Multiplayer
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Zetrith's Multiplayer mod for RimWorld
Label: 1.6, Odyssey, Enhancement Currently, the last timespeed is set after the gravship lands. In singleplayer, it gets reset to normal. We should do the same in multiplayer as well.
Label: 1.6 There’s a working solution for Prepatcher: https://github.com/Zetrith/Prepatcher/pull/30. I’ve personally tested the Provocation Ritual, and we’ve also received feedback that this version is functioning as expected. We previously encountered...
Label: 1.6, Odyssey, Low Prio, Bug Reproduce: - Start new game with gravship scenario - Host server - Save Game - Quit - Host same save again ``` Called DrawWorldLayers()...
Labels: 1.6, Odyssey, Bug, low prio Error appears to be harmless. Crash Landing with a gravship destroys parts of it. In some cases, things get destroyed and then synced, which...
Labels: Enhancement, Good first issue Some method names are still written as string literals instead of using nameof(Thing.Tick). This makes it harder to quickly locate patched methods. It would be...
Label: 1.6, Bug ~~Odyssey?!~~ ### Issue: In both single-faction and multi-faction play, in the quest when a shuttle crashes onto the map with friendly pawns to be defended, some of...
1.6, Bug, Low prio (I think in 1.5 this has not been an issue - but not tested there) The path indicator for a drafted pawn is missing. You have...
Label: 1.6, 1.5, Multifaction, desync, low prio (I only tested it in 1.5 once) Attacking a colony with a transport pod in multifaction play causes frequent desyncs as soon as...
Label: Multifaction, 1.5, 1.6, Enhancement, low prio In the `FactionCreator`, we could make better use of various `ScenPart` methods such as `PreMapGenerate` and `PostGameStart`. Some of the code we've already...
We keep getting: The game state has desynced. Wrong random state on map 0. 2 players, happened during a fight and on a Rainy thunderstorm. [Desync-108.zip](https://github.com/user-attachments/files/21703009/Desync-108.zip)