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Messages - Zetrith

#1
Releases / [1.3] Carousel
July 11, 2021, 11:13:37 AM


Carousel

Adds camera rotation.

Default rotation key (changeable in the options): Numpad Enter

Limitations/won't fix:
- Pawns not moving straight toward or away from the camera have only right- and left-facing textures available
- Many things have only one side-texture so they fake rotation using reflection (e.g. research benches)
- Square things with only one texture always face the camera (e.g. items, steles, sculptures)
- Some non-square objects have only a single texture so they can look quite odd
-- In vanilla those are: shuttles, condition causers (e.g. sun blocker) and crashed ship parts (e.g. defoliator)

The mod is purely cosmetic and safe to add and remove.

Download (choose the Carousel_version.zip file): https://github.com/Zetrith/Carousel/releases

See for more up-to-date info: https://steamcommunity.com/sharedfiles/filedetails/?id=2324476979
Issues: https://github.com/Zetrith/Carousel/issues
Source: https://github.com/Zetrith/Carousel
#2
Releases / Re: [1.0] Zetrith's Multiplayer
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?
#3
Releases / Re: [1.0] Zetrith's Multiplayer
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.
#4
Releases / Re: [1.0] Zetrith's Multiplayer
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
#5
Releases / Re: [1.0] Zetrith's Multiplayer
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.
#6
Releases / Re: [1.0] Multiplayer
January 02, 2019, 01:10:45 PM
Release 0.3 of Multiplayer is now available: https://github.com/Zetrith/Multiplayer/releases
#7
Releases / Re: [1.0] Multiplayer
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.
#8
Releases / Re: [1.0] Multiplayer
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
#9
Releases / Re: [1.0] Multiplayer
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.
#10
Releases / Re: [1.0] Multiplayer
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
#11
Releases / Re: [1.0] Multiplayer
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
#12
Releases / Re: [1.0] Multiplayer
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
#13
Releases / Re: [1.0] Multiplayer
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.
#14
Releases / Re: [1.0] Multiplayer
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.
#15
Releases / Re: [1.0] Multiplayer
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.