[Curve Builder 1.0.1] Regarding multiplayer
@rosso135
Regarding multiplayer support, the mod page states:
I wanted to report that I've tried making it work on my dedicated server, but I couldn't:
- the mod doesn't install on the server side, since as far as I can tell it's marked as a client-side mod only (which makes sense)
- I've connected my client with just Curve Builder + SML to the server, no problem
- I can select "Curve" as a build mode, but the rotation angle doesn't show, and no rotation is applied. Essentially, "Curve" mode works like "Zoop" on the server.
- No client or server crash or issues though.
- If I leave the server and load a singleplayer world, the "Curve" build mode works properly.
Is there a fundamental reason you are aware of that would prevent the mod from working in Multiplayer (I'm a developper, but I don't have Satisfactory modding experience, so don't be afraid to share technical details π )
Do you plan on sharing the source or open-sourcing the mod?
Thanks again for your work, this is a great mod that I just wish I could use on my dedicated server!
Curve Builder - SMR
Now you're zooping with curves!
26 Replies
Thanks for the info, that will be really helpful for testing. I've just started to have a look at multiplayer - in truth I just made this as a bit of a challenge for myself to learn unreal modding, and as I don't play multiplayer it wasn't really a concern at the start, but probably should have considered that more. From what I've been reading, I think multiplayer stuff is handled primarily by replication in unreal, but i am unsure what specific processes are synchronised between clients/what are executed by the server. The mod is mostly written in c++ instead of unreal blueprints which i hope won't make implementing multiplayer more difficult, but I also am a developer in my day-job so this was ironically more intuitive to me haha. Have some time this weekend to have a look, but depending on how it goes might be a while before it is fully working. As for the source, do plan to upload to github at some point, just need to sort out a bit of the mess first haha. Thanks for using the mod!
I play on a dedicated server with friends. I'm very interested in your mod.
Perhaps you could take a look at the source code of other similar mods that run on servers like this one https://github.com/Epp-s-Satisfactory-Mods/AutoLink
GitHub
GitHub - Epp-s-Satisfactory-Mods/AutoLink
Contribute to Epp-s-Satisfactory-Mods/AutoLink development by creating an account on GitHub.
Thank you. I've fixed the multiplayer issue where the curved zoop angle wasn't used when constructing the foundations, but the zoop preview is still broken in multiplayer. Hopefully won't be too much work to fix and should have an update soon
Thanks for the update, however the mod still appears in red preventing testing this "partial multiplayer support" on a dedicated server. I'm not sure if this is intentional, given the latest change log and Readme change.
Hmm. Shouldv'e specified this build was only for windows server, take it you are using linux?
Thanks for the update!
I'm also willing to test the mod and report issues, but I am running on Linux (both client and dedicated server).
Just compiled for linux, will post an update now
I'm using a docker so Linux yes. Thank you
I've just used it on my server, I set the angle to 4 degrees to make a curve of about ten foundations and it made me a complete circle that I had to partially dismantle. Even with the dismantling of the complete circle, it's still faster to do some curves with Curve Builder. Thank you
Are you using infinite zoop?
no
oh wow never seen that before, will check it out. thanks for sharing your mod list
Is there any chance Curve Builder could be made to be a client only mod, similar to Infinite Nudge ? (Source code here ; in particular, see
RequiredOnRemote: false
in the .uplugin
file). What that means in practice is that I can connect with my modded client to a vanilla server and still use Infinite Nudge. I'm not sure how you implement the curves/foundation rotations in the mod, but I feel like that could all be done on the client side only?I was able to get Curve Builder working on my dedicated server (Linux), however I am experiencing a different issue in that the placed foundations get multiplied by a bunch (i.e. placing 4 holograms yields 26 foundations built).
Singleplayer mode, it works as expected.
Maybe it's the same issue for me in the end. When I place 10 holograms at 4Β° in the video, in the end I have a bit more than one complete circle created because at the beginning of the circle I had to dismantle some foundations twice.
Yeah itβs a weird issue. Gonna have another look today. https://discord.com/channels/555424930502541343/1303738930893553707/1303833125545181266
Hi @rosso135, I hope it's ok to add something here in this thread regarding multiplayer. first of all, thank you very much for adding multiplayer support so quickly! we use a lot of curves, and this mod helps alot.
The issue we are having is related to the rotation angle UI indicator, when it appears for other clients, the UI is also partially not interactable.
Yes unfortunately this is a rather annoying bug currently, Iβm working on a new UI indicator that works more like the base game ones which will hopefully fix the issue. Had a bit of a crazy week at work so taking longer than Iβd hoped - apologies
no need to apologize, it's already a great mod and it's just a small inconvenience. just wanted to report it in case you were not aware of it yet π
@rosso135 Just wanted to chime in and say that I installed your mod on my Linux dedicated server and it is truly incredible - congratulations on creating what will certainly become a consensus must-have mod and make curvy structures more accessible to the community!
The current zoop duplication problem means that we won't be using it for the time being, but I wanted to make sure you got the feedback that people find it so useful! Can't wait to see what other mods you come up with.
Thank you! That means a lot π i've fixed the annoying bug internally, but in the process created about 10 more.....just the way of things I guess. Mostly resolved now, so fingers crossed will be able to push an update this evening
Ooh, that's awesome! I figured it might take a bit longer since it seems like a really odd one. Out of curiosity, did you end up having to rebuild the whole zoop mechanism or was it a random thing?
So from my - admittedly limited - understanding of how the dedicated servers work, it seemes that for some reason linux and windows servers were responding to function calls differently, and linux simply wasn't calling the function that removed the holograms when the player removed them.....so yeah had to redo how it calculates the foundations. An annoying issue now is that it doesn't display the number of foundations being zooped, so that's a whole other issue, but figured its worth living with if it fixes the server bug. Compiling it now so update should be posted in a few min. Tested it thoroughly this time but no doubt someone will find an issue or i forgot something xD
Everything is iterative π You're doing really great work, can't wait to test it out
@rosso135 Seems to be working great! I'm not getting any duplicative overlapping foundations, and it seems to be intuitive and repeatable so far