoying, but how to launch PhiServer.exe on a shell? I never did NOTHING at scripting, coding or something like that, im just a noob.
i seem to be connected but i cant send any text in the server caht. Any clue as to why? The debug gave me an error of "attempting to connect as ?.?.?.?"
Oh yeah ! At last a beginning of multiplayer on the Rimworld. Big thanks Sir !
Where is Tynan now?
By the way, A WILD Emu Maniac appeared on your server...
sent me 17K of Fert. Eggs ;-;
anyone else having the problem with not being able to send chat in the server chat. I can see several people chatting and even send items. Just cant chat.
A new version is available, it just adds a scroll bar for the user list.
Quote from: sefin_88 on July 30, 2016, 05:58:14 PM
anyone else having the problem with not being able to send chat in the server chat. I can see several people chatting and even send items. Just cant chat.
I tried to find a possible cause for the bug, but I can't figure it out what could cause this. Is there a message in Debug Log saying "A packet was sent ChatMessagePacket" when you try to send a message ?
Do you click on the button to send a message (and not hitting enter, for example) ?
Im not getting the "a packet was sent ChatMessagePacket" but I am recieving all the packets....maybe I have a firewall issue on my end. I am playing from Kuwait on public internet....
Must.....keep....on... front page..:D
Mother of god someone finally did this after all the talk and discussions we have had about since alpha 7 or so
I have a request for this mod. Version Numbers.
That is all.
This should be pinned I reckon.
seems like there is a max number of users it can display...
either that or long names taking up multiple lines is causing some names to get left out.
God, with this I can finally justify a Psycho-Cannibal colony...
"It's for a good cause doc, we're gonna send that heart over to our friends!"
Update v0.7 is live !
It is mainly an improvement of the transmission of colonists. They keeps a lot more characteristics (physics, backstory, skills, traits, gear and inventory). The only thing that isn't transmitted is the health state. The game now asks you to accept items or colonists before sending them to you.
Full changelog is available here (https://github.com/Longwelwind/Phi/releases/tag/v0.7)
You can download the new version via the links in the first post or via the Steam Workshop.
A listing of servers handled by an other player is available for those who want to make their own server and "advertize" it. There's even an RP server for those who are interested. (http://steamcommunity.com/workshop/filedetails/discussion/732930564/360671352681256029/)
Hey Longwelwind, there is a error with your latest update, I just copied out the whole log from when it started: System.NullReferenceException: Object reference not set to an instance of an object
at PhiClient.UserConnectedPacket.OnDeserializedCallback (StreamingContext c) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.SerializationCallbacks.Invoke (System.Collections.ArrayList list, System.Object target, StreamingContext context) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.SerializationCallbacks.RaiseOnDeserialized (System.Object target, StreamingContext contex) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.ObjectManager.RaiseOnDeserializedEvent (System.Object obj) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.ObjectManager.RaiseDeserializationEvent () [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
at PhiClient.Packet.Deserialize (System.Byte[] data, PhiClient.RealmData realmData) [0x00000] in <filename unknown>:0
at PhiClient.PhiClient.OnUpdate () [0x00000] in <filename unknown>:0
I don't know what it is but it is causing problems as I can not connect to the server
EDIT: Nvm about that, I had to restart the mod multiple times :D
How many times do I have to edit this?: The error happened again, I cannot connect to any servers while the error is happening... Weird
It should be now fixed with v0.7.1 :)
Okay cool, thank you! :)
A new small update v0.7.2 that fixes yet another bug with transactions.
Edit: And, hopefully, a last one: v0.7.3.
Great mod. Using 0.7.2, someone tried to send me stuff with my handle. Looking forward to a trade system and auction house :)
I feel like an RP server would be amazing with a mod to turn off Caravans and force people to interact and trade with each other by selling stuff to other players and setting prices.
Quote from: ithikari on August 07, 2016, 02:55:29 AM
I feel like an RP server would be amazing with a mod to turn off Caravans and force people to interact and trade with each other by selling stuff to other players and setting prices.
http://steamcommunity.com/workshop/filedetails/discussion/732930564/360671352681256029/
Here you go!
Quote from: damnfan on August 07, 2016, 03:00:21 AM
Quote from: ithikari on August 07, 2016, 02:55:29 AM
I feel like an RP server would be amazing with a mod to turn off Caravans and force people to interact and trade with each other by selling stuff to other players and setting prices.
http://steamcommunity.com/workshop/filedetails/discussion/732930564/360671352681256029/
Here you go!
Access denied to Website. I think it's a fairly crucial thing to have so that people know what's up, the rules, etc.
Hope we can do deep strikes on other colonies soon, lmao.
any idea whats wrong?
[attachment deleted by admin - too old]
I believe someone sent you an offer while you were not in a game.
seems the reason it dont let me connect
Great mod, had somebody send me literally hundreds of manhunter animals. A little confirmation on trades could be nice. :D
I shouldn't laugh but I can only imagine your reaction when those manhunter animals popped out.
Quote from: DevonDoom on August 08, 2016, 02:22:08 PM
Great mod, had somebody send me literally hundreds of manhunter animals. A little confirmation on trades could be nice. :D
The latest version has a confirmation screen for all trades and offers.
This is so cool! Thanks for making this, this is a really neat concept to explore. I'm looking forward to trying this out.
Is there a chance we'll ever be able to have two players on the same map working together? I can see how that would be a lot tougher to implement though.
v0.8 is out !
Sending things should be now easier, the interface for it has been remade and it looks more like the usual trade window. You can also send multiple items.
The "Enter" shortcut should now work correctly.
Full changelog is available here (https://github.com/Longwelwind/Phi/releases/tag/v0.8)
I don't know if this is possible, but maybe sending raiders to a other colony? (with in place of a option to turn trading off and on a combat on and off option)
Would you consider adding compatibility for modded storage? I can only send stuff from vanilla stockpiles, but I use a modded storage to have bigger stack sizes. I specifically use skullywags' extended storage.
A15 when?
What's to stop somebody from just spawning in a trillion of everything and dominating the market?
Quote from: Facepunch on September 01, 2016, 06:46:27 AM
What's to stop somebody from just spawning in a trillion of everything and dominating the market?
Dishonesty and shame
Attention everybody, Phi Server will not be updated until CCL updates, so please stop bugging the developer for a new update.
Hey guys Dyo here, is CCL really necessary though? I would've thought that it would already be updated at this point so maybe it's not needed anymore?
Yep, most of the mods on this site require CCL because they use the code from CCL
I NEED PHI CLIENT [15]
Common CCL guys... we really need IT
Seems like CCL is gonna take a long time to update though
v0.9 is out ! (https://github.com/Longwelwind/Phi/releases/tag/v0.9)
Phi is compatible with Rimworld A15 and CCL is no longer required to use Phi.
omg !!!!!! yes about time........ *jumps for joy*
now we can stop being anti-social
Can't wait to try it out. Congrats on the update to A15
When I went to load this mod I get an issue where the game tries to load Biome_Arid.xml and PhiClient.xml at the same time, which causes the game to reset the loading of all mods. When I got this error, the only mod I was loading was Phi. Not sure if anyone else has had this issue.
You don't need CCL for this version
JESUS CHRIST
PHI COME TO V15 WITHOUT CCL
THANSK VERY MUCHHHHHHHHHHHHHHHHHHH I FEEL ALONE IN THIS GAME HAHA
Loading without mods, it gives error: Incompatibility
i have this issue too :( how to fix
Did you load Phi before or after core?
I tried it both ways. Before and after core. I also tried both the steam version and the github version.
Load mods always after core
Have you restarted the game after applying the mod?
The problem is that the mod never gets applied. It goes to the loading screens, where it says loading defs, initializing, etc... then goes to the error screen saying that the mod couldn't be loaded because the two different files tried to load at the same time. It then turns off all mods. And if I restart the game and try to reload the mod it does the same thing.
How many times did you try reinstalling the mod? Might just be a problem with the download
I tried a couple times, but I'll give it a shot again and let you know what happens.
I went and redownloaded both the github and steam versions and tried them and got the same error for both versions.
Same issue here.
Please dev can you fix that soon?
Quote from: Jdalt40 on October 02, 2016, 12:49:42 AM
How many times did you try reinstalling the mod? Might just be a problem with the download
I have the same problem, reinstalled 4 times and i never had corruption or package lost while downloading (ie , i have 100mbps internet fiber)
Loading after CORE. :(
I tried running only Core and phi, no sucess through.
Weird... Works perfectly for me :/
What mods you`re running
Did you replace the phi client A14 with A15 (and that`s why its working?) maybe
Wait, you didn't download the latest Phi Client?
What i did > Removed all mods.
Downloaded 5 times the latest version of Phi Client.
Installed the mod after core.
Result: Shit ERROR...
i'm only asking what you did, because alot of people have the SAME ISSUE, thats why this post is on 2nd page.
You installed the mod with a clean install or updating?
Quote from: samuk190 on October 02, 2016, 02:39:59 PM
What i did > Removed all mods.
Downloaded 5 times the latest version of Phi Client.
Installed the mod after core.
Result: Shit ERROR...
i'm only asking what you did, because alot of people have the SAME ISSUE, thats why this post is on 2nd page.
You installed the mod with a clean install or updating?
IT WORKS NOW!!! I FIXED...
I renamed all DLLS inside D:\Arquivos de Programas (x86)\RimWorld\Mods\PhiClient\Assemblies
1-websocket-sharp
2-SocketLibrary
3-PhiData
4-Newtonsoft.Json
PhiClient
Rename all DLLS to this order and u will get PHI working :) I dont know why but it works ;)
I did this, but it didn't work for me. I might try reinstalling rimworld again.
U need to disable : Mod reset if find error.
Do this + the steps i've said. I got it working LOL
So I sent a bunch of limestone chunks to my friend...1035 to be exact, and they crashed through his thick mountain roof, causing cave-ins. The chunks all appeared outside his base, but inside, under the mountain roof, it did this: https://i.imgur.com/egdFYYm.jpg
Here's pastebin of his output_log.txt from when it started: http://pastebin.com/AjwdD8DF
It seems to be the same error over and over, and might be a vanilla issue with too many drop pods, so I'm not sure you'd be able to fix it.
Hi, I have weird problem, I want to play with my friend as everyone. But I just can't install it and I don't know why.
I've made screenshots. I have windows 7. Rimworld A15c. http://imgur.com/a/jqGMW
Please can everybody send in Output logs? It will help the developer out massively
You mean this?
http://imgur.com/a/65N7C
Not exactly, that is only the surface of the output log, for developers to see the actual output log you can go into Rimworld/RimWorldWin_Data/Output_Log.txt
Else if you are on Steam you can go into Program Files(x86)/Steam/SteamApps/common/Rimworld/RimWorldWin_Data/Output_Log.txt
Quote from: KrolCwanPL on October 04, 2016, 10:25:14 AM
Hi, I have weird problem, I want to play with my friend as everyone. But I just can't install it and I don't know why.
I've made screenshots. I have windows 7. Rimworld A15c. http://imgur.com/a/jqGMW
You are only supposed to have Phi Client installed unless you are a server owner, not Phi Data and Phi Server
Well, my friend will be only playing, well he has to have Phi Client, but I'll be hosting. What else should I have?
There you have.
[attachment deleted by admin - too old]
why not work phiclient not ship the server. I want to play with a friend, but does not work
Your game is either completely messed up KrolCwan, that or you downloaded a old version of this mod. The output logs say that your Phi Client and Server has a incorrect version with a ton of other stuff, including errors from the base game
What mods do you play with?
I play without mods. Alpha version of the game the last 15, phiclient By enabling the latest version.
I do not see the server. Your server may not work. Show how to properly install the on video. Please.
hello - i need the version for A14. is there anywhere a file ? pls help. thx
no one have a answer? pls... i want to try it out :) and a15 dont work so well on my pc. thx
Server is down currently
Quote from: Lappen on November 03, 2016, 12:33:35 PM
Feel free to use my server to trade until the main server is back online.
IP: 84.200.105.90
Its hosted 24/7 on a low dedicated server in Germany.
how does one join your server???
Quote from: Lappen on November 04, 2016, 09:30:37 AM
You can connect by the bottom menu ingame. Server -> Configuration -> in the top field you replace "longwelwind.net" (the main server) with "84.200.105.90"
When the main server comes back online you just change the IP back to "longwelwind.net"
But the server is really quiet atm. I suggest to use it mostly if you want to trade with your friends.
thx bud!
Can we get ignore option or admins on main server? Because idiots like him (see the picture) are spamming the chat with very big words (http://screenshooterusnortheu.blob.core.windows.net/engine4files/lpefqqdaootazxgciebxuwcfxhlxnyoijpzuninktbocowcgalpxslnfswusdflfedbfjyoykzirifdqhzhpfdvexcaueiyowkbj)
Quote from: sma342 on November 15, 2016, 04:47:12 PM
Can we get ignore option or admins on main server? Because idiots like him (see the picture) are spamming the chat with very big words (http://screenshooterusnortheu.blob.core.windows.net/engine4files/lpefqqdaootazxgciebxuwcfxhlxnyoijpzuninktbocowcgalpxslnfswusdflfedbfjyoykzirifdqhzhpfdvexcaueiyowkbj)
A limit on text size might be nice too.
I second these requests mod maker, Phi is a stable mod that I feel many more people should use as it opens up the door for inter-game communication and leads to some great works of teamwork being done through trading and assistance.
At the same time, sadly Phi is getting to the point where it reminds me of Starcraft 2 Arcade chat where everyone is screaming at each other, yelling about racial slur that, etc etc. Doesn't happen all the time on Phi but it's only a matter of time. Possibly looking at vote systems for muting people in the system for a day, personal mutes, etc etc?
please help to establish phimod/phi server
Launching server for 0.0.0.0 on port 16180 how to change the ip.
Great mod, but it would be nice if you could somehow control where things drop. Not terribly fun to haul stuff from across a large map when everything's covered in thick snow.
how dose this mod work with other mods ? could i send say a zombie form the apoclips mod to my friend if we had the same mods installed ?
when will this mod be updated to a16? thx :)
How does A15 Phi need CCL when CCL is still A14? Just wondering.
More importantly, will A16 Phi need CCL?
CCL dependancy has been removed in the last update, in order to make the mod compatible for A15.
I'm currently trying to make the mod compatible for A16, I don't have any ETA for an update atm.
Thank you.
PS: You might want to remove the CCL requirement from post #1 ;)
Version v0.10 is out, making the mod A16 compatible !
You can download it through the link in the first page, or through Steam Workshops (which should happen automatically).
Quote from: Thyme on December 26, 2016, 02:50:53 PM
Thank you.
PS: You might want to remove the CCL requirement from post #1 ;)
Thanks, corrected !
Is this compatible with other mods, like those that add items? Or only vanilla?
EDIT: Got my answer, works fine if both players have the mod apparently.
As for people complaining about balance and exploiting, it's still a single player game. It'd be far easier to just spawn stuff yourself than have your friend send you tons of late-game items. There's no point to it, just have some self control.
Sending colonists does not appear to work currently.
I've tried ensuring that I have more than one colonist available and that the colonist isn't wearing any gear(A suggestion from the Steam Workshop page).
Any insights would be wonderful, if this is a known issue.
i got problem from disconncet to server
debug log spam and cant stop
Exception filling window for PhiClient.ServerMainTab: System.NullReferenceException: Object reference not set to an instance of an object
at PhiClient.ServerMainTab.DoBodyRightBar () [0x00000] in <filename unknown>:0
at PhiClient.ServerMainTab.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey292:<>m__1A0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
(http://i.imgur.com/D9CzZcw.png)
Quote from: dark309 on December 29, 2016, 03:45:49 AM
i got problem from disconncet to server
debug log spam and cant stop
Exception filling window for PhiClient.ServerMainTab: System.NullReferenceException: Object reference not set to an instance of an object
at PhiClient.ServerMainTab.DoBodyRightBar () [0x00000] in <filename unknown>:0
at PhiClient.ServerMainTab.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey292:<>m__1A0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
This is because the mod is trying to get data from a server every tick, but since there is no server to connect and no information, it causes an exception and gies the bug.
For mod author:
Could you make a spot that designates where the shipments land. I've seen and experienced many times where I want the shipments to land where I want, but it doesn't do that.
In testing the "Send Colonist" Feature, knowing that it may not work, this is the error that was recieved:
System.Runtime.Serialization.SerializationException: Field "skinWhiteness" not found in class PhiClient.RealmPawn
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadTypeMetadata (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectInstance (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
at PhiClient.Packet.Deserialize (System.Byte[] data, PhiClient.RealmData realmData, PhiClient.User user) [0x00000] in <filename unknown>:0
at PhiClient.PhiClient.OnUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
PhiClient.PhiClient:OnUpdate()
PhiClient.PhiComponent:Update()
Hey ive got this problem, and i dont know what should i do :(
Could not instantiate inspector tab of type PhiClient.PhiInitializer: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: An invalid URI string: ws://FutureGadgetLab.net :16180/
Parameter name: url
at WebSocketSharp.WebSocket..ctor (System.String url, System.String[] protocols) [0x00000] in <filename unknown>:0
at SocketLibrary.Client..ctor (System.String address, Int32 port) [0x00000] in <filename unknown>:0
at PhiClient.PhiClient.TryConnect () [0x00000] in <filename unknown>:0
at PhiClient.PhiInitializer..ctor () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ThingDef:PostLoad()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:TryDoPostLoad(Object)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Make sure there are four .dll files in your assembly folder, I had that same issue and was missing an assembly. I also made sure to load PhiClient directly after core in my mod order.
hmm i got only one ddl file ( Rimworld Project . dll )
Yeah, you are supposed to have four in the mods/phiclient/assemblies folder, try redownloding the mod from github
I have an idea.
When joining a online server in Rimworld you place your colony on a full-sized planet with other player colonies and make alliances, trade, raid others, and do more things together.
I don't know how doable in terms of modding in Rimworld that is but it would make a whole new gameplay element.
Questions like "where do the other colonies go?" "what happens to my caravans when migrating to and from Phi?" need to be answered, because Phi is no persistent (aka no real) multiplayer.
While writing, I had the idea that every player could be a planet (i think we can ignore the need for proper star systems here, and the simulation of them) and trading works via trade ships.
So I have the PhiClient again downloaded and re-inserted and put in the first place. But still have the error
Quote from: WereCat88 on January 04, 2017, 05:10:53 AM
I have an idea.
When joining a online server in Rimworld you place your colony on a full-sized planet with other player colonies and make alliances, trade, raid others, and do more things together.
I don't know how doable in terms of modding in Rimworld that is but it would make a whole new gameplay element.
That would require a lot of changing of the core game, and a massive server to be paid for by the modder.
Is there any way for a designation to change where the supplies come in and drop? It's happened where stuff lands where I don't want it to, like a solar panel or geothermal power plant.
What version of mono is the server after?
Running 4.62, and getting the following error
WARNING: The runtime version supported by this application is unavailable.
Using default runtime: v4.0.30319
Launching server for x.x.x.x on port 16180
1/13/2017 6:26:30 PM|Fatal|WebSocketServer.receiveRequest|System.Threading.ThreadAbortException
at (wrapper managed-to-native) System.Net.Sockets.Socket:Accept_internal (intptr,int&,bool)
at System.Net.Sockets.Socket.Accept_internal (System.Net.Sockets.SafeSocketHandle safeHandle, System.Int32& error, System.Boolean blocking) [0x0000c] in <5071a6e4a4564e19a2eda0f53e42f9bd>:0
at System.Net.Sockets.Socket.Accept () [0x00008] in <5071a6e4a4564e19a2eda0f53e42f9bd>:0
at System.Net.Sockets.TcpListener.AcceptTcpClient () [0x00016] in <5071a6e4a4564e19a2eda0f53e42f9bd>:0
at WebSocketSharp.Server.WebSocketServer.receiveRequest () [0x00012] in <38d3cef14c5a4fc9a92de0991034bc1a>:0
Not used mono before, so probably me just doing something hilariously wrong. Any suggestions?
Edit: nevermind, got it sorted. For those who come after me you need to be using Mono 3.12.x. I used this (http://blog.rubenwardy.com/2016/07/20/rimworld-install-monodevelop-with-dot-net-3.5/) handy guide to get that sorted. It seems to have been written by One of Us™.
The only change I had to make to that guide was adding /. to the end of the url when adding the apt repositories. Mostly posting this in the hoped the guide maker might see it, sorry.
echo "deb http://download.mono-project.com/repo/debian wheezy/snapshots/3.12.0/. main" | sudo tee /etc/apt/sources.list.d/mono-xamarin.list
Might be worth adding a mention of some of this to the 1st post.
this mod will update?
If update I can support a high speed server run phi server , FreeBSD or Linux or Windows server :P
Is there any way for you to code in a moderator or admin? I've witnessed several people spamming in the chat, or just saying emoji's. Would be great to moderate this.
so do you have to have the server thing installed for the phi multiplayer to happen and the client zip, is it like a regular rimworld mod where you install it then start up a new colony like normal
You unzip the client, place it in your mod directory like any other mod, activate it and enjoy Phi =)
Server is only need if you want to host it. Dunno how to set that up tho
You shouldn't have to do anything to host a server except for the expected port forwarding (if it's not LAN-only).
Problem is I can't get it to work anymore. It worked in A15 but I can't get anyone to connect to it now that this mod has been updated to A16. Maybe it's just the other persons computer...but whenever they try to connect to my server, my server just prints an error message.
Excellent idea, but I have a question concerning gameplay - what will happen and what the settler will receive another player if I send him a settler, with implants of mod Expanded Prosthetics and Organ Engineering (EPOE)?
PS
I think..
If another player has this mod, he will get my settler, just as I sent it to him.
But what will happen to the settler, if the other player does not EPOE mod ?
I apologize in advance for my conversation (I use a translator)
As far as I know, the health status of the colonist will be reset. So, all diseases, prosthetics, drug addictions will be removed and lost body parts magically grow back.
I don't know for sure though, because I have never used that feature so far.
v0.11 is out !
Not a lot of big feature, just some QoL improvements and some limitations to the nicknames & messages to avoid spamming & a unreadable chat.
The name limit has kinda screwed a lot of people, as many of us used nicknames to show what we were selling/trading.
Edit: Also, I have started receiving this bug since the update.
https://gist.github.com/8bbb965268ee135d7465111fb3677037
Update on the error I receive. Doesn't matter if I use Steam or the stand alone version.
https://hastebin.com/afewucisiv.pas
First, I would like to thank you all for your great work on this mod.
I have 2 suggestions :
- wouldn't it be nice if chat between players would be available only after having build a telecommunication antenna (like the one for ship trading)?
- also, why not use the pod system for trading? or at least make it available only after having discover pod launching technology?
Great !
So great mod / patch or anything about multiplayer in rim
thanks for great work
Quote from: LustrousWolf on July 24, 2016, 04:46:25 PM
This mod will be mostly unbalanced though am I right? Since players start at different times. Meaning A player could of spent 10 hours on a server. Have over 5000 plasteel charge rifles and power armor, and then a new player joins and that first player can send the second player say 2500 plasteel 3 charge rifles and 3 power armor sets and they have an easy ride through the game. Maybe there should be some limits as to how much you can send and a time limit where it has to recharge?
EDIT: Also, I assume this mod will not work with any mods, as all players need the core game to play without problems with other players on the server? And can the server work if all players have the same mods on that server?
I think it is better if you just keep rimworld multiplayer a private matter for now - get the tech working before you worry about balancing and let the players decide if they want to exploit something or not.
Help.
[attachment deleted by admin due to age]
Play this mod alredy.
Really this is awesome!)
The mod is updated for A17. :)
As always, check the OP for the download links.
I don't know what I did wrong but can you peeps help me with this problem. ty in advance :))
Exception in Apini.ThinkNode_ConditionalPawnMatchesAnyDef TryIssueJobPackage: System.MissingMethodException: Method not found: 'Verse.GenClosest.ClosestThingReachable'.
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00042] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:33
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:22)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_SubtreesByTag.cs:46)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:18)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:451)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:397)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:485)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:481)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
Quote from: Fluffydodo1 on May 29, 2017, 03:37:14 AM
I don't know what I did wrong but can you peeps help me with this problem. ty in advance :))
............
This has nothing to do with Phi, this is from the Apini mod
Issues with this mod makes me wanna punch my screen.
https://youtu.be/EEWHq3tKdOw
AS you can see in my quickly recorded youtube vid... it's fucking up on me...
WTF IS GOING ON?!?
Am i REALLY the only one experienceing this?
If so... WTF?!?
Please tell me the info i need to connect to the IRC instead then, cause the mod is great, but doing this makes it almost useless to me... almost...
Quote from: C0pper on May 30, 2017, 10:07:27 AM
Issues with this mod makes me wanna punch my screen.
https://youtu.be/EEWHq3tKdOw
AS you can see in my quickly recorded youtube vid... it's fucking up on me...
WTF IS GOING ON?!?
Am i REALLY the only one experienceing this?
If so... WTF?!?
Please tell me the info i need to connect to the IRC instead then, cause the mod is great, but doing this makes it almost useless to me... almost...
This happens whenever the player list updates e.g. player joins/leaves or changes name. The easiest temporary fix is to type random letters into the search bar so that it wont change
Quote from: it_twit on May 30, 2017, 12:40:59 PM
Quote from: C0pper on May 30, 2017, 10:07:27 AM
Issues with this mod makes me wanna punch my screen.
https://youtu.be/EEWHq3tKdOw
AS you can see in my quickly recorded youtube vid... it's fucking up on me...
WTF IS GOING ON?!?
Am i REALLY the only one experienceing this?
If so... WTF?!?
Please tell me the info i need to connect to the IRC instead then, cause the mod is great, but doing this makes it almost useless to me... almost...
This happens whenever the player list updates e.g. player joins/leaves or changes name. The easiest temporary fix is to type random letters into the search bar so that it wont change
Year, Efkanator found this out to AFTER i had posted my vid...
Anyways, thanks and sorry for me freak out... gonna leave it there so people can rage and laugh at my stupidity and frustration...
though it's just an unlisted vid... It'll be a vid soon forgotten :P
When i make a server to play in lan and the 2 computers join that server it takes the 2 players like one.
Example, if i change the name the other players too.
It shows only one player conected. What can i do? TY in advance.
please help me, it just keeps saying connecting, then when i try and manually connect it brings up an error box!
thanks in advance, chris
So I accidentally copied the ip incorrectly and included the port, now I can't get the menu to show up. I get this output on launching the game. Also tried reinstalling a fresh copy of the mod to no avail.
Could not instantiate inspector tab of type PhiClient.PhiInitializer: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: An invalid URI string: ws://25.6.48.218:16180:16180/
Parameter name: url
at WebSocketSharp.WebSocket..ctor (System.String url, System.String[] protocols) [0x00000] in <filename unknown>:0
at SocketLibrary.Client..ctor (System.String address, Int32 port) [0x00000] in <filename unknown>:0
at PhiClient.PhiClient.TryConnect () [0x00000] in <filename unknown>:0
at PhiClient.PhiInitializer..ctor () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
Great mod, wonderful to see real-time trade between the community and even just with friends.
One complaint/nuisance - I can only trade items that are on the floor in a stockpile.
I can't use the vanilla shelves or modded shelves.
Any fix or ideas here?
UI scale can't sent item, item lise is null.. just only UI scale 1.0 can sent item..
Quote from: FFpotato on August 11, 2017, 12:15:39 AM
So I accidentally copied the ip incorrectly and included the port, now I can't get the menu to show up. I get this output on launching the game. Also tried reinstalling a fresh copy of the mod to no avail.
Could not instantiate inspector tab of type PhiClient.PhiInitializer: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: An invalid URI string: ws://25.6.48.218:16180:16180/
Parameter name: url
at WebSocketSharp.WebSocket..ctor (System.String url, System.String[] protocols) [0x00000] in <filename unknown>:0
at SocketLibrary.Client..ctor (System.String address, Int32 port) [0x00000] in <filename unknown>:0
at PhiClient.PhiClient.TryConnect () [0x00000] in <filename unknown>:0
at PhiClient.PhiInitializer..ctor () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
Hey FFpotato and anyone else who may run into this. Not sure why it worked, but I seem to have fixed this issue.
I have the Steam Version of the game so my filesystem is different I think. Anyway there were 2 .txt files in my C:\Program Files (x86)\Steam\steamapps\common\RimWorld folder. One was called phikey.txt and the other was phiserver.txt. I deleted both files and un-subbed from the mod.
Then started up my game to make sure everything worked. Then I alt-tabbed and re-subbed to the mod. Went to my mod like back in RimWorld. Activated phiclient and poof all if right in out in the Rim!
So I hope this may help anyone in my situation.
So uh, I've been having a bit of a problem, the server decides to not send my messages or anyone's messages to me. The chat literally freezes, and sometimes it disconnects.
Will there be a fix for the chat becoming out of focus anytime someone joins or leaves?
Quote from: Wafflerim on September 09, 2017, 05:52:43 AM
So uh, I've been having a bit of a problem, the server decides to not send my messages or anyone's messages to me. The chat literally freezes, and sometimes it disconnects.
It's the server crashing. He has given up on this mod except to update it
Quote from: Iwillbenicetou on September 16, 2017, 04:46:23 PM
Quote from: Wafflerim on September 09, 2017, 05:52:43 AM
So uh, I've been having a bit of a problem, the server decides to not send my messages or anyone's messages to me. The chat literally freezes, and sometimes it disconnects.
It's the server crashing. He has given up on this mod except to update it
Look at the good side, at least he updates this awesome mod and keep the server going!
Mod updated to A18 :)
Awesome, maybe the Yogscast will see it and take the suggestion from their suggestion thread and do a 'quasi-multiplayer' Rimworld stream for their December charity streams/Jingle Jam this year.
Is the A17 version still downloadable please? :)
Pretty sure that wouldn't be possible, since it's a server, you could be trading stuff that doesn't exist anymore.
This might sound strange, but is there any way to send resources/colonists to a null game for a few minutes and then retreive them? Basically I want to use Phi to initiate a New Game+. I'm aware I could ask another player politely to just resend everything I send him in a few minutes, but it might be asking a lot of time/clicks from a stranger.
Unfortunately the only way to change scenarios/world maps is to start a new game. Without Phi, the only way to NG+ is by manually adding back similar items/pawns.
Sorry if this is in here somewhere - but how does Phi determine the location of the drops when sending or is it just random?
I'm having some issues. I'd like to run a server for my friends, but I'm getting the 'version' error, and I don't seem to know how to fix it where is the .xml I need to edit for the version?
Could the install/running options be broken down in to laymen's terms? It's very confusing, on one hand it says "Just drop it into the mod folder" but there's multiple files. Do I use the client, or the master?
Anyone knows how can I compile my own version from Github?
Just FYI, If people only want to trade with others e.g. 24/7 Marketplace, you can try my mod: GlitterWorld Prime (https://ludeon.com/forums/index.php?topic=36743.0)
It's run from a dedicated central server in London, UK.
How doe PHI compare to Glitterworld Prime?
Currently amazingly, seeing as the main server for phi has been down for 2-3 days.
A new version has been released (v0.14), it should some of the "hacks" that some people experience during the week. It also adds animal trading, thanks to thomotron.
Suggestion
Snailmail option ~ for those out there with old school playthroughs, they can send things via pawn. like Earthbound's Escargo Express (SNES game, you owe it to yourself to experience its glory) this dude(or dudette) in a uniform matching the tech level of the player runs in with like 50 movementspeed, to your chosen area, drops it, then runs off just as quick
Delivery type
Snail - a regular pawn drops it off
Swift - a superspeed pawn drops it off
Crash - its launched at you via crashing pod
Safe - sent via drop
Accuracy
Anywhere - cheapest, just like it sounds like, might not be reachable
Close - more expensive, u can probably reach it easily
Home - even more expensive, open area in your home
Beacon - delivered to your beacon
I love the above ideas
Quote from: ZE on June 05, 2018, 10:55:36 AM
Suggestion
Snailmail option ~ for those out there with old school playthroughs, they can send things via pawn.
Sounds cool! I like it! ;D
Hey guys, this mod looks awesome, but I'm having trouble connecting...
I've tried connecting to the default server (Longwelwind.net), but nothing happens. Is that server down?
I can connect to a server running on the same machine as my game, but if i try to run a server for my friends to join, they cant connect (port forwarded). Anything I need to look out for?
Rimworld Phi discord:
https://discord.gg/d4Y5xks
Backup Phi Server
Adress: spiffy.id.au
About: A backup server incase the main phi server goes down or is having issues.
Fly-German Multigaming Community
Address: fly-german.de
About: Hosted by Fly-German[fly-german.de].
An online german Multigaming Community.
RimRP
Address: FutureGadgetLab.net
About: A generic roleplay server. Join and start your adventure!(edited)
also:
Jamesbray.asuscomm.com
rimtrade.ddns.net
Anyone got the server files for rimworld 1.0. The ones posted on page 1 is for 0.18 i think.Either way they dont work for 1.0. Thx for any help.
Quote from: KillerJWB on October 28, 2018, 10:32:28 AM
Anyone got the server files for rimworld 1.0. The ones posted on page 1 is for 0.18 i think.Either way they dont work for 1.0. Thx for any help.
Nevrermind I found it in the discord.Its https://github.com/Andrew-Fall/PhiServer/releases if anyone else needs it. Also I am hosting a server that will be up all the time since the only server i can findthat works is some german one. the IP is rivaltaunt.dynu.com
Hey I got a question.
The description says the mod doesn't allow Real Time Multiplayer. So does that just mean two players cannot control the same colony at once ? I wish to play this game with my friend. I don't want us to control the same colony. I want us to have different colonies in the same world. But that would be real time multiplayer. So I am kind of confused on that matter. Can someone please explain? Thanks in advance!
I really loved Phi when played a18. Will it be updated to 1.0?
@Mosart: https://steamcommunity.com/sharedfiles/filedetails/?id=1474002997