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RimWorld => Mods => Releases => Topic started by: Zetrith on December 16, 2018, 11:11:50 AM

Title: [1.0] Zetrith's Multiplayer
Post by: Zetrith on December 16, 2018, 11:11:50 AM
Thread locked by Ramsis due to dev going MIA. Please contact Ramsis#6666 in Discord or in a PM here to have unlocked should you come back and continue updating! :) we miss you!

For now updated version here: https://ludeon.com/forums/index.php?topic=49142.0



(https://i.imgur.com/A9nBH8U.png)
Multiplayer mod for RimWorld

The mod is still in testing phase so bugs might be present. Issues can be reported on Github or Discord.

Discord server: https://discord.gg/S4bxXpv
You can also find me on the RimWorld Discord.

Features

Video showcasing some of the current functionality: https://www.youtube.com/watch?v=ZOaf524Z7P4

More info
The most up-to-date information on hosting and many other topics is available on the wiki:
https://github.com/Zetrith/Multiplayer/wiki

FAQ: https://github.com/Zetrith/Multiplayer/wiki/FAQ

Download
Currently only available on Github:
https://github.com/Zetrith/Multiplayer/releases

How to install
- Download Multiplayer.zip and unpack it into the Mods folder
- You need to order the mod right below Core (above any other mod).
Here's a guide if you are unfamiliar: https://ludeon.com/forums/index.php?topic=6223.0 (https://ludeon.com/forums/index.php?topic=6223.0)

This project is unrelated to RimTogether and RimAlong.
Title: Re: [1.0] Multiplayer
Post by: Gabler on December 16, 2018, 11:45:44 AM
I'll be looking closely at this mod, I hope it doesn't collapse.

Good luck!
Title: Re: [1.0] Multiplayer
Post by: notfood on December 16, 2018, 02:35:11 PM
Crashes under Linux/Mac with FunLockFile as soon as you land on single player, so I can't even make a new save file.
Receiving unhandled NULL exception
#0  0x007ffeca881480 in funlockfile
#1  0x007ffeca881b08 in (Unknown)
#2  0x007ffeca881b18 in (Unknown)
#3  0x007ffeca881b28 in (Unknown)
#4  0x007ffeca881b38 in (Unknown)
#5  0x007ffeca881b48 in (Unknown)
#6  0x007ffeca881b58 in (Unknown)
#7  0x007ffeca881b68 in (Unknown)
#8  0x007ffeca881b78 in (Unknown)
#9  0x007ffeca881b88 in (Unknown)
#10 0x007ffeca881b98 in (Unknown)
#11 0x007ffeca881ba8 in (Unknown)
#12 0x007ffeca881bb8 in (Unknown)
#13 0x007ffeca881bc8 in (Unknown)
#14 0x007ffeca881bd8 in mono_set_defaults
#15 0x007ffeca8827d0 in mono_runtime_invoke
#16 0x007ffeca882800 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#17 0x007ffeca882830 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#18 0x007ffeca882850 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#19 0x007ffeca8829d0 in operator new(unsigned long)
#20 0x007ffeca882a10 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#21 0x007ffeca882a30 in zcfree
#22 0x007ffeca883830 in __libc_start_main
#23 0x007ffeca8838f0 in zcfree


It means, you used Harmony into an empty virtual method (that's a nono). My guess, any of the spawn methods.
Title: Re: [1.0] Multiplayer
Post by: notfood on December 16, 2018, 03:22:17 PM
I did some further testing:

Linux/Mac compatibility report:
JobDriver_Wait.DecorateWaitToil: post: Multiplayer.Client.TradingWaitJobToil.Postfix


This is the offending Harmony patch.
Title: Re: [1.0] Multiplayer
Post by: Bluntflame on December 16, 2018, 04:55:20 PM
RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Player's username: CODEX
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Processor: Intel(R) Celeron(R) CPU N3450 @ 1.10GHz
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Multiplayer session stopped.
Verse.Log:Message(String, Boolean)
Multiplayer.Client.MultiplayerSession:Stop()
Multiplayer.Client.OnMainThread:StopMultiplayer()
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

CODEX 0 Client disconnected
Verse.Log:Message(String, Boolean)
Multiplayer.Client.<>c:<.cctor>b__47_0(String)
Multiplayer.Common.MpLog:Log(String)
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

Multiplayer session stopped.
Verse.Log:Message(String, Boolean)
Multiplayer.Client.MultiplayerSession:Stop()
Multiplayer.Client.OnMainThread:StopMultiplayer()
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

CODEX 0 Client disconnected
Verse.Log:Message(String, Boolean)
Multiplayer.Client.<>c:<.cctor>b__47_0(String)
Multiplayer.Common.MpLog:Log(String)
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

Does not connect
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 16, 2018, 05:47:13 PM
Quote from: notfood on December 16, 2018, 03:22:17 PM
I did some further testing:

Linux/Mac compatibility report:
JobDriver_Wait.DecorateWaitToil: post: Multiplayer.Client.TradingWaitJobToil.Postfix


This is the offending Harmony patch.
Thanks, fixed in the latest version.
Btw, starting the game with the 32bit executable seems to also fix the issue

Quote from: Bluntflame on December 16, 2018, 04:55:20 PM
...

Does not connect
Please be more specific. What's your OS and what server were you trying to connect to?
Title: Re: [1.0] Multiplayer
Post by: cbuie1 on December 16, 2018, 06:39:46 PM
Maybe start a discord for those lonely people like me who don't have anyone in lan to play with?
Title: Re: [1.0] Multiplayer
Post by: Telefonmast on December 16, 2018, 06:49:06 PM
This looks amazing so far, good job!

Can't wait to see this fully developed!
Title: Re: [1.0] Multiplayer
Post by: AlanerPolska on December 17, 2018, 11:14:41 AM
You got my attention. For now, how does it look? Two people(or more I guess?) playing on two separate maps, but what about interaction between them?
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 17, 2018, 03:19:44 PM
Quote from: AlanerPolska on December 17, 2018, 11:14:41 AM
You got my attention. For now, how does it look? Two people(or more I guess?) playing on two separate maps, but what about interaction between them?
It's currently co-op only, so everybody plays the same game, same faction. Multiple maps are possible as all vanilla features are supported.

Quote from: cbuie1 on December 16, 2018, 06:39:46 PM
Maybe start a discord for those lonely people like me who don't have anyone in lan to play with?
Here you go: https://discord.gg/UMZzxEM (https://discord.gg/UMZzxEM)
Title: Re: [1.0] Multiplayer
Post by: riverrin2002 on December 17, 2018, 03:27:04 PM
Hey guys nice mod just to ask how do we change storage propreties ? because i want make a fridge Ty
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 17, 2018, 04:21:49 PM
Quote from: riverrin2002 on December 17, 2018, 03:27:04 PM
Hey guys nice mod just to ask how do we change storage propreties ? because i want make a fridge Ty
Thank you! The zones are fixed in the latest version.
Title: Re: [1.0] Multiplayer
Post by: Arek_PL on December 17, 2018, 05:20:57 PM
whats the difference between that mod and WIP rimalong mod?
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 17, 2018, 05:56:14 PM
Quote from: Arek_PL on December 17, 2018, 05:20:57 PM
whats the difference between that mod and WIP rimalong mod?
This is a different project. I'm not too familiar with RimAlong, but it seems my approach is a bit different. This mod also supports more content and has Steam integration.
Title: Re: [1.0] Multiplayer
Post by: foodmaster on December 17, 2018, 07:14:26 PM
great work! playing some hours today. thanks for that nice present, have a nice christmas.
Title: Re: [1.0] Multiplayer
Post by: florisjan on December 18, 2018, 06:54:58 AM
It gives a MpInvalidUsernameAlreadyPlaying when I try to connect on the same machine.  It would be cool if it could be used to connect to a second rimworld instance, so you can keep eyes on two locations at the same time. Trying to connect directly gives a connection failed.
Title: Re: [1.0] Multiplayer
Post by: micshadow on December 18, 2018, 08:04:26 AM
Hi Zetrith, awesome mod, really enjoying it so far.

I am a little bit familiar with RimWorlds modding structure and very familiar with C# and networking code, would love to contribute if any issues or roadblocks come up.

Let us know if there is issues or coding tasks that will advance the mod on the github
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 18, 2018, 10:25:58 AM
Quote from: micshadow on December 18, 2018, 08:04:26 AM
Hi Zetrith, awesome mod, really enjoying it so far.

I am a little bit familiar with RimWorlds modding structure and very familiar with C# and networking code, would love to contribute if any issues or roadblocks come up.

Let us know if there is issues or coding tasks that will advance the mod on the github
Could you reach me on Discord?

Quote from: florisjan on December 18, 2018, 06:54:58 AM
It gives a MpInvalidUsernameAlreadyPlaying when I try to connect on the same machine.  It would be cool if it could be used to connect to a second rimworld instance, so you can keep eyes on two locations at the same time. Trying to connect directly gives a connection failed.
You can connect on the same machine just fine, you just need a different username. It can be changed in mod options and by using -username=x argument.
Title: Re: [1.0] Multiplayer
Post by: Arek_PL on December 18, 2018, 10:50:49 AM
works well, sadly mods do not work for now, i hope they will do later ;)
Title: Re: [1.0] Multiplayer
Post by: Kamerow on December 18, 2018, 02:56:09 PM
Holy sh!t, this will be so awesome if it works well!!
Title: Re: [1.0] Multiplayer
Post by: Rust Cohle on December 18, 2018, 04:04:31 PM
Yeah, holy shit is the word ;)

Does someone know how it's working tough ?

Thanks for any help !
Title: Re: [1.0] Multiplayer
Post by: DerpentineSoFine on December 18, 2018, 08:28:23 PM
This mod runs so nice. Other mods seem to make it get screwey sometimes, playing vanilla though, it was hours of pure fun playing with another guy, merciless randy is more fun when someone else is there to suffer with me.
Now I just need more friends to play with! My new buddy just went to sleep :(
Title: Re: [1.0] Multiplayer
Post by: Nightinggale on December 19, 2018, 08:25:51 AM
What are the plans for mod support? All it says is "not yet", which is reasonable considering there isn't full vanilla support yet, but it doesn't hurt to plan ahead.

I want to propose making mods use network code exclusively. This means adding some API, which allows mods to call a certain function with certain arguments in sync. This should give the modding freedom needed to allow mods to run completely custom code in network games.

The next problem is what to do if the network mod isn't loaded. Add a DLL, which adds the API and in singleplayer, just call the requested function without calling any network code. Release such a DLL as a standalone like Harmony or ModCheck and any mod using it can add it.

EDIT: I think the best way to implement such a singleplayer DLL is to make it really simple. Just make it assume singleplayer and unconditionally make calls back to the game. No checks for multiplayer and no network code at all. The multiplayer DLL can then use harmony to make a prefix for the singleplayer call, overwriting the calls and make them transmit on the network.

The problem with adding a DLL like that is what if you update it and mods contains an outdated version? It's a potential problem and the best I could come up with is a function in ModCheck, which throws an error on outdated AssemblyFileVersion (https://github.com/Nightinggale/ModCheck/blob/master/Source/VersionControl.cs). Basically it assumes the DLL in question to have the same version in AssemblyFileVersion and AssemblyVersion. It loops through all loaded mods, locates all the DLL files of the name in question and reads the version number. It will then inform you something is wrong unless they are all up to date. It will just be a warning if the newest is read first because then calls will be made to the first. If an outdated is first, then it's an error. Feel free to copy the file in question to add this check. Just be sure to remember to credit me for this function  ;)

Speaking of ModCheck, it should work just fine in network games. While it does have a DLL file, it does all the work prior to reaching the main menu. Also it does the same each time if the mod list is the same, meaning even if it is required to run in sync, it will apply to the design of keeping network sync by making the same calculations on all computers in parallel without network communication. If you can find any way to make ModCheck to cause desyncs while loading identical xml files on all computers, then I would like to know about it.
Title: Re: [1.0] Multiplayer
Post by: ambivalence on December 19, 2018, 09:10:14 AM
wow. I mean, WOW.
Title: Re: [1.0] Multiplayer
Post by: riverrin2002 on December 19, 2018, 12:35:37 PM
Hey found a new bug we cant clean its gray and not clickable ty
Title: Re: [1.0] Multiplayer
Post by: riverrin2002 on December 19, 2018, 01:18:53 PM
We cant operate animals ty
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 19, 2018, 05:54:02 PM
Quote from: riverrin2002 on December 19, 2018, 12:35:37 PM
Hey found a new bug we cant clean its gray and not clickable ty
Quote from: riverrin2002 on December 19, 2018, 01:18:53 PM
We cant operate animals ty
Both issues are now fixed in the latest version.
Title: Re: [1.0] Multiplayer
Post by: awildlurker on December 20, 2018, 03:16:34 AM
i cannot change animals/pawns areas to unrestricted after changing them to home/area #
Title: Re: [1.0] Multiplayer
Post by: jackfrancis on December 21, 2018, 08:28:29 AM
HOW DO I JOIN A GAME

cause when i do direct it just says "conection failed"
Title: Re: [1.0] Multiplayer
Post by: ambivalence on December 21, 2018, 10:15:36 AM
Who played already, please, tell:

1. How many players can play simultaneously?
2. Do you bulid the same colony together controlling different pawns?
3. Is multiplayer planned officially, anybody knows?
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 21, 2018, 11:33:20 AM
Quote from: awildlurker on December 20, 2018, 03:16:34 AM
i cannot change animals/pawns areas to unrestricted after changing them to home/area #
Fixed in the latest version.

Quote from: jackfrancis on December 21, 2018, 08:28:29 AM
HOW DO I JOIN A GAME

cause when i do direct it just says "conection failed"
Remember that there needs to be an open server on the other side. There are no public servers available.

Quote from: ambivalence on December 21, 2018, 10:15:36 AM
Who played already, please, tell:

1. How many players can play simultaneously?
2. Do you bulid the same colony together controlling different pawns?
3. Is multiplayer planned officially, anybody knows?
1. It's limited only by the performance of your computer/network. I don't have an exact answer, but the number is probably relatively big.
2. Everyone is playing/controlling the same game
3. As far as I know there are no official plans for a multiplayer mode
Title: Re: [1.0] Multiplayer
Post by: Crable on December 21, 2018, 01:33:53 PM
Hi!

First off thanks for making this mod. I am sure tons of people are excited for this.
Before I can get home and try this. My question is if: I play with a friend can one of us go to another tile so we basically have our own colonies on our own tiles? Or is this currently disabled?

I think the dream would to to have many many people playing on one server in a world where you build your colony and have wars, alliances, and what not. Imagine that...
Title: Re: [1.0] Multiplayer
Post by: Traditionology on December 21, 2018, 01:48:47 PM
Thank you!
Title: Re: [1.0] Multiplayer
Post by: Guolin on December 21, 2018, 03:32:13 PM
Hi, I'm loving this mod so far! One question: are there plans to add compatibility for caravan events, and if so, do you have an ETA for adding it? Caravan events is probably the best reason to havemultiple players in Rimworld.
Title: Re: [1.0] Multiplayer
Post by: Lexian2 on December 21, 2018, 07:40:05 PM
Hi Zetrith,

absoluty great Idea. My an some of my friends tried it and it work perfektly. We also tried to use some mods and the small ones worked quite good.

thank you for making this Mod
Title: Re: [1.0] Multiplayer
Post by: awildlurker on December 21, 2018, 11:59:49 PM
Whats up with these walls?

[attachment deleted due to age]
Title: Re: [1.0] Multiplayer
Post by: xST0rM on December 22, 2018, 06:44:14 AM
Mod is amazing, but when I play with my friend for about 10min i have nonstop message like desync broke up and wrong game state on map 0. I dont know how to repair this. My friend also have this message showing when I host the game. Any help?
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 22, 2018, 07:56:37 AM
Quote from: Crable on December 21, 2018, 01:33:53 PM
Hi!

First off thanks for making this mod. I am sure tons of people are excited for this.
Before I can get home and try this. My question is if: I play with a friend can one of us go to another tile so we basically have our own colonies on our own tiles? Or is this currently disabled?

I think the dream would to to have many many people playing on one server in a world where you build your colony and have wars, alliances, and what not. Imagine that...
Caravans and settlements are supported, but they might not work as well as other parts of the game.

Quote from: Guolin on December 21, 2018, 03:32:13 PM
Hi, I'm loving this mod so far! One question: are there plans to add compatibility for caravan events, and if so, do you have an ETA for adding it? Caravan events is probably the best reason to havemultiple players in Rimworld.
Caravans are enabled and just some incidents related to them aren't. More info: https://github.com/Zetrith/Multiplayer/wiki/Disabled-features

Quote from: awildlurker on December 21, 2018, 11:59:49 PM
Whats up with these walls?
Could you send me a replay from that game (preferably on Discord)? Also, do you have any mods enabled?

Quote from: xST0rM on December 22, 2018, 06:44:14 AM
Mod is amazing, but when I play with my friend for about 10min i have nonstop message like desync broke up and wrong game state on map 0. I dont know how to repair this. My friend also have this message showing when I host the game. Any help?
Are you using any mods? Here's some info about desyncs: https://github.com/Zetrith/Multiplayer/wiki/Desyncs
Title: Re: [1.0] Multiplayer
Post by: xST0rM on December 22, 2018, 12:48:56 PM
Only mod I use is yours Multiplayer and basic Core. What do you  mean unsychronized interface interactions? How to recognize or something.
I will use your advice maybe this will help. Plus even if I had desync i tried to resync but this didnt work well. I mean after resync it again showed up.
I have few questions to you.
Could you tell me your discord? (I would send desync files to patch)
Does it depend on torrent-download version or Steam bought game?
What will happen when I delete my desync files next to the save folder, Will it be useful or I need to keep these files?
Will you enable an option to play with mods?


Of course Zetrith, keep up the great work. This the best mod I`ve ever seen on RimWorld. Playing with friends is so much fun

Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 22, 2018, 01:24:18 PM
Quote from: xST0rM on December 22, 2018, 12:48:56 PM
Could you tell me your discord? (I would send desync files to patch)
Does it depend on torrent-download version or Steam bought game?
What will happen when I delete my desync files next to the save folder, Will it be useful or I need to keep these files?
Will you enable an option to play with mods?
Here's the Discord server: https://discord.gg/UMZzxEM
You can safely delete the desync files, although they delete themselves automatically when there are too many.
You can already play with mods, but most of them will probably not work. https://github.com/Zetrith/Multiplayer/wiki/FAQ
Title: Re: [1.0] Multiplayer
Post by: xST0rM on December 22, 2018, 01:36:32 PM
Thanks, but what about unsynchronized interface interactions what do mean and how to recognize it?  :P



EDIT: I already fixed it. I just disabled all antivirus programs and Windows Defender Security one option.
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 22, 2018, 02:42:54 PM
Quote from: xST0rM on December 22, 2018, 01:36:32 PM
Thanks, but what about unsynchronized interface interactions what do mean and how to recognize it?  :P

It's those which haven't yet been covered by the mod. You would need to look into the code to distinguish them. Practically all of vanilla interface is supported, but the unsupported parts are guaranteed to desync the game. The problem is with finding them.
Title: Re: [1.0] Multiplayer
Post by: xST0rM on December 22, 2018, 04:29:38 PM
Yep, this should be also useful for others. At the moment I just disabled some antivirus programs and works better than before, now I get rarely Desync.

In the further in this mod updates is there a posibility to have Desync showing up never or rarely without doing some patches etc.?  ;)
Title: Re: [1.0] Multiplayer
Post by: Nylux on December 22, 2018, 05:50:59 PM
Sent a Pull Request for the french translation !
Title: Re: [1.0] Multiplayer
Post by: awildlurker on December 23, 2018, 01:33:33 AM
How do i make replays also im only playing with core and multiplayer
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 24, 2018, 08:52:37 PM
Quote from: awildlurker on December 23, 2018, 01:33:33 AM
How do i make replays also im only playing with core and multiplayer
Here's some info about replays: https://github.com/Zetrith/Multiplayer/wiki/Replays
The issue with walls is fixed in the latest version.
https://github.com/Zetrith/Multiplayer/releases/tag/v0.2
Title: Re: [1.0] Multiplayer
Post by: NemesisN on December 25, 2018, 07:32:02 AM
Quote from: Bluntflame on December 16, 2018, 04:55:20 PM
RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Player's username: CODEX
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
......

Does not connect

You are using a pirated game that is why it does not connect. Username: "Codex" is a dead giveaway
Title: Re: [1.0] Multiplayer
Post by: xST0rM on December 25, 2018, 08:26:02 AM
Zetrith is dev mode supported in multiplayer version 0.2?
Title: Re: [1.0] Multiplayer
Post by: squishyMage on December 25, 2018, 08:33:20 AM
Just wanted to thank you for the new version in time for Christmas! Husband and I are going to spend the whole day playing Rimworld together.
Title: Re: [1.0] Multiplayer
Post by: ctgill on December 25, 2018, 07:15:04 PM
I've always been skeptical of the multiplayer mode for Rimworld anytime it's suggested I usually brush it off like most. However after seeing what it added to Prison Architect the ability to share the experiences of having to deal with trouble prisoners and other such events that story wise are nothing compared to a Rough Random Randy run... I'm open to changing.
Title: Re: [1.0] Multiplayer
Post by: Rift31 on December 26, 2018, 09:22:00 AM
How much data does this use per hour?
Title: Re: [1.0] Multiplayer
Post by: Zetrith on December 26, 2018, 02:16:39 PM
Quote from: Rift31 on December 26, 2018, 09:22:00 AM
How much data does this use per hour?
The mod is very lightweight. The most data is used when someone connects and the savefile is sent, which is usually around a megabyte. As for the gameplay, it depends, but somewhere around 2 megabytes in both directions would be the maximum. The host acts as a relay, so his usages would be multiplied by the player count.
Title: Re: [1.0] Multiplayer
Post by: assasinwar9 on December 30, 2018, 08:45:39 AM
just wanted to say thank you for the work and effort you put into this :) a true dream come true, i look forward to you making even more progress!

looking forward to pvp when you make it do able :)
Title: Re: [1.0] Multiplayer
Post by: 5KScar on December 31, 2018, 05:58:40 PM
This is amazing. Needs more attention!
Title: Re: [1.0] Multiplayer
Post by: Zetrith on January 02, 2019, 01:10:45 PM
Release 0.3 of Multiplayer is now available: https://github.com/Zetrith/Multiplayer/releases
Title: Re: [1.0] Multiplayer
Post by: notfood on January 02, 2019, 01:49:17 PM
Nice! Thanks!
Title: Re: [1.0] Multiplayer
Post by: 5KScar on January 04, 2019, 09:20:22 AM
Hosting a server with 40+ mods with 3 other people, very stable.
Don't forget to join the discord :)
Title: Re: [1.0] Multiplayer
Post by: laser50 on January 04, 2019, 12:57:18 PM
Quote from: 5KScar on January 04, 2019, 09:20:22 AM
Hosting a server with 40+ mods with 3 other people, very stable.
Don't forget to join the discord :)

It'd be really nice to know the mods you're using that are stable, I love mods, I'd rather play with some but I am unsure which will work and which will desync the crap out of it.


Also would any one know if the storyteller works on 2 maps if you have 2 camps? I have been screwed over on my starting map but the other seems to get no attention from the storyteller.
Title: Re: [1.0] Multiplayer
Post by: 5KScar on January 04, 2019, 05:23:40 PM
I have heard that the storyteller only works on the first colony.
And if you want to see my modpack you'll find it in the discord channel #servers.
Title: Re: [1.0] Multiplayer
Post by: notfood on January 05, 2019, 04:15:15 AM
I played a very long session under high ping, lots of xml mods and even a couple of assembly mods and I'm very impressed by the results. Kudos to you, this makes RimWorld very fun together. I really really hope Tynan is watching this project because it should be the next step to take. Out of the 3 Multiplayer mods that came to be this is really the best, very good polish, good desync handling and the steam integration is ideal.

Thank you for this amazing experience.

What should I watch/do to make my assembly mods compatible with multiplayer?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Zetrith on January 05, 2019, 09:51:52 AM
Quote from: notfood on January 05, 2019, 04:15:15 AM
What should I watch/do to make my assembly mods compatible with multiplayer?
Thanks for interest. There should be an API with a compatibility guide available soon.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: 5KScar on January 06, 2019, 12:46:18 PM
I'm running a stable 64 mod server along with 4 people.
Awesome :)
Title: Re: [1.0] Multiplayer
Post by: Relnor on January 06, 2019, 01:39:29 PM
Quote from: Bluntflame on December 16, 2018, 04:55:20 PM
Player's username: CODEX
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
...
Does not connect

Having a pirated version and not even having the shame to change the name to hide it before you have the gall to ask for support. Yikes.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Maern on January 06, 2019, 06:22:07 PM
Quote from: 5KScar on January 06, 2019, 12:46:18 PM
I'm running a stable 64 mod server along with 4 people.
Awesome :)

You already posted this.  Another poster asked that you list these stable mods, and then you never replied. 

What is the point of saying you've got it stable with so many mods if you're not going to report back with the mods you're using?  Seems pretty rude, tbh.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: 5KScar on January 07, 2019, 04:45:06 AM
Quote from: Maern on January 06, 2019, 06:22:07 PM
Quote from: 5KScar on January 06, 2019, 12:46:18 PM
I'm running a stable 64 mod server along with 4 people.
Awesome :)

You already posted this.  Another poster asked that you list these stable mods, and then you never replied. 

What is the point of saying you've got it stable with so many mods if you're not going to report back with the mods you're using?  Seems pretty rude, tbh.

I'll post it every time I expand the modlist ;D
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Umbrador on January 07, 2019, 06:53:01 AM
Quote from: Maern on January 06, 2019, 06:22:07 PM

You already posted this.  Another poster asked that you list these stable mods, and then you never replied. 

What is the point of saying you've got it stable with so many mods if you're not going to report back with the mods you're using?  Seems pretty rude, tbh.

Check discord server. There is a list of supported mods . Not here.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: GaldorOfNihelm on January 08, 2019, 04:10:33 PM
This mod seems awesome, I can't wait to try it out with my friend.
It is kind of a type of saviour for us, because we both really enjoy the game, but wanted to play it together, and when it was announced that multiplayer was not going to be a thing, my friend started loosing interest after a while.

So I am really hyped to playing with him, thank you for making this mod!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: GaldorOfNihelm on January 09, 2019, 05:14:07 PM
Okey so just got to try it out, we really liked it.
We basically didn't have any problems at all, the only one was that we desynched two times in a 3-4 hour playstreak.

So all in all it is a really well made mod, and made Rimworld a thousand times better, because playing with friends is always more enjoyable!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: nekiy_4el on January 15, 2019, 07:19:05 AM
Simulating all world and characters' moves from beggining is the only way to do a multiplayer in RimWorld? Maybe you should try to split pawns between players and sync structures? Mb too bad eng, sry
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Ibrahym on January 15, 2019, 02:10:36 PM
I hope someday that each one of the players have its own faction, so i can raid my friend XD
Keep it up man
Title: Re: [1.0] Zetrith's Multiplayer
Post by: radrakkan on January 16, 2019, 09:36:36 AM
Wow, it actually works!
I've found only two bugs so far:
- Development mode causes desync/doesn't work
- You can change the proffesion name of colonists but other players can't see it
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Zetrith on January 16, 2019, 07:25:58 PM
Quote from: radrakkan on January 16, 2019, 09:36:36 AM
Wow, it actually works!
I've found only two bugs so far:
- Development mode causes desync/doesn't work
- You can change the proffesion name of colonists but other players can't see it
Fixed in the newly released version 0.4 :)
https://github.com/Zetrith/Multiplayer/releases
Title: Re: [1.0] Zetrith's Multiplayer
Post by: rosssama on January 17, 2019, 03:42:18 AM
Hey, thanks for the mod!

I've been playing for a few days with my friend and it's been tons of fun. We were playing tonight and got hyped for the 0.4 release!! The only issue we seem to be running into is desync. We started a colony and everything went fine for a while with occasional desync until we reached about 250-300k wealth and ~17ish colonists (i think like the 2ish year mark), at that point the server couldn't keep up with us and we began to desync heavily enough to where we couldn't play on that save anymore. We could no longer run the game for even 5-10 seconds without it happening. No biggie, we just started a new colony and everything has been fine again so far. I have a fairly beefy PC and internet connection and can usually host things without an issue but I understand that the game isn't necessarily built for this type of thing, etc. I'll be keeping my eye on this mod carefully in the future.

Again, thanks for your hard work, it's been a blast and we're gonna keep using your mod for as long as we can! :-)

Do you have a patreon or anything like that by any chance? I wouldn't mind shamelessly trying to bribe some extra mod support, wink wink lol
Title: Re: [1.0] Zetrith's Multiplayer
Post by: TheBlackArrow on January 17, 2019, 05:07:45 AM
Amazing mod, hope you don't get overwhelmed with it all mind you, people are gonna bitch at you everyday when their save suddenly stops being supported because it's too large while you develop it 😂
Title: Re: [1.0] Zetrith's Multiplayer
Post by: GaldorOfNihelm on January 17, 2019, 12:00:30 PM
will you make a compatibility patch for Colony manager mod, because that mod is so convenient

Even if you dont, this mod is amazing, keep up the good work!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Erok031 on January 18, 2019, 08:29:57 PM
On your wiki, in Goals, you say
Multiple faction PVP on a single map is the next goal in terms of functionality

Realisticly, how soon do you think you can make this happen? Thanks!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Crosshell on January 19, 2019, 01:56:33 AM
Can you play together if your friend has a license and I have a pirate?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Murmax on January 19, 2019, 03:19:05 PM
Quote from: Crosshell on January 19, 2019, 01:56:33 AM
Can you play together if your friend has a license and I have a pirate?
Yes. We used Hamachi and that worked OK.
Just launch Hamachi and connect to your friend (until you can ping each other correctly).
Then Go to Rimworld and set Direct connection On, then enter there your IPv4 address from Hamachi
Then tell that address to your friend and you both can play.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Murmax on January 20, 2019, 06:34:46 AM
I've made a Russian translation for your mod, but I'm not sure how to use GitHub pull requests, so let it be here:
https://yadi.sk/d/uNZO9wa01XAytw
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Ramsis on January 20, 2019, 06:56:54 PM
No discussion of pirating or pirated copies please.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: BuggyProphet on January 21, 2019, 04:13:39 AM
China is difficult to connect to discord, dropbox and mediafire, can I host my and my friend's desyncs file on email? I really enjoy this mod, but the desyncs just keep bugging me.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Graf_Arboni on January 25, 2019, 10:46:59 AM
Hello. I tried this mod with my friend and its works, but Arbiter everytime crashes after hosting and our game is unstable. Each 2-3 minutes we must do resync. What can I do with this problem?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: thepieintheface on January 27, 2019, 10:11:04 PM
How do i save in a multiplayer game? i can save replay but thats it?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Minnigin on January 28, 2019, 03:57:39 PM
yes use save replay, just test it out you'll see load it from host game
Title: Re: [1.0] Zetrith's Multiplayer
Post by: MarchBlue on January 28, 2019, 09:59:57 PM
First off,this mod is a godsend for me,been waiting for so long for a proper multiplayer Rimworld.
Secondly,does this mod will be available on Steam Workshop ?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Zetrith on January 29, 2019, 09:51:02 AM
Quote from: thepieintheface on January 27, 2019, 10:11:04 PM
How do i save in a multiplayer game? i can save replay but thats it?
There's also the /autosave chat command (and regular autosaves of course).

Quote from: MarchBlue on January 28, 2019, 09:59:57 PM
First off,this mod is a godsend for me,been waiting for so long for a proper multiplayer Rimworld.
Secondly,does this mod will be available on Steam Workshop ?
See https://github.com/Zetrith/Multiplayer/wiki/FAQ

Quote from: Graf_Arboni on January 25, 2019, 10:46:59 AM
Hello. I tried this mod with my friend and its works, but Arbiter everytime crashes after hosting and our game is unstable. Each 2-3 minutes we must do resync. What can I do with this problem?
Could you send me your arbiter log? See https://github.com/Zetrith/Multiplayer/wiki/FAQ for file locations.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: minakurafto on January 30, 2019, 01:58:08 AM
i'm wondering whether this mod speed up start up speed intentionally?
this mod can also named as "faster starting up mod", maybe if the author can find the cause, even faster loading can be achieved
currently it decrease starting up time by 50% , very useful with hundreds of mod loaded
Title: Re: [1.0] Zetrith's Multiplayer
Post by: LoSboccacc on January 30, 2019, 04:00:36 PM
is there a way to let one player only control one pawn?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Milso on January 31, 2019, 06:53:27 PM
Are 2 people able to be in different settlements at the same time?
Say player A is in main base and Player 2 is building an outpost?

Ideally it would be nice if players work on bootstrap base then run off to create there own base and trade/support each other
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Thirite on January 31, 2019, 07:02:34 PM
Whoa, someone actually made a realtime multiplayer mod. No small feat, so mad respect. Definitely going to try this out when I get home.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Serina on January 31, 2019, 10:11:13 PM
Quote from: Milso on January 31, 2019, 06:53:27 PM
Are 2 people able to be in different settlements at the same time?
Say player A is in main base and Player 2 is building an outpost?

Ideally it would be nice if players work on bootstrap base then run off to create there own base and trade/support each other

Yes, this is how my bf and I are playing together using the multiplayer mod.
Just make sure you set maximum number of colonies to more than 1 under Gameplay Options.

His base is the one on the road while mine's a bit off road.
https://steamcommunity.com/sharedfiles/filedetails/?id=1641154324
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Vas on February 03, 2019, 03:55:31 AM
Any intention of putting this on steam? I don't like manually installing mods so I only use steam workshop where available.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: hookleg on February 03, 2019, 06:11:47 PM
Zetrith,

Your mod is awesome.  My son had always wanted to play Rimworld multiplayer with me.  You made his dream come true.  I have had one crash bug.  What is the best way to get the log to you for debugging purposes.  I am playing vanilla other than you mod to minimize conflicts.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: mitco39 on February 03, 2019, 09:44:21 PM
Hey Zetrith,

Awesome mod, like Graf_Arboni I had the same experience, everything was great until about hour 6 when we started having desync issues making it more or less unplayable. I tried saving replay opening from there it works for another 1-5 mins then the same thing happens, the remote PC never seems to be able to resync even after waiting 5-10 mins, although it seems to be trying.

Here is my Arbiter log.

http://s000.tinyupload.com/?file_id=04298284981423271754

Very great work, I put Rimworld away for the past 1-2 years and seen a post about this on Steam that made me find my way here!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: AnActualDuck on February 03, 2019, 11:05:46 PM
Awesome mod, having a lot of fun with it with friends, however I seem to not be getting many raids. I turned the game difficulty up to savage and things still feel really easy. Is this an issue anyone else has run in to? I am using mods so it could be something else causing the issue, but they are all mods that are listed as working, and mods I would use in single player.

Regardless, it's still fun playing a casual game with friends
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Nameless on February 03, 2019, 11:40:10 PM
Quote from: mitco39 on February 03, 2019, 09:44:21 PM
Hey Zetrith,

Awesome mod, like Graf_Arboni I had the same experience, everything was great until about hour 6 when we started having desync issues making it more or less unplayable. I tried saving replay opening from there it works for another 1-5 mins then the same thing happens, the remote PC never seems to be able to resync even after waiting 5-10 mins, although it seems to be trying.

Here is my Arbiter log.

http://s000.tinyupload.com/?file_id=04298284981423271754

Very great work, I put Rimworld away for the past 1-2 years and seen a post about this on Steam that made me find my way here!

Having the same issue as well.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Zetrith on February 04, 2019, 09:32:38 AM
Quote from: Vas on February 03, 2019, 03:55:31 AM
Any intention of putting this on steam? I don't like manually installing mods so I only use steam workshop where available.
Definitely, after the mod gets more stable.

Quote from: hookleg on February 03, 2019, 06:11:47 PM
Zetrith,

Your mod is awesome.  My son had always wanted to play Rimworld multiplayer with me.  You made his dream come true.  I have had one crash bug.  What is the best way to get the log to you for debugging purposes.  I am playing vanilla other than you mod to minimize conflicts.
Was it a crash or a desync? If it was a crash, send me your output log. See https://github.com/Zetrith/Multiplayer/wiki/FAQ for file locations

Quote from: mitco39 on February 03, 2019, 09:44:21 PM
Hey Zetrith,

Awesome mod, like Graf_Arboni I had the same experience, everything was great until about hour 6 when we started having desync issues making it more or less unplayable. I tried saving replay opening from there it works for another 1-5 mins then the same thing happens, the remote PC never seems to be able to resync even after waiting 5-10 mins, although it seems to be trying.

Here is my Arbiter log.

http://s000.tinyupload.com/?file_id=04298284981423271754

Very great work, I put Rimworld away for the past 1-2 years and seen a post about this on Steam that made me find my way here!
Could you provide your output log? The replay itself would also be useful if you are able to consistently reproduce the issue using it.

Quote from: AnActualDuck on February 03, 2019, 11:05:46 PM
Awesome mod, having a lot of fun with it with friends, however I seem to not be getting many raids. I turned the game difficulty up to savage and things still feel really easy. Is this an issue anyone else has run in to? I am using mods so it could be something else causing the issue, but they are all mods that are listed as working, and mods I would use in single player.

Regardless, it's still fun playing a casual game with friends
Are you playing with multiple settlements?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: mitco39 on February 04, 2019, 11:05:07 AM
Quote from: Zetrith on February 04, 2019, 09:32:38 AM
Quote from: mitco39 on February 03, 2019, 09:44:21 PM
Hey Zetrith,

Awesome mod, like Graf_Arboni I had the same experience, everything was great until about hour 6 when we started having desync issues making it more or less unplayable. I tried saving replay opening from there it works for another 1-5 mins then the same thing happens, the remote PC never seems to be able to resync even after waiting 5-10 mins, although it seems to be trying.

Here is my Arbiter log.

http://s000.tinyupload.com/?file_id=04298284981423271754

Very great work, I put Rimworld away for the past 1-2 years and seen a post about this on Steam that made me find my way here!
Could you provide your output log? The replay itself would also be useful if you are able to consistently reproduce the issue using it.



Here you go sir I believe this is everything you need, mitco39 is my replay save and then I also included our latest auto save as well.

http://s000.tinyupload.com/index.php?file_id=00716565279355364304


Also what seems to be causing it is that 1 of the computers (the host) is much faster than the other one we are playing on, it seems to be fine until it goes to save, the faster computer saves in under 1 second, whereas the slower one saves in about 4 seconds. This seems like it could be the main cause as to what is going on. If we reload we can play again (usually, not always) till the next save.

Appreciate all you do.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: mitco39 on February 04, 2019, 01:03:11 PM
Quote from: mitco39 on February 04, 2019, 11:05:07 AM
Quote from: Zetrith on February 04, 2019, 09:32:38 AM
Quote from: mitco39 on February 03, 2019, 09:44:21 PM
Hey Zetrith,

Awesome mod, like Graf_Arboni I had the same experience, everything was great until about hour 6 when we started having desync issues making it more or less unplayable. I tried saving replay opening from there it works for another 1-5 mins then the same thing happens, the remote PC never seems to be able to resync even after waiting 5-10 mins, although it seems to be trying.

Here is my Arbiter log.

http://s000.tinyupload.com/?file_id=04298284981423271754

Very great work, I put Rimworld away for the past 1-2 years and seen a post about this on Steam that made me find my way here!
Could you provide your output log? The replay itself would also be useful if you are able to consistently reproduce the issue using it.



Here you go sir I believe this is everything you need, mitco39 is my replay save and then I also included our latest auto save as well.

http://s000.tinyupload.com/index.php?file_id=00716565279355364304


Also what seems to be causing it is that 1 of the computers (the host) is much faster than the other one we are playing on, it seems to be fine until it goes to save, the faster computer saves in under 1 second, whereas the slower one saves in about 4 seconds. This seems like it could be the main cause as to what is going on. If we reload we can play again (usually, not always) till the next save.

Appreciate all you do.

Nevermind just tried it without save turned off and even without saving we had the same issue.


****EDIT****

I took the savegame from the one computer, moved it to the other and made that one the host, have not had a desync issue yet, perhaps because it is the slower computer, not sure.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: AnActualDuck on February 04, 2019, 01:36:07 PM
Quote from: Zetrith on February 04, 2019, 09:32:38 AM
Quote from: AnActualDuck on February 03, 2019, 11:05:46 PM
Awesome mod, having a lot of fun with it with friends, however I seem to not be getting many raids. I turned the game difficulty up to savage and things still feel really easy. Is this an issue anyone else has run in to? I am using mods so it could be something else causing the issue, but they are all mods that are listed as working, and mods I would use in single player.

Regardless, it's still fun playing a casual game with friends
Are you playing with multiple settlements?

Same map one settlement
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Whendoigoon on February 04, 2019, 01:42:43 PM
Hey great mod!

But i am having problems hosting a game from a save file... the Host section after i click Multiplayer on the main menu is competently blank.
I re-installed the mod, reinstalled the game and even reinstalled steam.
I can't emphasize this enough, when i'm in the main menu, i click Multiplayer, then Host and it is completely blank. No arrows. Nothing.


The game is here
C:\Program Files (x86)\Steam\steamapps\common\RimWorld

The Mod is in
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Multiplayer

Save files are in
C:\Users\NAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\MpReplays

I have no other mods loaded, I have version 0.4.4 of the mod and version 1.0.2150 of the game...

When I have debug on, and I click Multiplayer > Host  I get the following errors....

RimWorld 1.0.2150 rev801
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Multiplayer from Zetrith "1.0.2096" - parsed as "1.0"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Multiplayer from Zetrith "1.0.2096" - parsed as "1.0"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Multiplayer version 0.4.4
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Player's username: Savizilla
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Processor: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Exception filling window for Multiplayer.Client.ServerBrowser: System.Xml.XmlException: Document element did not appear.  Line 1, position 1.
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at Multiplayer.Client.Extensions.ReadToNextElement (System.Xml.XmlTextReader reader, System.String name) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.ReadSaveInfo (System.IO.Stream stream, Multiplayer.Client.SaveFile save) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.ReloadFiles () [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.DrawHost (Rect inRect) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Whendoigoon on February 04, 2019, 03:49:53 PM
Quote from: Whendoigoon on February 04, 2019, 01:42:43 PM
Hey great mod!

But i am having problems hosting a game from a save file... the Host section after i click Multiplayer on the main menu is competently blank.
I re-installed the mod, reinstalled the game and even reinstalled steam.
I can't emphasize this enough, when i'm in the main menu, i click Multiplayer, then Host and it is completely blank. No arrows. Nothing.


The game is here
C:\Program Files (x86)\Steam\steamapps\common\RimWorld

The Mod is in
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Multiplayer

Save files are in
C:\Users\NAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\MpReplays

I have no other mods loaded, I have version 0.4.4 of the mod and version 1.0.2150 of the game...

When I have debug on, and I click Multiplayer > Host  I get the following errors....

RimWorld 1.0.2150 rev801
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Multiplayer from Zetrith "1.0.2096" - parsed as "1.0"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Multiplayer from Zetrith "1.0.2096" - parsed as "1.0"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Multiplayer version 0.4.4
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Player's username: Savizilla
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Processor: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Exception filling window for Multiplayer.Client.ServerBrowser: System.Xml.XmlException: Document element did not appear.  Line 1, position 1.
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at Multiplayer.Client.Extensions.ReadToNextElement (System.Xml.XmlTextReader reader, System.String name) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.ReadSaveInfo (System.IO.Stream stream, Multiplayer.Client.SaveFile save) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.ReloadFiles () [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.DrawHost (Rect inRect) [0x00000] in <filename unknown>:0
  at Multiplayer.Client.ServerBrowser.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Parexy on discord helped me out,
I had to delete all the files that were already in my save folder, (make sure it does not resync) and then it worked

Thank YoU!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: jackfrancis on February 04, 2019, 05:38:35 PM
what % are you @ for making it more stable
Title: Re: [1.0] Zetrith's Multiplayer
Post by: digibo on February 07, 2019, 01:46:59 PM
Is it currently possible to manually enable the Async Time feature manually or is it too buggy to be reliable?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: 2.71828 on February 07, 2019, 04:19:08 PM
I just tried to use your mod, but, as I expected, it didn't work (my savegame doesn't load) and I got lots of error messages. I write "as expected", because I didn't check my mods for incompatibilities (and there are bound to be a lot of them, as I'm using about 300 mods, and I loaded it between ModCheck and Core, which was probably incorrect, as well), but I basically just wanted to test whether this mod truly speeds up loading times, as I've heard it does (e.g. from Dubwise). And holy fuck it does. My load times are normally somewhere around the 25 min mark, but with your mod, Rimworld was up and running in less than 10 minutes. What kind of witchcraft is this? Could you put whatever is doing this in a separate mod, or something? I don't really have a use for a multiplayer mod (no friends  ;D (https://www.youtube.com/watch?v=7erl9k01C2M)), but the "speeding up loading times" part would be highly appreciated.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Graf_Arboni on February 09, 2019, 08:18:06 AM
Quote from: Graf_Arboni on January 25, 2019, 10:46:59 AM
Hello. I tried this mod with my friend and its works, but Arbiter everytime crashes after hosting and our game is unstable. Each 2-3 minutes we must do resync. What can I do with this problem?
Could you send me your arbiter log? See https://github.com/Zetrith/Multiplayer/wiki/FAQ for file locations.
[/quote]

There is my arbiter log

[attachment deleted due to age]
Title: Re: [1.0] Zetrith's Multiplayer
Post by: planofatak on February 09, 2019, 04:30:47 PM
I'm having trouble getting this working - I have followed the instructions but get mod mismatch, though we aren't using any other mods!

any hints as to what I'm doing wrong - others can join the game fine.

the file path is steamlibrary>steamapps>common>rimworld>mods>multiplayer

[attachment deleted due to age]
Title: Re: [1.0] Zetrith's Multiplayer
Post by: planofatak on February 09, 2019, 04:34:13 PM
sorry, meant to post this in reference to the above as well.

we are both using 0.4.4 and 1.0.2150

[attachment deleted due to age]
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Booyaka on February 10, 2019, 01:59:58 AM
Hi,
Is there a way to stop the game from spamming your desktop with Items?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Willmann881 on February 13, 2019, 05:30:30 AM
I'm having an issue with caravans.  I've attached a short video of the issue. This happens in single, and multiplayer whenever i have the multiplayer mod enabled.  Disabling, fixes it.  JecsTools only adds a harmless post fix.

[attachment deleted due to age]
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Reaper142 on February 14, 2019, 07:25:05 AM
Absolutely loving this, played several hours with quite a few mods, and had nothing but a stable experience, 10/10.
I own the game via forum and steam, but normally am playing the steam version. I have given a friend of mine a copy of my direct download version for him to try out, and wanted to play multiplayer with him. We are on the same version of game and mod, but we're required to play through direct, since I'm using my steam copy.

I am curious if there is a way to force direct IP while hosting, a bit of an explanation:
When I try to host via "Direct" only, I get a message "Server started. Can't bind direct", and my friend is unable to join.
I have forwarded ports, I have exceptions in my firewall, and I have ran as admin, but for the life of me I cannot seem to host via direct, it seems to revert to my local IP rather than external, is there some way I can fix this?

P.S Playing with a second friend through steam works flawlessly, it's only when using direct.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Whydew on February 15, 2019, 06:41:05 AM
Quote from: Reaper142 on February 14, 2019, 07:25:05 AM
Absolutely loving this, played several hours with quite a few mods, and had nothing but a stable experience, 10/10.
I own the game via forum and steam, but normally am playing the steam version. I have given a friend of mine a copy of my direct download version for him to try out, and wanted to play multiplayer with him. We are on the same version of game and mod, but we're required to play through direct, since I'm using my steam copy.

I am curious if there is a way to force direct IP while hosting, a bit of an explanation:
When I try to host via "Direct" only, I get a message "Server started. Can't bind direct", and my friend is unable to join.
I have forwarded ports, I have exceptions in my firewall, and I have ran as admin, but for the life of me I cannot seem to host via direct, it seems to revert to my local IP rather than external, is there some way I can fix this?

P.S Playing with a second friend through steam works flawlessly, it's only when using direct.

Try using hamachi if you havent already
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Bobylein on February 15, 2019, 03:35:07 PM
I love this mod, we played now for 4 hours straight without any problem, it just works so well! even with steam and direct connections mixed.

Thanks for the work you've done!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Ciabat on February 16, 2019, 10:47:49 AM
YESSSSSSSSSSSSSSS !  I waited for this from the start,  PvP will be great !! I love you all guys !
Title: Re: [1.0] Zetrith's Multiplayer
Post by: KeeKeeindahood on February 16, 2019, 02:21:38 PM
I don't see the multiplayer tab but I have activated the mod and it's right under core. What should I do?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Drglord on February 16, 2019, 05:48:26 PM
So great mod loving it. Even though not being 100% compatible with mods which i understand is impossible. The problem is that i see in the compatible excel sheet that is fully compatible with expanded roofing yet i am unable to make transparent roofing... kinda like with stuffed floors... (which i know is incompatible)
Title: Re: [1.0] Zetrith's Multiplayer
Post by: pengyuenhao on February 19, 2019, 07:58:11 AM
how can i get Assembly-CSharp_public.dll ?
i can't find it~!Please help me , thx
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Borschik on February 19, 2019, 12:33:12 PM
Are there any good antilag/boostfps mods that work in multiplayer? My server start having some lag at boosted speeds
Title: Re: [1.0] Zetrith's Multiplayer
Post by: R e h a n on February 19, 2019, 10:34:22 PM
can i use it with virtual server? i cant connected to any games coz i only have mobile hotspot :(
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Reaper142 on February 21, 2019, 03:01:38 PM
Quote from: Whydew on February 15, 2019, 06:41:05 AM
Try using hamachi if you havent already

We did attempt this but a similar problem occurs, seems the game binds to my local IP (192. etc) instead of Hamachi. I think the issue is on my end somewhere but I'm yet to fix it.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: MythicalDoggo on February 21, 2019, 09:19:06 PM
I really wanna try this mod out but was curious as to if you could port it over to the steam workshop. This is not actually my computer so I can't download stuff off of google. So if you could port this over to the steam workshop it would be greatly appreciatied
Title: Re: [1.0] Multiplayer
Post by: Bozobub on February 23, 2019, 11:06:29 AM
Quote from: Bluntflame on December 16, 2018, 04:55:20 PM.
.
.
Player's username: CODEX
.
.
.
You're not very smart, are you?  Seriously, posting the crash log from a pirated game on the devs' server is incredibly boneheaded.
Title: Re: [1.0] Multiplayer
Post by: cppdude on February 23, 2019, 05:15:34 PM
Quote from: Bozobub on February 23, 2019, 11:06:29 AM
You're not very smart, are you?  Seriously, posting the crash log from a pirated game on the devs' server is incredibly boneheaded.

I mean, for it to be boneheaded there would have to be some sort of repercussion, right? What's the dev gonna do, suspend his game license? Btw I don't mean to support piracy here.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Bozobub on February 24, 2019, 04:14:49 PM
It's a great way to a) get zero help and b) garner an instaban.  NOT terribly useful, I'd aver, although you might disagree.

Furthermore, yes, it IS a stupid flub, even if there's no direct consequences; s/he is the one who posted that log, of course, and could have simply edited it, FFS.  Lazy, silly pirate fail ::) :P...
Title: Re: [1.0] Multiplayer
Post by: samuk190 on February 24, 2019, 06:27:22 PM
Quote from: cppdude on February 23, 2019, 05:15:34 PM
Quote from: Bozobub on February 23, 2019, 11:06:29 AM
You're not very smart, are you?  Seriously, posting the crash log from a pirated game on the devs' server is incredibly boneheaded.

I mean, for it to be boneheaded there would have to be some sort of repercussion, right? What's the dev gonna do, suspend his game license? Btw I don't mean to support piracy here.

I dont think piracy is bad as people say..
the dev vs piracy costs more money than the piracy itself.

I pirated the game, but I bought it later to help the dev.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Gather on February 26, 2019, 02:46:17 AM
What is the current state here? Am I able to play multiplayer with custom mods when both install the same?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Canute on February 26, 2019, 02:51:36 AM
Some mod's work, some doesn't you need to try it out.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: r4NGe on February 26, 2019, 01:37:26 PM
Any way to get a AI Persona core in multi?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Gather on February 27, 2019, 04:32:27 AM
@r4NGe
Simply via item stash world quests. Got two in my coop run yesterday.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: MaskOfInfamy on March 01, 2019, 04:07:48 AM
Hi guys,

I have a problem with the mod, it binds my ip (direct and lan) to my local ip even when i'm using hamachi. I could not find anything that could help me solve that problem. Any ideas ?

Sorry for my poor english.
Title: Re: [1.0] Multiplayer
Post by: Drglord on March 01, 2019, 04:10:24 PM
Quote from: samuk190 on February 24, 2019, 06:27:22 PM
Quote from: cppdude on February 23, 2019, 05:15:34 PM
Quote from: Bozobub on February 23, 2019, 11:06:29 AM
You're not very smart, are you?  Seriously, posting the crash log from a pirated game on the devs' server is incredibly boneheaded.

I mean, for it to be boneheaded there would have to be some sort of repercussion, right? What's the dev gonna do, suspend his game license? Btw I don't mean to support piracy here.

I dont think piracy is bad as people say..
the dev vs piracy costs more money than the piracy itself.

I pirated the game, but I bought it later to help the dev.

Calm down there i also have 2 copies of rimworld yet i still use the pirated version SOME times (at least in the past) because with the original you got screwed when you had no internet and could not use mods or even continue a game with mods. Also about 2 years ago i was ONLY using the pirated because for some reason the original that i had bought was bugged out but i didn't care cause i buy the games to support the dev. Anyway i am all for piracy if you are to see if the game is worth it after all you should really buy ESPECIALLY a game like rimworld where you are expected to reach 2.000 hours into it. That is all no need to be abrasive :)
Title: Re: [1.0] Zetrith's Multiplayer
Post by: togfox on March 01, 2019, 06:53:29 PM
Just reporting that I suspect GEAR UP & GO causes desync issues. I haven't quite nailed that down so I won't say 100%. Would love someone to share their experience with this.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: togfox on March 03, 2019, 04:32:05 AM
Also reporting that Colony Manager causes desync issues. You can start a game with it and build a managers table but as soon as you start to set up jobs/thresholds something kicks in and desync happens.

You can add Colony Manager to the game and build a table but I highly recommend not setting up any jobs/goals (which makes this pointless).

Noting this here because the Google Spreadsheet says it's compatible. It's not.  Cheers.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: AshbornK9 on March 06, 2019, 08:44:21 PM
Quote from: togfox on March 03, 2019, 04:32:05 AM
Also reporting that Colony Manager causes desync issues. You can start a game with it and build a managers table but as soon as you start to set up jobs/thresholds something kicks in and desync happens.

You can add Colony Manager to the game and build a table but I highly recommend not setting up any jobs/goals (which makes this pointless).

Noting this here because the Google Spreadsheet says it's compatible. It's not.  Cheers.

Do the other mods by that author suffer from the same issue? Because I'm using them and I've noticed plenty of desync
Title: Re: [1.0] Zetrith's Multiplayer
Post by: togfox on March 06, 2019, 10:25:42 PM
The multiplayer wiki outlines some mods that will work, some that might and some that probably won't. I'm not surprised CM doesn't work out-of-the-box because it is well beyond an XML edit, but the spreadsheet says it does so I tried. Posting a PSA for others that see that spreadsheet.

I use many other mods that work just fine - so far.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Shio on March 08, 2019, 02:39:52 PM
I'll start using the mod if it achieves full modded gameplay support. Can't play RimWorld without my hardcore sk pack installed. Although I might cave to temptation and play it with a friend anyways.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Mehni on March 08, 2019, 03:18:32 PM
That's not a very nice thing to say Shio, that's holding your support hostage until the modder gives into your demands.

Besides, it'll have to be your HCSK that supports multiplayer. I for one can't use HCSK until they support MP.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: LudoConfederate on March 08, 2019, 03:23:52 PM
Trying to play with my daughter over her spring break. Can't tell you how excited she was. Unfortunately, we can only go a couple minutes before getting dsynced, regardless of who hosts. We pared our mod lists WAAAY down to only use fully compatible mods, using the same mod settings and in the same exact order.

I attached the Arbiter log because it exceeded 20000 characters.

edit - It says Wrong Random State on Map 0 or Random state from commands doesn't match

[attachment deleted due to age]
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Shio on March 09, 2019, 01:30:59 PM
Quote from: Mehni on March 08, 2019, 03:18:32 PM
That's not a very nice thing to say Shio, that's holding your support hostage until the modder gives into your demands.

Besides, it'll have to be your HCSK that supports multiplayer. I for one can't use HCSK until they support MP.

Oh I wasn't trying to imply anything of that manner. I'm really picky when it comes to whether I play certain games with or without mods. In rimworld's case I don't play without certain mods.

Rather i'm saying i'll be watching the mod for a really long time. I have no demands, if it ever becomes possible awesome. I can't personally see the HCSK modder(s) making it compatible since it's a massive group of mods tailored together. I don't imagine it being possible. With the types of mods that pack uses it would be desync galore. That's beyond a headache for the modders.

I reiterate that the mod is that impressive that it will probably tempt me to play without those mods anyways.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: notfood on March 09, 2019, 01:52:25 PM
Quote from: LudoConfederate on March 08, 2019, 03:23:52 PM
Trying to play with my daughter over her spring break. Can't tell you how excited she was. Unfortunately, we can only go a couple minutes before getting dsynced, regardless of who hosts. We pared our mod lists WAAAY down to only use fully compatible mods, using the same mod settings and in the same exact order.

I attached the Arbiter log because it exceeded 20000 characters.

edit - It says Wrong Random State on Map 0 or Random state from commands doesn't match

That usually means your config files differ.

Either share the config files from host to client (Mod_XXXX.xml and ModsConfig.xml) or delete them in both.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Mosart on March 09, 2019, 02:04:10 PM
Is it possible to use this mod like Phi client? I mean to play at one server with anoter players and just trade with them but not to play at 1 colony with them.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Bozobub on March 09, 2019, 11:01:56 PM
Separate colonies?  AFAIK yes.  Separate factions?  Nope.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Mosart on March 10, 2019, 09:47:37 AM
Quote from: Bozobub on March 09, 2019, 11:01:56 PM
Separate colonies?  AFAIK yes.  Separate factions?  Nope.
But will I able to make trade with another colonie thru the comms console like in Phi?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Kirby23590 on March 10, 2019, 11:23:18 AM
Well i would wanna trade resources via transport pods and giving them like free prisoners or another colonist to trade for two muffalos or a excellent quality charge rifle with a another player or with my friends or with my cousins...

I would go with separate colonies though... Separate factions might be too hard to implement unless they wanna play as a different faction or a modded faction...

I don't wanna go for PVP, yet... I rather go for PVE instead and help out my fellow colony neighbors out in the rims or just chat with them...

Title: Re: [1.0] Zetrith's Multiplayer
Post by: emmux on March 11, 2019, 12:11:17 AM
Hello, zetriths. Would it be possible to make it compatible with the "Zombieland" mod?
Zombies do not appear in multiplayer.
Thank you for reading.
Title: Re: [1.0] Zetrith's Multiplayer CAN'T CONNECT?
Post by: poison_claw on March 11, 2019, 10:54:23 PM
So my bf and I were very excited to play this together, but we can't connect to either person's hosted game. He lives in the US and I'm in Canada, for reference. We've tried Hamachi, porting, and fiddling with firewalls, but to no avail. We can't see either person's game on LAN or direct connect to its IP. Is anyone else having this problem? Is there something we're missing?

Any help would be super appreciated!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: bruticus0 on March 12, 2019, 01:41:18 PM
At the github theres a bit of instruction.
https://github.com/Zetrith/Multiplayer/wiki/Hosting-and-joining

Mod uses 30502 port.  So that port needs to forwarded on your router and in your firewalls for direct connect to work.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: MrCactus on March 13, 2019, 01:22:47 AM
 "Server started. Can't bind direct" I found a solution for me by opening that port on my router 30502. Then when in the game it asks you how'd like to host I checked the "Direct" box and then left the default IP that they give you in that box and my friends could connect to my by connecting to my public "IP"+":30502" (Which I got from googling "Whats my IP?" ) 
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Reaper142 on March 15, 2019, 09:27:21 AM
Quote from: MrCactus on March 13, 2019, 01:22:47 AM
"Server started. Can't bind direct" I found a solution for me by opening that port on my router 30502. Then when in the game it asks you how'd like to host I checked the "Direct" box and then left the default IP that they give you in that box and my friends could connect to my by connecting to my public "IP"+":30502" (Which I got from googling "Whats my IP?" )

Thank you, Thank you so much. Can confirm this worked for me. I already had 30502 open, but for some reason leaving the IP default worked a charm.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: VentusVero on March 16, 2019, 01:24:56 PM
Just wanted to chime in, since there seems to be a lack of general information regarding Zentrith's Multiplayer current state.
The following is 2 weeks of testing the mod with another player to see if we could get it working.

1) Zentrith's Multiplayer "1.0" points to a github that is actually version 0.4.4 and was last updated Jan 22, two months ago.
2) Connecting through steam (with and without arbiter forced ticker enabled) we experienced regular desync's with vanilla Rimworld.
3) Using the supported spreadsheet, we tried adding rank 4 mods (just 1.0 DE Surgeries, Mad Skills, and Ogrestacks) and still experienced regular Desyncs.
4) Hosting myself and playing with no other joiner (while my co-op was at work) I experienced Desyncs with arbiter during events like poison ship crash landing. This is just me (host) desyncing with arbiter (the bot that is supposed to help avoid desyncs).

Love the premise and all, but certainly no where near as complete as some other posts suggest. It could also be that the more mature the game and the more elevated the events, the worse the desync, but to date re-sync has never worked and even on joining a fresh save/hosting, the green/yellow bars just chase each other endlessly after simulating finishes and freezes.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: p0sTpWnEd on March 19, 2019, 09:54:22 AM
Quote from: VentusVero on March 16, 2019, 01:24:56 PM
Just wanted to chime in, since there seems to be a lack of general information regarding Zentrith's Multiplayer current state.
The following is 2 weeks of testing the mod with another player to see if we could get it working.

1) Zentrith's Multiplayer "1.0" points to a github that is actually version 0.4.4 and was last updated Jan 22, two months ago.
2) Connecting through steam (with and without arbiter forced ticker enabled) we experienced regular desync's with vanilla Rimworld.
3) Using the supported spreadsheet, we tried adding rank 4 mods (just 1.0 DE Surgeries, Mad Skills, and Ogrestacks) and still experienced regular Desyncs.
4) Hosting myself and playing with no other joiner (while my co-op was at work) I experienced Desyncs with arbiter during events like poison ship crash landing. This is just me (host) desyncing with arbiter (the bot that is supposed to help avoid desyncs).

Love the premise and all, but certainly no where near as complete as some other posts suggest. It could also be that the more mature the game and the more elevated the events, the worse the desync, but to date re-sync has never worked and even on joining a fresh save/hosting, the green/yellow bars just chase each other endlessly after simulating finishes and freezes.

Had to join this forum just to respond to your comment here. No idea what game you're playing but my wife and I have logged maybe 300 hours using Zetrith's multiplayer mod and we never desync more than around once per 3 hours or so. And we play with about 50 mods. So perhaps before blaming the modder you should look into exactly why you're experiencing so many desyncs and try to resolve the issue.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: NoisomeHabits on March 21, 2019, 03:41:40 AM
Quote from: p0sTpWnEd on March 19, 2019, 09:54:22 AM
Quote from: VentusVero on March 16, 2019, 01:24:56 PM
Just wanted to chime in, since there seems to be a lack of general information regarding Zentrith's Multiplayer current state.
The following is 2 weeks of testing the mod with another player to see if we could get it working.

1) Zentrith's Multiplayer "1.0" points to a github that is actually version 0.4.4 and was last updated Jan 22, two months ago.
2) Connecting through steam (with and without arbiter forced ticker enabled) we experienced regular desync's with vanilla Rimworld.
3) Using the supported spreadsheet, we tried adding rank 4 mods (just 1.0 DE Surgeries, Mad Skills, and Ogrestacks) and still experienced regular Desyncs.
4) Hosting myself and playing with no other joiner (while my co-op was at work) I experienced Desyncs with arbiter during events like poison ship crash landing. This is just me (host) desyncing with arbiter (the bot that is supposed to help avoid desyncs).

Love the premise and all, but certainly no where near as complete as some other posts suggest. It could also be that the more mature the game and the more elevated the events, the worse the desync, but to date re-sync has never worked and even on joining a fresh save/hosting, the green/yellow bars just chase each other endlessly after simulating finishes and freezes.

Had to join this forum just to respond to your comment here. No idea what game you're playing but my wife and I have logged maybe 300 hours using Zetrith's multiplayer mod and we never desync more than around once per 3 hours or so. And we play with about 50 mods. So perhaps before blaming the modder you should look into exactly why you're experiencing so many desyncs and try to resolve the issue.

To add to this; mods that add some sort of RNG such as 'Fertile Fields' https://steamcommunity.com/sharedfiles/filedetails/?id=1539311500 (https://steamcommunity.com/sharedfiles/filedetails/?id=1539311500) chance to devolve rich soil to plain soil, etc, have caused desyncs every time for a friend and I. Setting these chances, where we could, to 0% (never happen) or 100% (always happen) cleared up the issue for those mods.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: notfood on March 21, 2019, 01:36:01 PM
Fertile Fields uses System.Random instead of Verse.Rand on generating those chunks, it's my mistake that has carried over the years.

It needs to be fixed.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Steel Balls on March 26, 2019, 01:24:48 PM
Just found this mod and the idea is AWESOME, but i have to ask, why there is no update since 2 months?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: velve on April 09, 2019, 12:34:00 AM
Now this is going to make my girlfriend even happier than I do!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: centax2020 on April 18, 2019, 07:29:36 PM
I have a save here that always crashes thought you might want to take a look

https://www.dropbox.com/s/r0miuiz715v6lf6/Autosave-1.zip?dl=0 (https://www.dropbox.com/s/r0miuiz715v6lf6/Autosave-1.zip?dl=0)
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Canute on April 19, 2019, 03:40:43 AM
centax2020,
you should visit the discord channel and ask there. Link at the first posting.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: wshGuy on April 19, 2019, 05:57:51 PM
I wanted to chime in and say that this Mod is great. Brought me back to the game after many months. I play with my brother. We have run into desynch issues once or twice, but for the most part no problems. But I must say, we just play the Vanilla game for now until there is more support. Edit: issue I was having was caused by something else.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Onasaki on April 20, 2019, 08:24:29 PM
While this mod is pretty cool. I'm having issues trying to get it to actually work. Me and a friend tried to connect, first with me hosting, and then with them hosting. Neither of us were connecting to the other, and would just sit there. Though I was using a steam version of Rimworld, they're using a non-steam version.

This is without any other mod active. The github page mentions port forwarding, but I've never needed to port forward before, when doing other kinds of things like this. Like the Phi Server never had any problems.

Any ideas?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Tunakaaan on April 21, 2019, 02:22:48 AM
Hey guys this mod looks really cool but when we try to connect with my friend through LAN none of our server's show up and it always keep searching anyone having this issue?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Onasaki on April 21, 2019, 11:50:12 AM
That's similar to the issue I'm having Tunakaaan. No one's responded yet. We've tried direct connection too, and it didn't work.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Canute on April 21, 2019, 11:51:23 AM
I just can repeat myself,
you should seek help at the multiplayer discord channel. Link at the first posting.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Tunakaaan on April 21, 2019, 01:08:02 PM
Quote from: Onasaki on April 21, 2019, 11:50:12 AM
That's similar to the issue I'm having Tunakaaan. No one's responded yet. We've tried direct connection too, and it didn't work.

when i try to create a LAN server it says cannot create Direct Server but creates the LAN server i believe issue is from my pc or game
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Shootnik on May 04, 2019, 02:13:46 PM
Please, add possibility of using skills from mods, for example from rim of magic!!!
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Tocato on May 07, 2019, 03:41:41 AM
this modder is nice
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Senio on May 10, 2019, 05:49:06 AM
thanks
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Senio on May 10, 2019, 12:58:55 PM
Can add support Hospitality mod?
this is mod link: https://ludeon.com/forums/index.php?topic=11444.0
thanks.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Nar on May 20, 2019, 04:00:48 PM
So uh. Seeing a question not getting answered. This mod IS still getting worked on right? Its not abandoned or anything? I just wanted to know so I knew if all I needed to do was wait or do something about it.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Adamiks on May 22, 2019, 07:33:23 AM
Quote from: Onasaki on April 20, 2019, 08:24:29 PM
While this mod is pretty cool. I'm having issues trying to get it to actually work. Me and a friend tried to connect, first with me hosting, and then with them hosting. Neither of us were connecting to the other, and would just sit there. Though I was using a steam version of Rimworld, they're using a non-steam version.

This is without any other mod active. The github page mentions port forwarding, but I've never needed to port forward before, when doing other kinds of things like this. Like the Phi Server never had any problems.

Any ideas?

Me and my friend are having basically the same issue. I have non-steam version, he has steam version. When he tried to connect directly to my hosted game, his game crashes before it loads. When i try to join his game, it just never connects.

Any fixes, please?
Title: Re: [1.0] Zetrith's Multiplayer
Post by: brucethemoose on May 22, 2019, 10:32:16 PM
Quote from: Nar on May 20, 2019, 04:00:48 PM
So uh. Seeing a question not getting answered. This mod IS still getting worked on right? Its not abandoned or anything? I just wanted to know so I knew if all I needed to do was wait or do something about it.

It is, but pretty much all discussion happens in the Discord server atm. It's linked a few posts back.
Title: Re: [1.0] Zetrith's Multiplayer
Post by: Aekiel on May 30, 2019, 02:43:43 PM
I'm playing this mod with my other half and it's going well with only a few de-syncs. However, we don't seem to be getting any raids and when I've tried to spawn some in with dev mode it hasn't done anything or logged anything in the debug log.

Is this a known issue or is there anything I can do to fix it? I'd like to not lose this map as we've spent a few days working on it.