Multiplayer Hosting

There are some threads in which the community is discussing the topic “multiplayer”. You might find one or the other information / suggestion / idea there… not so much officially confirmed yet.

I’m not sure how much progress will have been made since the last time we heard about multiplayer, they’ve got a whole host of things to work through before multiplayer can be considered :stuck_out_tongue:

I know that they have much on their plate :wink: but just a hint of devs would be nice. I can’t imagine the topic never comes up.

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Oh definitely, I imagine it does come up, but then that’s assuming there’s something new to hint :stuck_out_tongue: I really wouldn’t be surprised if there has been no change in their thoughts towards multiplayer, but then again, maybe they’re wanting to surprise us all.

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agreed… it’s likely this just doesn’t have a lot of traction at the moment… or, perhaps they have enough legacy experience in the multiplayer world, that this particular aspect of the game isn’t keeping them up at night…

it’ll just be a few lines of “make this work online” code and poof!:smile:

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As far as I know… there hasn’t.

I just imagine a desktop Tuesday where they casually announce at the end of a lengthy post about the update they have made to something not so important like a grass texture with the line “oh btw multi-player is finished”.
@Alfie they seemed to have jumped the gun there methinks.

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Wrong-ish. While it is not their priority (and shouldn’t be!), the whole game is designed with multiplayer in mind. There are several functions and sadly, limitations, that come from such a thing.

The most obvious one would be the separation of client and server in both lua and JS. They run in completely different lua states and could, in theory, even run on separate machines. I’m not sure how well the whole entity-stuff is networked, but at least lua wouldn’t mind. Likely.

It’s much harder to implement MP into a game later on, so the approach they currently have - which is a 1-person-listenserver, similar to what Source does - already is kind of… multiplayer. It’s just not very multi.

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Two questions:
Would mods have to be loaded on the client and the server, or just the server?
What about (thinking if civ here) peace treaties, alliances, and declarations of war? Will that kind of thing be used, or would have to be modded in? Would you have to physically send a settler, or would it be instant “Hey, do you want to join an alliance?”

Depends on what the mod does. If it has client content, the client needs to know about it somehow, eh? I would hope that they go with some sort of auto-downloading system, i.e. if you join a server that has a mod you don’t own (in that version), it’s downloaded (and saved in a cache).

they have already mentioned that when joining a server it will pair up the mods and or disable where relevant.
the problems they had with minecraft were frustrating… having to have the right mods, having to make sure they are all the same version… the mod packs helped a lot but still problematic at times. Lets hops its smooth sailing