Is it possible? I would love to have actual humans raid me instead of AI.
i dont think this is possible... the only way to play this game as multiplayer is a coop-mode
Depends what you mean by possible.
Currently there are no multiplayer mods, no plans for multiplayer mods that I know about.
As for is it is possible, never say never, but it would be very hard.
It would not be too difficult to make a multiplayer trading mod, (using something similar to my Stargate mod) so you could send resources / colonists to another colony and when they arrived they were controlled by the player who owns the colony or the AI, but that is a far cry from realtime interaction on their map.
actual humans wont like idling for hours just to raid your colony period.
networking is possible, order sync and LCG sync is perfectly possible and is not ever close to *complex* task.
main issue is code integration, you will need custom build or array of hacks to implement ever simple screen sync.
Hey,
you might wonder why i post into such an old thread, but i just didn't want to start a new because multiplayer has been mentioned a hole lotta times.
BUT since me and a few buddies really want to play Rimworld in multiplayer i'd really like to see it happen.
Since i am not a very good programmer (only build some simple mods for my own without coding) , i want to try to get some of you good programmers on an idea how to possible make it happen because i saw Multiplayer happen in games that could "never be played in multiplayer ever!".
If you know Kerbal Space Programm (a space-simulation written in unity), it had the same issues like Rimworld (timewarp etc.) and a guy was able to make multiplayer happen in (as he said) simple way, just by injecting and streaming everyones data to an external server that distributed the data to the clients like "Every-Client"input" (like commands, new buildings on the map)-> Server -> Every-Client". If someone needed to play slower (faster /timewarp) the server would issue a command to set anyone elses Timewarp(State of game) to the same and would sync them.
It was possible to "force" a sync if needed, and you could implant a "whitelist" for mods.
It was, of course, not perfect... but it was awesome and worked 99% the time as expected. So i contacted that guy (Darky) but he was sadly not interested or ignored my massage. ;(
So, maybe one of you beautiful people might be able to make it happen. ;)
Ive plenty of the mod ur talking of, and i know id just be easier to use the voting system from either EUIV or the total war games
Never played those game, so i don't know the voting system.
But after rereading my post i noticed i forgot something to mention or to better show my idea.
Imagin it like playing the exact same save-game on 2 computers (noone gets a certain colonist or similar, it's all shared to keep it simple) and ever action you take is send to the server -> client.
Just think about it, you need to talk who is in control over "colonist x" in case of an attack etc. pp ; Would't be a huge gamechanger but would add a lot of fun / social (in my opinion) to the game.
And maybe if a system like that gets integrated, much more possibilities later on. .)
Yeah lot simpler if one guy clicks pause, he gets 60 seconds were only he can change it, then any other players can change it back. If he wants to speed it up, he clicks it, the other guy gets a pop-up asking if wants to speed it up, and he can click speed up or not
Now i get it, souds like a very good idea, indeed. :)
Yeah. Works best with only a few players though. But i dont think wed want too many anyway
The wasnt made with multiplayer in mind so nothing in the engine supports multiplayer.
(http://i.imgur.com/hZM5Wa7.png)
Unity have multiplayer and networking support.
Coop perfectly possible with minor modifications, but this can't be implemented as "soft" mod, custom build of game is required.
Quote from: JuliaEllie on August 17, 2015, 04:14:28 AM
*snip*
Wow, thats a new one... as i stated, there are many Games (Unity) out there, that were never designed with multiplayer in mind... yet, people found ways to make it happen, even tho people like you told them it would never happen. And in many peoples opinions, it really benefits the game itself.
Because, unlike you stated, the engine actually is very capable of multiplayer support. So i think there still is hope. ;)
Puteus 'animadverto!
good luck and have fun doing it.
I doubt the modding community that uses xml and .dll to make scripts is going to be making a 'multiplayer mod' anytime soon...
Edit: Also, it would be illegal. So, there's that.
It's impossible to make a multiplayer mod because there's no networking hooks in the public C# part of the code. The hardcoded stuff is inaccessible to the modding community and arguing that the Unity engine is capable of doing it is arguing you can DDoS your nan's washing machine because the factory that assembled its circuitry is capable of producing routers.
Also the illegal part.
Why would it be illegal to make a multiplayer mod?
Because it would require messing with the unity part, and then distributing it, and you can't distribute it as that's illegal as part of the agreement, or something like that. Or as someone else said, you'd basically need re-code the entire game and then distribute that to do it.
Wow, i am actually ... how should i say it, surprised, by the huge amount of misinformations.
I really took my time to get into it and really tried to find anything stating or indicate that it would be "illegal" in any shape or form to modify a game that is Unity-Based to be multiplayer compatible if every legal point respected (licenses ect.). (UNLESS the Dev that build the game in the first place prohibit it what is not the case after checking every FAQ etc.)
Secondly, the Unity-Engine itself IS (and always will be, they are trying harder and harder to improve that part) able to work in Multiplayer and supports everything around it.
IF you are that kind of person thinking Multiplayer would NEVER ever work on Rimworld so it should not happen (because you are living in your tiny box), that is one thing...
But giving out false informations and threaten people that it would be illegal is just plain stupid.
Please, just give me (and everybody else) a source stating or indicating that it would be illegal... if you can, i will ask for apology... until then, i call you stupid and a liar!
Quote from: Hardstyler on August 21, 2015, 08:05:46 PM
Wow, i am actually ... how should i say it, surprised, by the huge amount of misinformations.
I really took my time to get into it and really tried to find anything stating or indicate that it would be "illegal" in any shape or form to modify a game that is Unity-Based to be multiplayer compatible if every legal point respected (licenses ect.). (UNLESS the Dev that build the game in the first place prohibit it what is not the case after checking every FAQ etc.)
Secondly, the Unity-Engine itself IS (and always will be, they are trying harder and harder to improve that part) able to work in Multiplayer and supports everything around it.
IF you are that kind of person thinking Multiplayer would NEVER ever work on Rimworld so it should not happen (because you are living in your tiny box), that is one thing...
But giving out false informations and threaten people that it would be illegal is just plain stupid.
Please, just give me (and everybody else) a source stating or indicating that it would be illegal... if you can, i will ask for apology... until then, i call you stupid and a liar!
I don't know about re-coding it, but distributing it is. Which would be required. If you had a 'Multiplayer' mod, and you gave out the unity for it, you'd be distributing work by Tynan too for the rimworld code already there, aka illegal.
Well if you're so keen on making a multiplayer mod for no one but yourself, have fun. The point is there's no workable hooks provided for
netcode; even UnityEngine.dll uses internal calls so you have to edit the place where that's handled which is most likely the EXE (which is
a pain to edit, like you might as well rewrite the entire Unity project and compile that because decompiling it doesn't give you code but
rather a bunch of characters) so you'll have to distribute basically the full game for your mod to work, which doesn't sound very legal.
There is a thing called "asking for permission" and probably even get the data needed from the dev itself.
And as i stated, i am not at all on the point to develope a MP Mod by myself, i am still learning.
I just really like to see MP happen, and in my opinion just calling it "illegal" is just wrong, because there could be a talented coder out there able to make it happen.
Actually nothing is illegal, you just have to have any permission needed. ;)
It is illegal, unless you have permission, which nobody will get because nobody is going to make the mod. It's honestly, stupid, to expect someone to work so much to create a entire MULTI-PLAYER mod. Might as well as ask them to build you a new game.
Quote from: Z0MBIE2 on August 22, 2015, 07:12:55 AM
It is illegal, unless you have permission, which nobody will get because nobody is going to make the mod. It's honestly, stupid, to expect someone to work so much to create a entire MULTI-PLAYER mod. Might as well as ask them to build you a new game.
This, pretty much. Multiplayer is a fairly deep sort of functionality; by its nature, it needs to tie into the core mechanics of the game. That makes it extremely difficult to bolt on afterwards; given the complexities inherent in multiplayer (netcode and such), it needs to be implemented into the core game in order to work properly or well. That's the part that's questionably legal, since (as mentioned) it's not the kind of thing that you can install as a mod; it'd be more like a fork of the main game, that needs to be distributed as a package... which would, necessarily, include the core game itself (Tynan's work, the free distribution of which would constitute piracy).
These problems are compounded by the alpha nature of the game; things are still in flux and prone to mod-breaking changes. It's plenty of work just implementing something this fundamental at all; it'd be a lot more of a hassle to be doing so at cross-purposes with the developer. Realistically, then, if you want to implement multiplayer for Rimworld, you should send Ludeon your resume. If you're the kind of person who could do something like that, you should be doing so as part of the actual dev team, where you can implement the feature with official support, instead of as an outsider fiddling around with things, where any work you do is liable to be broken by the ongoing development process.
Only thing I wouldn't mind seeing would be is a market where you could trade with other colonies but more for a social experiment than for functionality.
Would it not be possible to make yourself an installer for this? Y'know, like how a mod manager has the ability to look for core files to recognize where the game is? Have your installer go "hey, I don't see rimworld anywhere on this pc, I can't install". So you need to have Rimworld first to be able to make the changes.
I still think that even if you wanted to begin a project to add even the most crude implementation multiplayer that allows a few people to control the same colony, you'd be better off when Rimworld is released and mature enough that development can be considered finished. Otherwise you'd be constantly undermining Tynan to make things work and every patch would undo hours of tinkering. At the moment, you can't backdate Rimworld like you could before the Launcher allowed you to do it natively and legacy versions are not available to download, at least not legally. It'd be a solid effort in futility to try such things right now.
I don't know why i still take the time for it, because some of you guys appear very, very biased but i will try it again.
As i told allready, i am not able to do it myself since i am not good enough... yet i think it's possible to achive Multiplayer for Rimworld without "rewriting the whole game" etc IF someone is willing and able to think outside the box.
Let me give you an example, even if it is not Rimworld, but "some people" argued the same way like you guys are doing right now on the topic.
The game is called Kerbal Space Program, it was never designed to be multiplayer... yet under https://d-mp.org/ you can find a full working (not illegal) multiplayer mod (server and client) for KSP. (https://github.com/godarklight/DarkMultiPlayer for the code).
But yeah, guess we have to wait and see if it, maybe, someday will happen.
It won't happen, stop asking please.
I won't, please ignore it instead...
Quote from: Z0MBIE2 on August 23, 2015, 03:10:22 PM
It won't happen, stop asking please.
Holy SHIT this dude is a D-bag
Quote from: Coolpey on August 23, 2015, 09:04:43 PM
Quote from: Z0MBIE2 on August 23, 2015, 03:10:22 PM
It won't happen, stop asking please.
Holy SHIT this dude is a D-bag
Not really. This guy actually want's someone to make a MULTIPLAYER MOD. In a constantly updating alpha. An entire multi-fucking-player mod. KSP is a massive bloody game, and is very, very popular, with a much larger userbase. It has nothing to do with modding rimworld. Nobody is going to make a multiplayer mod. You, nor him, seem to bloody grasp them. He continues to ignore everything everyone says and just say 'It's possible". It isn't happening unless you guys do it.
Hes saying it here so to get the attention of modders and to get them to do this idea. No need to rag on him for hoping. If u dont like his idea, then just shut it, not need for u to coment. If it happens, great, if it dosent, oh well. Big deal. Hes allowed to say what he wants, so back off and let him say it
The thread should honestly just be locked and left. Multi-player is suggested so much this entire forum post is heresy.
God damn if u dont like it then were not forcing u too comment, so leave it
Why is this even being talked about? ZOMBIE2 is right. This has been requested since the Kickstarter campaign. No one wants to actually mod it, they just want to post requests begging others to do it.
Edit: And attacking people and basically saying ZOMBIE2 doesn't want multiplayer because they are afraid of socializing really just reinforces the childishness of this entire topic.
Quote from: Z0MBIE2 on August 23, 2015, 10:04:20 PM
Not really. This guy actually want's someone to make a MULTIPLAYER MOD. In a constantly updating alpha. An entire multi-fucking-player mod. KSP is a massive bloody game, and is very, very popular, with a much larger userbase. It has nothing to do with modding rimworld. Nobody is going to make a multiplayer mod. You, nor him, seem to bloody grasp them. He continues to ignore everything everyone says and just say 'It's possible". It isn't happening unless you guys do it.
ZOMBIE2, i start thinking you are having some seriouse issues.
Nontheless, you are very, very wrong again.
The Mod for KSP started at very early Alpha stage guess it was 0.45 #EDIT: "Just checked, it was at A0.21".(way befor the game was in Beta or even released) formely known as KMP.
Are you somewhat afraid to have to sozialize if a MP Mod gets released? If so, just leave the thread alone, esp. since all you do is spreading misinformations.
Quote from: Pheanox on August 24, 2015, 05:45:02 AM
Why is this even being talked about? ZOMBIE2 is right. This has been requested since the Kickstarter campaign. No one wants to actually mod it, they just want to post requests begging others to do it.
Yet, all it takes is just one guy willing to try it. All i am actually trying is to get someone on the tracks for it, since it did happen to other games earlier with very similar conditions, thats why i even linked to the github etc.
And as i said, i would do it myself, yet i am not good enough... but thats just yet.
Quote from: Pheanox on August 24, 2015, 05:45:02 AM
Edit: And attacking people and basically saying ZOMBIE2 doesn't want multiplayer because they are afraid of socializing really just reinforces the childishness of this entire topic.
It is because i, by all repect and honesty, can't see why he is so stubborn and wants to have this thread closed.
I am trying to give out valid informations, sources and sideinfo ... All he did was calling it "illegal" , "impossible" etc.
I don't get it why people can't deal with other peoples opinions.
Okay, I'm just giving up, this topic gave nothing new, nothing came out of it, it's pointless. Goodbye.
I hope to make a rimworld multiplayer mod at some point. I only know html atm, but im trying to get my teachers to start a coding club at school, and one of them knows C++ very well, so in this club i hope well be able to make a multiplayer mod. I dunno if itll happen, but im hoping. Does validate this post enough huh. That some people out there actually trying to do this.
This thread is pretty interesting but I've yet to see anyone describe how multiplayer would actually function in a game like this, regardless of whether it's legal or (somewhat) possible in a completely different game. It's hard for me to see it being anything more than a simplified Clash of Clans clone. This game just doesn't lend itself to a multiplayer environment. But don't let these people who actually (https://ludeon.com/forums/index.php?topic=9616.0) write (https://ludeon.com/forums/index.php?topic=9536.msg95266#msg95266) mods (https://ludeon.com/forums/index.php?topic=15162.msg160276#msg160276) stop you from living the dream and rewriting Rimworld!
We started this thread with throwing out theories as to how to implement a rimworld multiplayer. And yes those people may write mods, but that gives them no right to critisise the hopes and ideas of others
I'm just saying they might have a little more perspective on what's possible within this game.
Quote from: killer117 on August 24, 2015, 07:37:28 PM
We started this thread with throwing out theories as to how to implement a rimworld multiplayer. And yes those people may write mods, but that gives them no right to critisise the hopes and ideas of others
Actually, the original post by the guy only asks if it's possible because he wants real humans to raid him instead of AI. Nothing about throwing out theories or discussions. If anyone wants to discuss it, could you make a new thread asking specifically about how it could be implemented.
There can be no real time multiplayer "mod". Maybe, might be, asynchronous multiplayer can be made. Like Reassembly does.
But who would pay for the server.
Another thing that should be thought about is the use of certain mods, if this ever does get made... Meaning something like Prepare carefully which gives a distinct advantage at the start. Another would be content adding mods and what errors they could throw on the non-modded side?
Just throwing my two cents out.
Quote from: Latta on August 24, 2015, 08:29:48 PM
There can be no real time multiplayer "mod". Maybe, might be, asynchronous multiplayer can be made. Like Reassembly does.
But who would pay for the server.
Guess this could be fixed very easily as mentioned earlier this thread... remove the option to timewarp at all (but maybe increase every work to compensate for it) , make the game force everyone into the same timewarp if needed (danger,fight, pause etc.) or implent a "voting system" that everyone has to agree on to change the timewarp to a certain degree.
Quote from: Mr.Cross on August 24, 2015, 08:52:33 PM
Another thing that should be thought about is the use of certain mods, if this ever does get made... Meaning something like Prepare carefully which gives a distinct advantage at the start. Another would be content adding mods and what errors they could throw on the non-modded side?
Just throwing my two cents out.
Well, since i think you'd only play with close friends you could always talk things over.. on the other hand the DMP-Mod i mentioned earlier did check for mods (reading the content of the mod-folder) and you were able to create white-/blacklists for mods.
Only players with the right mods were able to join the server, everyone else got a massage to get xyz mods to join the server.
Quote from: Z0MBIE2 on August 24, 2015, 08:24:43 PM
Quote from: killer117 on August 24, 2015, 07:37:28 PM
We started this thread with throwing out theories as to how to implement a rimworld multiplayer. And yes those people may write mods, but that gives them no right to critisise the hopes and ideas of others
Actually, the original post by the guy only asks if it's possible because he wants real humans to raid him instead of AI. Nothing about throwing out theories or discussions. If anyone wants to discuss it, could you make a new thread asking specifically about how it could be implemented.
Yeah, i just used this thread because i didn't want to start a new one, since there were so many. If smileysticks is fine with it, why not keep using it for some kind of brainstorming.
I actually made some progress.. i was able to get a debug-command executed (spawning a pawn) in 2 instances of the game (on the same machine) ... it is far away from being multiplayer but it shows you can indeed inject commands over instances of the game.
Edit: Question for the more experienced modders, do you have any idea how i could achive the game to save/load a save game in a rapid order? Like once ever 1 second?
For sure that would lag out the game extremly, but i noticed right now if i put the savegame-folder in my dropbox i actually do have a very cheap multiplayer that only syncs upon saving/loading from the dropbox folder on 2 machines.
IF it would be possible to get the game save/load in a more efficient way (like save only changed items/positions) it appears to be working just fine for now. ;)
I dunno much about modding, but u might be able to hook them up and implement a high speed rudimentry transfer of save between the two. I dunno if itll work, but it might work
Quote from: whoishigh on August 24, 2015, 06:51:09 PM
This thread is pretty interesting but I've yet to see anyone describe how multiplayer would actually function in a game like this, regardless of whether it's legal or (somewhat) possible in a completely different game. It's hard for me to see it being anything more than a simplified Clash of Clans clone. This game just doesn't lend itself to a multiplayer environment. But don't let these people who actually (https://ludeon.com/forums/index.php?topic=9616.0) write (https://ludeon.com/forums/index.php?topic=9536.msg95266#msg95266) mods (https://ludeon.com/forums/index.php?topic=15162.msg160276#msg160276) stop you from living the dream and rewriting Rimworld!
OP here, after reading the thread, here are some of my thoughts:
For multiplayer, i was thinking of something resembling starcraft 2. Players would spawn in and build their bases, tech/gear up, then have the choices to trade, attack, or defend them. In terms of time forwarding, it could be like starcraft as well, with it always on a set time.
The main focus wouldnt be the combat however, since starcraft strictly does that better. Think of sid meier's civilization, it has players put in a world together, where they build up cities and buildings/farms to get stronger, trade with eachother, and can fight among themselves.
I was thinking rimworlds multiplayer could be like a game of civ, but instead of being turnbased, it uses starcrafts time management.
According to everyone in this thread, it is not possible.
Oh well.
People never thought multiplayer would come to Skyrim, it works, only thing he's working on now is NPC Sync and it'll be finished, so if a crazy modder decides to dedicate time and effort then it can be done...
No, as it would require modifying the core game itself, as said. You can't make a multiplayer mod to just drag n drop into a friggin mod folder.
U could make a core replacement mod. And that skyrim mod, is that possible to use on xbox
... You can't make a 'core replacement mod' as that means giving out the entire core game itself with the modifications. Which would be giving the game away for free.
No, it wouldnt, im not selling the launcher, so im fine, im not selling anything, im handing out a modified core folder that allows multiplayer to people who want it. Im not selling the game or pirateing it. I cant use it to play the game, run the game or anything else. I can however use it to change the game we already got
Distributing the base core game is illegal. This is not one of those things where 'if I'm not selling it it's fine', if you distribute it, it IS illegal. Distribute any of the source dll's and it's illegal. You would use it to run the game, how the hell do it you think it would run otherwise? If it replaces the other core, it requires modifying the current core to play multiplayer and then distributing it. You can't replace the core folder and have the game run if it doesn't contain the core.
Anyway, on topic again,
Multiplayer can be done. Factorio is an indie game (great one at that) that has successfully implemented MP. Although they are still working on it, they made blog posts about the process. One thing why I've spent a lot of time in Factorio is the multiplayer component. When i'm on Skype with friend(s) the chances are >90% that i'm going MP.
See a few here:
http://www.factorio.com/blog/post/fff-55
http://www.factorio.com/blog/post/fff-76
As you can read there, that system could very well work with Rimworld! ;D
As my friend loves these types of games (dwarven fortress etc) we would live to play together in it.
I would implement it like Age of Empires. Co-op within the same team, with a color highlight (just an idea) around the character one of the players has selected. That character is then locked to the player controlling him, until the char is de-selected.
Two colonies within the same 250x250 map could work as well, but I like co-op in the same team. ::)
Just got to say, anything game implementing multi-player means nothing about Rimworld doing it. They have different coding, different game files.
Quote from: killer117 on September 02, 2015, 03:44:42 PM
No, it wouldnt, im not selling the launcher, so im fine, im not selling anything, im handing out a modified core folder that allows multiplayer to people who want it. Im not selling the game or pirateing it. I cant use it to play the game, run the game or anything else. I can however use it to change the game we already got
ZOMBIE2 is a little arrogant, don't mind him, he needs to leave the thread or jump of a cliff, (I'm hoping for both)
Anyways, do you have the ABILITY to actually add multiplayer into Rimworld? I'm still waiting for someone to stop asking for it and attempt it, once that successfully happens then I would think about it further.
Heck, someone probably already made it if its possible and is playing with his friends, but he doesn't want to get sued so hes keeping it under wraps.
Yeah sure, completely ignore what I said Coolpey. And you don't have to that rude. As it's probably said in this thread, it's possible, but requires re-coding the core game itself, and would be a massive update. A modder could do it, but they'd honestly be better off making their own game, as they couldn't even distribute it legally. And I extremely doubt anyone anyone made one, considering the games been constantly updating, every update would require them going, adding all the new things in, fixing everything that broke, and making it work in said multiplayer.
I don't think you understand the definition of arrogance if you call me it. I'm simply pointing out: Nobody's making a multiplayer mod.
@Z0MBIE2, it does not, but it does illustrate the possibilities. And with that we, the players who'd like MP, keep hope.
@ Coolpay, I don't agree with anyone saying that another should jump!! That said, even Kerbal Space Program has MP modded (https://d-mp.org/) in, so in the least why could it not be the same here?
Quotedoesn't want to get sued so hes keeping it under wraps.
networking is complicated, if someone able to add multiplayer for RimWorld in reasonable time without source - he probably own corporation similar to microsoft or teach students in MIT.
Quote from: Triblade on September 03, 2015, 04:23:02 AM
Anyway, on topic again,
Multiplayer can be done. Factorio is an indie game (great one at that) that has successfully implemented MP. Although they are still working on it, they made blog posts about the process. One thing why I've spent a lot of time in Factorio is the multiplayer component. When i'm on Skype with friend(s) the chances are >90% that i'm going MP.
See a few here:
http://www.factorio.com/blog/post/fff-55
http://www.factorio.com/blog/post/fff-76
As you can read there, that system could very well work with Rimworld! ;D
As my friend loves these types of games (dwarven fortress etc) we would live to play together in it.
I would implement it like Age of Empires. Co-op within the same team, with a color highlight (just an idea) around the character one of the players has selected. That character is then locked to the player controlling him, until the char is de-selected.
Two colonies within the same 250x250 map could work as well, but I like co-op in the same team. ::)
If you've actually read the factorio blogs, you'll know they had a really hard time getting rid of de-sync bugs, and had to create specific debugging tools trace them down. Factorio MP was done by their full development team, and took them a couple of months of full-time work. Now that team isn't large, but still.
Now imagine you have no debugger but the actual game. If it doesn't work, at best you get a series of vague errors, at worst you get a CTD or nothing at all. You don't have access to the real low-level code, because you're not the developer - you're just building a mod layer on top.
There's so many issues - communication between clients, dealing with de-syncs, making sure the game is completely deterministic (what happens if the RNG on one client thinks your pawn got hit by a bullet, but the RNG on the other client says he didn't?), and I'm sure many others. Some of these you could add on, some of these you can't, and would require modifying the core.
Sure, it CAN be done. Everything can be done. We could also build a space shuttle and fly to the moon. But it will be HARD. It will probably require an extensive recode of the core, in which case you're likely to get into legal trouble.
Bottom line; the idea has been suggested - there've been modders who said that for various reasons they don't want to do it. Stop harassing them by saying it can be done, as if somehow they're lazy for not attempting it. They know it's theoretically possible, it's just not feasible without being part of Ludeon studios.
If you want this to happen, you should probably lobby with Tynan for MP in the core game. Or, better yet, learn C#, apply for a job/internship at Ludeon, and do it yourself.
Sorry for posting.... >:(
If I wanted to harass anyone, I would create another thread. Also, if you don't like the subject, stay away!
You're welcome to positively contribute through, so please do ;D
Anyway, the thing about the Factorio blogs, I wouldn't post them if I didn't read them. And a shame that you made accusations before asking!
The thing why I posted it is twofold:
1) It IS possible/doable;
2) Because those lessons learned it can be done faster.
You're missing the point. Factorio's MP was implemented by their development team, and took a significant amount of their resources to do so.
Modding multiplayer without having full access to all the source code and tools used by Ludeon Studios is going to be a fiendishly complex task.
As for harassing, you're probably right, and I'll just stay away. If you want this to go anywhere though, I'll re-emphasize what I said earlier - ask Tynan!
Well, and the Multiplayer for Kerbal-Space-Program was done without rewriting the whole game, it only uses an external Server-Software and a Mod (yes, just something you put into the "Mod-Folder" for Interface-Control/Ingame chat etc.).
And yes, KSP was never designed having Multiplayer back in the day the mod came out first.
I am actually in touch with Darki (creator of the DMP-Mod for KSP) to learn, sadly he has actually very limited time by now (he stopped working on DMP) but the full source is out and i learned quite a bit so far. Since i still have to call myself a "noob", i won't be able to put something out in the near future, but after talking to him and seeing his code I am positiv that a Multiplayer-Mod is very doable, without ever getting into the "legal issues" some guys keep talking about.
Thats the reason i pushed this thread in the first place.
Edit:
Just in befor everybody is stating the obvious ; I am aware that Rimworld and KSP are different games and they do handle thinks differntly.
Nontheless i do believe it's possible to create a very basic multiplayer using external software.
Just like a "server" is handling the save-files (the world with all it's attributes/items etc.) and distributing them to the clients if something get's changed at a set tick-rate (a tile, value of an item-stack, position of a colonist etc.).
Currently the issue is that Rimworld is handling save-files in a simple , yet very ineffective way, since it always saves everything even if nothing has changed at all. Resulting in very big files -> long save/load times rendering it impossible to do Multiplayer that way (currently).
Since changing the way save-games are handled in Rimworld is a thing i am unable to do, that idea won't work currently, but maybe someone got an idea or Tynan might consider it. ;)
Edit 2 : I'd also like to point out that the way DMP works surely does not work with Rimworld, i just like to use it as a point of reference.
Would it be possible (and im just speculating here) but could u hook two laptops/ desktops via lan to a mobile processor and use that like a server, and with it being a lan connection, u would have no de-sync issues, or at least very few. And the processor could process the multiplayer and sort it between the two computers, sending the same information to both computers. This would remove the mistakes an individual computer might make.
I dunno if this'd work, im just guessing here. But i think its an idea at least
Quote from: Jaxxa on July 05, 2015, 07:20:45 PM
Depends what you mean by possible.
Currently there are no multiplayer mods, no plans for multiplayer mods that I know about.
As for is it is possible, never say never, but it would be very hard.
It would not be too difficult to make a multiplayer trading mod, (using something similar to my Stargate mod) so you could send resources / colonists to another colony and when they arrived they were controlled by the player who owns the colony or the AI, but that is a far cry from realtime interaction on their map.
I was actually thinking something like this. I know we have a save game file, which contains all of our resources/colonists/animals etc... but if I could build a small program that did nothing (at least at the beginning) but send these save data files to a server at my house, it would definitely be possible (in my opinion) to get a trading/market mechanism using your stargate mod (which I love BTW).
reply to this thread or PM me if you are interested and maybe we can talk ideas? I don't know how feasible this is (in my mind it is), but it seems a lot more simple than actual multiplayer. Being able to trade resources and set your price would be awesome in my opinion, then you can choose how much you sell your cloth for, and if nobody buys at that rate then you don't profit. We could make a ship/satellite that you send into space (after you research all the space ship stuff) and then with your orbital trade beacon and a new communication hub (or use the vanilla one) you can send your resources to your ship. Once your ship is "in space", anyone else with the mod can communicate with the server (which now has all the "sell-able goods" stored there), and can see the who is offering what goods at what price. That means you can then find a few good reasonable people to trade with, and negotiate prices via PM on the forums or such...
IDK just some thoughts, anyone have any thoughts on modding a MP like this, and not a "true share-the-same-map-and-screen MP"?