Rimworld Multiplayer

Rimworld Multiplayer Average ratng: 3,0/5 3645 votes

Would you be ok with 1x speed at all times? Or would players need to 'sync' times like some multiplayer mods for 'KSP', this would diminish impromptu multiplayer as players would have to willingly converge? I can only see this system working in LAN as any truly online multiplayer colony of immense wealth could hoard drop pods and Doomsday/Tripple rocket launches and just ruin noobs. Just had an idea for the previous scenario that colonies are invisible on the multiplayer map until their tile is either crossed by a craven, they build a comms console or another caravan intersects where a previous caravan has just passed (creating a temporary trail like the tracking system in 'Mount and Blade') allowing fledgling colonies to 'hide' until ready. This is all a bit pie in the sky with Tynnan's (sound) development philosophy however similar things have been accomplished on other previously single player games built on Unity such as (to a somewhat limited extent) KSP. Further more how would the relationship system work between colonies, I could see immense lag if it was not somehow stripped. What I could see is a multiplayer server version of rimworld.

Jan 22, 2019  Zetrith's Multiplayer mod for RimWorld. Contribute to Zetrith/Multiplayer development by creating an account on GitHub. Raiders sphere 4th book pdf.

By this I mean many players (maybe 5-10) could join on the same world. They would then disperse and make their own base. From here they could join any faction that exists. (Maybe 3 per server, a tribe, a pirate band and a technology group) each player could then choose what faction to join. (Well for there base to join). The first base to join a faction would be called the capital and if it was ever destroyed, the people of the faction would loose a lot of mood.

Also the capital could be where the faction leader lives. Just a random though I had.

I have created a basic framework for allowing some multi-player type features inside of Rimworld. This is done by running Rimworld inside of a third-party wrapper and would allow copies of Rimworld to send Development Mode type commands to each other which, with work, could be used to emulate many different aspects of multiplayer functionality. I modeled this off of similar wrappers that allow people to play old DOS games or emulators together across the internet.

Still a bit far from actually running around co-op or fighting each other on the same map but I think there is potential and that a more experienced Rimworld modder could make a lot more happen with it than I can. I assume there would be some (understandable) hesitation when it comes to running a third party executable though I can and will happily make it open source. Having people connect directly to each other when using it also keeps there from HAVING to be a server that information is sent to as each person would be running Rimworld inside of their own client/server wrapper.

That said I can see the appeal of having a hub/server where people could connect to see others willing to connect and maybe which modes they wanted to play in though right now each person running it would have to give their IP address to each other. A chat room could fill this void easily asl well. Rimworld is, seemingly, designed with modders in mind (maybe I am mistaken) but since there seems to be some question about the legality of this I would like someone official to comment their feelings/thoughts on the legality or desirability of this project. It does not, in any way, modify the code of the game - it simply allows for the built in functions of Rimworld to be triggered by a remote connection. (This is a pretty simple hack job so I imagine someone more skilled could do something far more amazing than I have been able to do in the past 10 hour or so of sleep deprivation. I'd like to know if this is something that is going to be frowned upon before I put any more time into it. Not sure why this was downvoted, but it's pretty much true.A few points though, modifications arent illegal - but the problem is that a multiplayer mod would likely involve a virtual rewrite of the entire game. Warspear online underwater.

This means the mod would include a lot of original and/or very derivative work of the original, which is going to be at best a very grey area.That already hints at the second problem; it's going to be a bitch to code. The game isn't built to support this kind of thing, and a real-time multiplayer component that is not just you controlling a single pawn, but building bases separately or together is extremely unlikely to be modded - or for that matter to be made by he developer.An alternative with more limited multiplayer, inter-colony trade and the ability to send raids to other colonies (which would be AI-controlled when they leave your map), is a lot more doable. Heck, the stargate mod already does trade between your own colonies, all that's needed is a few minor adjustments - and a server.All that's needed is a (few) modder(s) willing to do it, but I haven't heard anyone who can actually do this kind of thing say anything about such a mod, so I wouldn't hold my breath. I have a feeling that one of us is misunderstanding the other. My multiplayer mod just uses a wrapper to inject commands into each persons existing already paid for copy of Rimworld. It does not have any Rimworld code in it. Each person playing has to own their own copy, of the game, of course.

Mods

Having multiple people playing together does not have to equal redistributing, does it? Maybe you are just saying that if someone takes the existing Rimworld binary and somehow hacks multiplayer into it and then sends that hacked/edited binary to others then that would be frowned upon/possibly illegal?

I totally agree with that, if that is what you are saying. But that's a silly way to go about it anyway, especially without having the code!.