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Messages - NoisomeHabits

#1
Releases / Re: [1.0] Zetrith's Multiplayer
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 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.