#COOP - Release
1 messages · Page 2 of 1
stacks of stuff working now (the loot window doesn't support item stacks, so this is the way) @placid flint 👀
still need to fix that it doesn't register the ui
also i wont release a new version on ts until someone tells me this fixes sims
that also means no trading for all yall till i know it's fixed
Waiting on friends! Will report in tomorrow at the latest
i can't trying to reproduce the bug right now, but asap i will
Also waiting on friends. Stanley Cup Finals has created a distraction amongst them.
@umbral jungle What do we do with the .mdb file?
Don't see that anywhere in existing files to replace.
its to show lines when an error pops up makes it easier to debug
Where do we put it?
next to the dll
Figured, just wanted to make sure I didn't fuck anything up.
nah its not required but t helps me a bit
About to give it a run here in the next ten mins or so.
Okay, so... we couldn't get the sims to dupe anymore so far. This was very easy to have happen prior. Just invite and fight a bit and there they were.
However
Our game world time is no longer synced after going into the dungeon on noob isle.
After zoning out, it didn't zone us both out like it was doing before.
And when we were both out, my co-op partner couldnt' see me, but could see the sims following me.
We went back in the dungeon and time didn't sync, but we could pull each other in and out again.
Time still isn't synced, however.
Looks like synced time isn't supposed to be a thing anyway, we just both started our games at the same time last time and were damn near synced so we never noticed.
Either way
New bug was just the zoning/invisible issue.
Sims aren't duplicating thus far.
Is it a bug that paladin's taunt is complete ass or is that just a game mechanic?
New here is there anyone hostin a game so i can play with some people? new to thegame
My buddy cannot pull aggro from anything ever.
Almost like mechanically the game doesn't think he's there.
Taunt doesn't do anything, his damage doesn't either.
As soon as I hit something no matter how long he's been on it, I get snap aggro immediately.
There's more action around here earlier in the day.
Experiencing the same thing - host seems to always keep aggro or maybe the Paladin taunt doesn't work
i'll look but i've never had that issue, also aggro is damage based, taunt just adds hidden damage to the aggro list
it could be that adding some aggro might have gone a bit wonky as well, not sure
or that players add more aggro, to the zone owner i don't know
yea i can't replicate the issue
i'll try with taunt
yeah it looks to be a bug with the taunt
this might be related to what i said before
or rather to the known bug
There is a small game bug where sometimes when a player attacks an enemy with a spell, they will not get aggroed.
until @placid flint fixes it i can't be 100% sure but taunts i assume are status effects? if not i gotta look into it more
This is fixed on my end I believe
Taunts are not status effects they're instant action spells
They add flat aggro to the npc
So they operate under the "damage" case, look for spell.aggro
then i'll have to look into it more cause im just calling damageme/magicdamageme on my side
if it's like part of spellvessel i know why
What's actually happening in the bug have you been able to see the mechanic that's not working?
i can check closer but it's just that taunt doesnt do anything
I think you need the call manageaggro()
On the NPC class for the target
Spell vessel would typically call this but if you're not syncing spell vessel that may be the culprit
iam
but if a spell adds aggro through spellvessel it won't do anything
cause im not handling that
i just send the damage over network basically
luckily i can easily handle it
should fix it 
@placid flint is this a me or you issue?
this is very odd, unless you're not getting a data packet at all this shouldn't happen, like ever
and that also should never happen because it's a reliable packet, so it gets resent if you don't receive it
but just to make sure i added another check
who doesn't love a duplicating items exploit
i'm just not gonna spawn it for whoever drops it...
safest thing to do
not my problem
Yay! Much appreciated
smol lil bug still, also i cant prevent looting at the exact same time, that's just not possible without server architecture
first i complain and then i add it anyway.. and that's exactly what i did
That's what I do too
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v1.0.6**
- Fixed taunts not working
- Fixed (hopefully) players sometimes not swapping visibility
- Fixed Sim duplication
- Added TRADING!
- Pick up an item from the inventory or bank and drop it outside the UI
- (Still need to add a confirmation window)
- The items get deleted if you disconnect
- They should appear again after a zone change, if not let me know
- Pick up an item from the inventory or bank and drop it outside the UI
ah i forgot to add that i fixed the weird cant remove from group thing as well
completely forgot about it
time/weather isn't synced period, i might add it with the next update though (with an option to disable it)
actually there's still a duplication exploit, wonder how long it'll take people to find that one, but i'll put out another update today
added
i was trying to get it to rain but it didn't work
you didn't do the rain dance
that's amazing! Nice work
if you add the drop confirmation window, could it be toggleable on/off?
sure
type /raining
Or /thunder
Orrrr /bluesky
yeah but thunder/raining don't immediately take effect
and sometimes it just doesn't wanna at all
like here
Yeah if the games trending hard towards sunny it sometimes overwrites
Type it a few times and you can usually overpower it
/thunder will try harder
None of your videos work for me for some reason
Still image even though the timeline bar moves
oh shit
it might be cause i changed to h265
this one is with h264
still trying to iron out some issues, seems like i can't force rain off
This one worked
loli still wana play with people lol !!!
great! I recommend just "Drop Confirmation" in the text
instead we have to enable the "disable"
Bug: You cannot select other players.
nicer confirmation box
yeah, that's cool
mizukiiiiiiiiiiiiiiiiiiiiiiiii
i updated mod
cant left click select friend
but i can left click npcs
she is working on this bug
ooooo okie okie
im excited to be able to do the coop trade 
also , if a player drops an item on the floor from their bag, there is a blue light around it but the item is not visible
👀
saw it just now boss, reading skills -1000000 atm for me
why would the item be visible it never said that anywhere
was just curious, cause the light is still there
my selection logic is broken
Like left clicking on a player?
so maybe i thought u can pick up item from floor that some1 else dropped like in minecraft
i wasn't doing if (GameData.MouseSlot.MyItem == GameData.PlayerInv.Empty) return true;
so it always returned false (dont run original function) when selecting a networked player
nah nah it's like dark souls, you loot it, there's just no "E - Loot" thing cause iunno how to add that maybe @placid flint can let me know
i seee, gotcha , makes sense
perfection
so the otherplayer walks on top of it and presses e to pick up?
me dumdum so excuse asking simple questtions
yes it's like looting anything
okay
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v1.0.7 **
- Fixed not being able to select other players
- Fixed a duplication exploit
- Added Weather Sync
- Added Confirmation Window for item dropping
- Added Toggles for:
- Confirmation Window
- Metrics
- Weather Sync
Mizuki's the goat
fast? i been sitting on this update for 3 hours
Hey, that's fast for us, the common folk ;P
dev > prod
no more duplication exploit for yall!
(there is still one that i cant fix)
i mean i could but i would have to rewrite most of the drop system and im too lazy for that
but i think that's it for today unless something else big crops up that needs immediate attention
Take time to play something!
i wish i could 
T_T
thunda store was not having the update yet so i manually updated, TIME TO TRY
thank you @umbral jungle
Thank you! Your work/speed is amazing and adding a ton of fun to the game (don't want to play single player anymore 😆). You got a ko-fi or anything similar?
#general-chat message
What the heck, why would any government come after you for that?
tax evasion
Even if you report it as income?
In the USA I think an income stream has to be over a certain amount before it's expected to be reported. And I thought that wasn't really fair when it came to donations/gifts, but even just accepting donations of any kind = tax evasion? Fuck that
yes if i report it as income
but i don't wanna deal with that 
better safe than sorry
Haha alrighty, well thanks all the same.


i couldn't test yet. Probably in a couple hours
Still working right now, we'll be able to try things out in a few hours.
i wish i could
I have the mod installed, but am having trouble connecting with my friend. Any tips? Connection keeps failing, and we're not sure if the port we're using is correct
did you make the port forwarding?
Honestly, not even sure how to do that 😅 I'm gonna look into that
hahah ok
basicaly the host needs to port forward the port they'll be using
if the host will use 1000, then foward it to the host pc's IP (this configuration is made in the modem/router)
and check if the game is allowed in windows firewall
Think of it this way: Way back when they designed internet connectivity there wasn't really any idea how it'd develop and, broadly speaking, each IP address originally referred to a single device more or less, so for the sake of an analogy that's like a building
So now imagine each office in the building is a port - 80 is pretty much always HTTP web traffic, FTP transfers are 21, etc. If information is actively coming and going for a game or whatnot it tends to have a port associated and used for that.
To further expand on the analogy - now most households have a dozen or more 'buildings' to each 'address' - but your ISP only gives you one single actual IP address. This is why you may notice you have a "real" IP, which can be used by people outside your house to connect to you, and a fake or internal one. That's what your router does, take one 'address' and use it to bridge the various devices on your network to the internet as a whole. Your router is basically acting as the coordinator for the single address given by your ISP, and lets you have multiple devices to that address all on the same connection
So that's where port forwarding comes in - if Erenshor is looking for incoming co-op connections on port 3200, for example, but your router doesn't know where to send port 3200 traffic, it won't go anywhere or will usually be blocked. You have to tell your router "3200 from the internet goes to this device on my network", and thus the term 'port forwarding'
Most routers have pretty intuitive settings for setting up port forwarding, and you can always google the model to find the specific steps
if all else fails, use hamachi or any other free tunneling service
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v1.0.8 **
- Fixed loot sticking around if only a single item was put in and looted
- Fixed another duplication exploit
- Fixed players wanting loot (sim chat behaviour, more to do here)
i probably shoulda worded that differently oh well
too late now
You could have worded it "balls balls balls balls balls balls balls" and if it still does what it does, we'll all be happy 😄
Is there a way to make this mod to work when.the game finally realsses?
i don't understand the question? the game is released
im pretty sure this doesn't even work with the demo anymore
I mean version 1 when it's out of beta
This left early access already, I'm confused.
No it didn't
Oh wait, duh
It was a demo then went into EA.
Dum dum brain conflated demo only > EA with EA > release.
lol you scared me I went and checked the store to see if I accidentally released it
Haha my bad.
I have tried setting up port forwarding, and my friend still can't connect to me. Is there a specific port number I should be using for port forwarding? The one's I've tried don't seem to work 🧐
#1369125387107303474 message
mizuki has recommended this service to a few other folks
you can choose any port that's not being used by another program or service on your network. But like mizuki and brian, i recommend using a free vpn software. I suggest radmin or hamachi. The first one doesn’t require an account to use. The downside using a third party vpn is that you'll lose some performance (the ping will be higher), but in this case, it'll be negligible because the game doesn't require much bandwidth.
I have Hamachi, and got my friend (seemingly) connected to me in Hamachi. I am unclear on how connect in-game at this point.
pick a random port (1-65535) except 80 or something a safe bet is like 20k and above
then rightclick whoever is hosting in hamachi -> copy ipv4 paste it into the coop menu and use the same port as the host put in (the ip doesn't matter on the host)
ipv6 doesn't work im drunk sorry
OMG Thank you all so much, we just connected!
also, you can temporary disable your windows firewall just to make a connection test with your friend. If it works, reactivate it and try again.
if doesn't work after reactivating the firewall, you'll need to allow erenshor in it (or just the choosen port)
nice, disconsider what i said
but might be useful for other people
Im always looking to join u havea lv 9 guy
Is it possible to make a server browser so you could see like a lobby of people playing and be able to join them if you'd want
Please 🙏🥺
well i aint payin for it, so no
unless @placid flint allows me to use steam lobbies
but i also don't wanna rewrite the entire networking stuff just to use the steam api
how are we looking with bugs?
Pretty major to NPC.combat and PlayerCombat.DoAuto coming @umbral jungle
Mostly same behavior just exploded into more organized methods to make room for a new mechanic
I don't think it'll mess you up but just in case
@umbral jungle just started using the mod with a friend and managed to get it working through Hamachi. but when I (Druid) go to heal the sim players it heals them and then their health drops back down to what it was before healing. (not host btw. Also great mod loving it.)
it might have broken with the recent update
there should be a warning in the console if healing isnt synced
ok when we play next ill keep and eye on the console thanks for the quick response.
doesn't look like there is, i'll look into it
do you mean this where the health kinda snaps back a little bit?
or is it not healing at all
reproduced 
I'm kind of lost how i find the port to play on lan, i guess it should be obvious but idk what im missing
you can use whatever port
just make one up?
use anything between 1 and 65535
Great work Mizuki!!
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v1.0.9**
- Fixed players not being affected by status effects
- Fixed sims ignoring when players were being attacked while in group
- Fixed players not being able to heal sims
- Added being able to target players(and sims) target by using the "Assist MA" button
- Added nameplate flashing
yes
Does the co-op mod work on steam deck?
if you manage to get mods running on it there shouldn't be a problem afaik
Cool, gonna try this out tomorrow. Looking to play with the wife!
** v1.5.0 - DEBUG TEST BUILD - UNTESTED **
- Added Server Settings sync
- Added mod check
- Added group chat
- Added default port
- Fixed host not redirecting packets to only players that should receive them
- Fixed error when going back to the menu regarding weather sync
- Changed versioning numbers to correctly use semver

** v1.5.0 - DEBUG TEST BUILD - UNTESTED**
- Added treasure guardian sync
- Added Server Settings sync
- Added mod check
- Added group chat
- Added default port
- Added sound when receiving whispers from players
- Fixed /r working when receiving whispers from players
- Fixed host not redirecting packets to only players that should receive them
- Fixed error when going back to the menu regarding weather sync
- Changed versioning numbers to correctly use semver
pretty much same as before but with some additional things
i wont be able to test treasure chests, so it would be nice to get feedback for that
unless @placid flint gives me a command to spawn them? 👀
Perhaps you could use the C# console of UnityExplorer to test the treasure spawns?
Calling GameData.GM.GetComponent<TreasureHunting>().SetTreasureLoc() when you're in the scene should probably do the trick if you only care about spawning.
If you also want / need to sync the scene selection (i.e., map reading) before that, GameData.GM.GetComponent<TreasureHunting>().SetTreasureZone() should work.
Can't check right now though since I'm not at my main PC.
yeah but i can't leave stowaway and i don't think stowaway has spawns
Ah, good point. Won't work with the demo then.
demo crashes when i leave stowaway even with the full versions files sadly and i haven't bothered to check why yet
Do you want a closed beta key?
is it for a different appid?
Yep
that would be awesome
Will send one over when I get to the pc this morning

i think the new patch broke summons for client, host cant see summon and summon just stands in place for client.
did you try this #1369125387107303474 message version?
i haven't tested summons in a while, i'll do when i get around to testing again
i might have broke them in the last thunderstore release
i was on the newest thunderstore version i think 1.0.9
did anyone test v1.5.0? I couldn't test yet
found the issue, took a bit
there's a funny bug with them still though
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
It's a big one this time!
** v1.5.0**
- Added treasure guardian sync
- Stats are not synced, but should not cause issues
- Added Server Settings sync
- Added mod check
- Added group chat
- Added default port
- Added sound when receiving whispers from players
- Removed healing text from enemies
- Fixed adds being spawned twice for clients
- Fixed targeting causing battle music to play at wrong times
- Fixed summons not working
- Fixed summons not showing spell casts
- Fixed summons not being a valid target
- Fixed enemies not receiving spell effects
- Fixed /r working when receiving whispers from players
- Fixed host not redirecting packets only to players that should receive them
- Fixed error when going back to the menu regarding weather sync
- Changed text color in battle log to be easier to read
- Changed versioning numbers to correctly use semver
amazing!!!
While I had some trouble hosting via steam deck, I was able to join my wife's game just fine, it was almost instantaneous!
So I suppose it's confirmed steam deck can do co-op, as long as the host is playing on PC

thinking out loud...
if a friend finally buys Erenshor and wants to play co-op with me
yet I don't want to 'give up' my progress
should be as simple as making a copy of my current savegame folder and then deleting it
and swapping that folder with the newer co-op saves folder whenever I want to go from co-op to OG single player, yes? =)
Yes with a caveat
Steamcloud will always overwrite what's saved with your last play session so you want to swap folders AFTER the game is launched and before character select screen (so always swap them whole on the login screen)
ah ha! forgot about SteamCloud
good to know, thank you!
i was thinking of making separate saves for coop
especially if i add full sim sync it might be necessary to not overwrite your own sims
ah, yes
(when I was running the Morrowind co-op server with the same friend, I would just keep 2 installs of the game: the co-op server's config pointed to the copied folder of the game -- that way I could run mods in my OG game that we didn't need to worry about both having for co-op -- and the co-op program allowed Morrowind in VR holy cow)
don't give me ideas or my next mod is gonna be vr
VR Erenshor... 😍
well if you feel crazy, and need testing help, I'm at your service =)
if only developing for vr wasn't such a pain.. taking on and off the headset gets annoying real quick
you can tell i have experience 
i've made a VR escape room in UE before and it was such a pain
Oh yes!
In the aforementioned Anyland I sometimes helped Philpp test things by request and he'd make live changes in the test Area, also taking off his headset each time. Slow going :-/
I used to make annual haunted trails & houses in Anyland! But all that was 100% done while in VR so it was a joy to build reality around me =)
The changes to scripts for @umbral jungle
-Character.MagicDamageMe() and SpellVessel.ResolveSpell() case: damage have small changes to make allowances for spells that do 0 damage but need to still add an effect (0 previously just meant it got resisted)
-NPC.CheckTaunt() has a slight change for SimPlayer taunt target selection
@placid flint can you show me what you added/changed? im currently doing this
tbf i don't remember why i added that damage check.. maybe to prevent sims running up when you miss
this is in spell vessel
in check taunt
the || was added to the last part of the conditional, he will only spam taunt on current target if there are no other nearby targets (previously he'd always just spam on his target)
removed the check for stunned==false here
thats about it
shouldn't they also taunt rooted ones?
or is rooting not considered CC by the sims?
haha 
v1.5.1 - UNTESTED DEBUG BUILD
- Fixed non-damaging spells not adding aggro
- Fixed (hopefully) MP not properly being displayed when player joins
- Fixed treasure guards not syncing their stats
i'll test it tomorrow after i got some sleep 
You patched for my patch which isn't even live yet are you from the future?
i just removed the damage check haha
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
v1.5.1
- Fixed non-damaging spells not adding aggro
- Fixed MP not properly being displayed when player joins
- Fixed treasure guards not syncing their stats
looks like it didn't get blocked this time 
yay one of my close friends intends to buy Erenshor in the next week to support Brian, and he wants to try this mod with me 😎
not really related: is this 2 player co-op or more than 2? (doubt I'd have more than us at once either way)
up to how ever many you want
or rather up to how ever many the hosts connection can handle
It's not possible to have two groups active at once though right? Only the host is able to invite people to the party?
oh good question (I have a 2nd friend interested in buying Erenshor W00T and trying co-op now with 3 us total)
sure can, but only the host can invite sims
oh wow, is there any chance in the future others will be able to invite sims or is that just not feasible with syncing issues?
whenever i get to full sim sync but it's a save nightmare
My dream is make this game a full MMORPG with real players
cooking something 👀
still a bit missing but its getting there
it def increases the amount of sims even though they are dupes technically it's still fun to see even more running around
amazing that you can do this, regardless! 😍
was
i might lift that restriction
but it's a lot more complicated to handle someone elses sims
ohh
what is that UI layout
haha it's cause i gotta play in like 2k or whatever to get both game windows on the screen instead of 4k
so the ui keeps shifting around
is how i dev for coop
So crazy to see the progress coop has made so far
You folks made it sound like it was nearly impossible to achieve in the beginning haha
😂 Can't believe my eyes but I'm really glad to see it
but wouldn't it be fun to play with your kids? 👀
no theyre idiots at gaming still

don't wait too long or they're gonna be telling YOU how to play your game
It said i was able to connect and host but my buddy keeps getting a connection failed message. not sure if im out of my element here
use any tunneling service
got grouping working
wont be able to change that the sims follow whoever's sim it is
unless @placid flint adds something that lets me change the follow target with grouped sims
what do you need, just the follow target made public?
i think its hard coded to player atm
i think so
im bugging you right now
ngl i'm absolutely delighted this mod exists
wondering if i should drop litenetlib completely in favor of steam, it's actually kinda a pain to have to go from steam to litenet stuff and steam still supports direct connections
got the first packet to send 
Very cool! Really looking forward to trying out the mod at some point.
😍
"When in-game, use the UI that opens when pressing escape or alternatively:
host using /host <port>
connect using /connect <ip> <port>
disconnect using /disconnect
"
How would I go about finding out this information? Me and my bro just got Erenshor and are trying to play together?
press escape in game to open the menu, the ui should be on the side, whoever hosts needs to allow erenshor in windows firewall and open the port, then press host, they can go to some website like https://www.whatismyip.com/ to get the ip to send to whoever needs to connect (ipv4) put the ip in as client, have the same port, press connect
looking for like two people to test steam connection @sly basalt @past crag @glass pelican @digital vigil @placid flint 👀 (im kidding brian) iunno just tagging people who might be interested
lemme backup my save folder and I'm available if you want me
btw do other mods (just QoL interfere with syncing?)
shouldn't
cool beans
892363176 add me on steam and i'll send you a link
@umbral jungle Thank you!!

test successssssssfull thanks @past crag ❤️
nice that worked. I just saw the message
wondering... @placid flint do you have stats on your steamworks for the networking?
i also think switching to steam reduced the packet overhead by a LOT im seeing >50% less bandwidth usage
for anyone actually curious:
Just played for a couple hours with my wife! It was a pretty seamless experience! I don't think I noticed anything you probably don't know about, but just in case:
Simplayers and sim chat aren't synced. However, simplayers in group are synced
Health levels of simplayers in group not synced
Can't share items with each other
Honestly besides those things, I didn't notice any issues, it just works. It feels official, even. Thank you for your hard work!
- Simplayers and sim chat aren't synced.
don't think im planning to do that, the chat i mean - Health levels of simplayers in group not synced
this is new to me
since the next update has full sim sync it'll automatically be fixed with that
Damn, I didn't even know I could drop items. Unless you mean like how I would share with a simplayer, cause I was trying that and it didn't work
nah you literally just drop it out of your inventory, not like with simplayers
more like dark souls style
whoa I didn't know that either, cool! (in WoW and some other online games dragging something out of your inventory deletes it, so I never tried)
including bugs 
oh that's perfect, sweet!
(and even better as Wolf Meat to turn into the dude in Port Azure for a little XP)
read the https://github.com/MizukiBelhi/ErenshorCoop/blob/main/README.md for more info haha
very nice
Awesome, thank you!
would also be cool to know if everything is fine on deck, i don't have one
I haven't been able to successfully host, but joining has been no issue.
I did notice that backing out to the main menu before logging out of co-op will bug the mod out and make you unable to disconnect unless you restart the game
But idk if that's deck specific
hmm well both those issues will be fixed with the steam update
so for now I assume its best to share sim data to be in sync? Burgee Media\Erenshor\ESSaveData
host shares it ofc
so for this sim(Astra) he was 35 for me and i think 3 for the host, during the dungeon run he just afkd and never wanded, never cast anything so we left and booted him out and replaced the arcanist with a duelist who actually helped. Exchanged words and had a fun time just like in real life.
you could if you wanted to, im not touching sim behaviours at all so im pretty sure that's a game issue, but one can never be sure, but most issues with sims will be fixed in the next update
also wand effects aren't synced
their damage should be though
is it normal for sim player levels to not be synced? I'm trying it with a friend for the first time and I see the sims she (the host) invited as level 30 when they're level 4 for her
yes
👍🏻 It looks like it causes some healthbar weirdness too for sim players, so I'm guessing playing druid as not host is not recommended for now 😄
ah yeah that might cause trouble, i haven't thought about that.. since it's using the same sim they have the same stats on clients
it'll be gone in the next update
Oh it'll be fixed you mean? 😮 That's awesome, my friend was tanking and I was healing for 'em and I noticed it immediatey lol
#1369125387107303474 message
Was like.. May need to play arcanist until Mizuki saves us 😄
Thank you a ton btw, friendo bought Erenshor finally to play with me so I owe you 😛
Looking forward to it ^^ Thank you for the mod, and for always answering questions
So how do quests work with the mod? Can each player complete their own quests or is it like when the host completes the quest no one can do it anymore? Also when you join a game with somebody do dev commands work? or can only the host use them
the idea is that everything works as if you're playing the game by yourself
except there's more people
well "real" people
and a shit ton of more sims with the next update
Gotcha, this might seem like a strange request but do you think it would be possible to add a toggle option for dev commands to turn it off/on? I'm really interested in the idea of keeping a game session running 24/7 where people can come and go as they please and I feel it would defeat the point a bit if people just cheated stuff etc. If not it's fine too but just thought I'd ask 
but what would be the point? they can just disconnect, cheat, and connect again
well there's other things they could do to troll besides spawn items, like making the time speed faster/weather changes/increasing their speed etc
an honor system type deal would still work so I see what you mean
weather and mobs are all controlled by the zone owner though
oh so what would happen if someone else did /thunder for example, would it just do nothing then
or /time50
thunder would just reset
weather is sent every 5 seconds
that includes hours/minutes
gotcha, disregard then
i can add a vote kick system if it gets bad, but there's nothing that'll prevent them modifying the mod and removing it
well i can make a c/++ dll and use that to do command stuff, that's not so easily editable
but honestly it's not really the job of a coop mod to prevent that sort of stuff
i believe this mod is supposed to be mainly used between friends. I don't thing all this is necessary. Its not a public server
it kinda is now with public steam lobbies
the least i can do is add kick/ban for hosts and maybe let you add moderators
ohhh i forgot about that
added two new settings, all of the settings are gonna be editable in the new ui
mods can be added from a "current players" list
oh
pff
should probably name it right too
and its not general either 
jfc im smoking
i better go to bed
still have so much ui to do
thats cool
my current estimation is friday-saturday, i doubt im getting this done mid week
me and a friend trying to give this coop a try. we both have it installed and seemingly working but we cant figure out how to connect. im hosting using the port that was already there, hes connecting using my IP. no go. I know very little about networking. pls help >P
gotta port foward or use hamachi
thanks, ill play with it some more
a new update is being worked on to integrate steam invites so you can bypass the need for using a tunnel/port forwarding. If you can't get it working you can always wait for the new update to be released
got it working in the meantime! thanks!!
Lol a coop mod for a game that made for people who can't play multi-player reliably. As much as I love this mod being a thing, I dont have a single other person who'd play it with me lol.
I'm glad it's here and super respect the hard work @umbral jungle puts into this. But I love this game for specifically being an offline single player mmorpg. Everyone that asks about coop just makes me think every single one of them either can't read or just choose to not read the description of the game.
That's always going to be my focus in development but I think someone else making the game accessible to others who have other criteria for what they play is a gift
I've saved in a text file a response for the Steam forum. Those people drive me crazy.
I don't know other people's reasons, but I love Erenhsor because it's an "mmorpg" I can play without being afraid the "servers" will be shutdown someday, I don't need an internet connection, and don't need other real people to complete the content (but still need a group to complete it, which is cool and accurate with real mmos).
for me the possibility to play coop with friends and family (not randoms) in a mmo traditional way (not split screen), just adds to the game. And if we want to continue playing without the friends, we can.
It doesn't need to balance the game for coop, and I'm happy this being a mod and not a vanilla feature. Mizuki is really good and the mod is very polished.
i saw people on steam saying "if you want coop go play a real mmo". But as i said, there are the "issues" (necessity of the internet, the server going down someday, depending on other people, etc).
There is a huge difference between playing massively in third party servers and a single player game with a LAN coop option.
anyway, I'm happy about how the game currently is, and that this mod exists
i only made the mod because 1. i wanted to play with my hubby 2. people requested it 3. it gives brian more money
if ppl want to play with randos, thats on them
its unsafe, there is literally 0 checks in place, clients are trusted 100% so im not responsible for whatever happens to your saves/game/pc if you open a public lobby
however i did add sanity checks to strings, so those wont crash your game at least
My cyber security brain tingled from that. Lol
it's a coop mod and there's no server architecture
it's also not really possible in most cases to only send inputs like you'd do normally in something like this, it would have to be natively integrated into the game at that point
I get it. I just have a strong imagination lol.
i'd like to hear those
Well in the very early days of Project Zomboid MP, before discord was really a thing. PZ didn't have white listing and stuff yet, or something... I dont actually remember what the issue was. But often servers would get bad guys just looking for servers to DOS. So games were frequently interrupted.
If you're running a public lobby, who knows who you'll pick up. Discord is full of shady characters bopping around communities.
i'm not sure if this is really a concern here because it's running over steam, i say im not sure because i don't know if steam on a client side HSteamNetConnection exposes ips
but i can't help it if people modify the mod to do malicious stuff
@umbral jungle what changes do you need to know about when i change code. Any specific classes that are sensitive?
healing case in resolvespell is the thing that will 100% break if you change anything
everything else i can kinda infer from patch notes or notice if someone tells me, any changes to how groups are done would break things too
K, got a few changes coming to simplayermanager (just dialog stuff) one data structure added to their save data class, and then just minor changes to dialog and stuff
This patch will be on the beta branch first
i'd love something where i can turn their group and say chat off, so my players stop talking
Like even the callouts?
yeah, cause players aren't sims but they still do it
if i did it i would have to copy all the code where they talk and change it a little
it's not something that's super important because i know the callouts and stuff are all over the place
do u have to do port forwarding for hte mod to work
im trying with a friend and it keeps saying connection failed
im looking at past messages and seeing maybe u have to use hamachii or something cuz i opened the port and its still not working
yes or something like hamachi, a new update is being worked on which won't need that
oh so port forwarding does work
i have spectrum and i opened hte port and it still for some reason says connection failed
unfortunately i cant help you there, maybe someone more knowledgeable can help you troubleshoot. If you cant get it working though the update isn't too far away if you want to wait
allow in windows firewall
keep in mind only the host has to open the port and its udp
Can you play on lan?
I think so. @umbral jungle would have to say for sure. The current version works by ip. So you could try using the lan ip for the host computer. But I could be very wrong.
yes
While I'm not currently using it (waiting patiently for the Steam API update, if I understand that correctly) I just wanted to say bless you Mizuki, for putting the work you have into this
I saw you mention doing this to play with your hubby; I'd love to play with my partner once the mod's updated, and I can afford a copy for her
Mods like yours add tremendous value to already valuable games and I just wanted to pass along the well wishes and thanks!
It being UDP should probably be listed in the install instructions since 99% of port forwards / nat rules are TCP.
you are right and i completely forgot when i wrote those
itll say in the ui next update 
I'm game of course.
what do you need
I'm at work! =( Otherwise I totally would help
(can be available in about 4 hours by the time I get home and make dinner... if you'll still need me by then)
need someone that can endure pain for like an hour
I have time now if you still need testers
if you still need i'm available now @umbral jungle
thanks so much for this mod, can't wait for the steam integration update!
#modding-chat message
i needed to work on something else for a bit, so i made weather alot more accurately synced
is seamless up now? or a little more to go?
im tryin lol, i got 3 more days of work then my weekend so hoping itll be rdy by then but if not either way, itll be done when its done im just excited. was a huge fan of crosscode and now its kinda like that but with friends + sims
it wont be done by then
im not even done with ui yet
and i still have to do the sim stuff
i just only got it back to a playable state but if i release it now i'll only get complaints about stuff not working that i already know is not working
Take your time.
@umbral jungle hey miz... looks like issues with sims not attacking / healing, etc.. again... you think it's due to new update w/ the game? Sorry to pester; just figured I'd let you know! Thanks for all you do!
not like im in a state to fix anything
lol i was just seeing if it was a known issue or not... coop is super fun in this with my buddy, but we were running into that again where our arcanist wouldnt act
again, appreciate you makin the mod! super fun 🙂 (oldschool EQ player)
Uh ohhh holiday celebrations caught up?
nah, no 4th here. just codebase not the old one anymore with the steam stuff and new sim syncing, i couldn't fix the old stuff if i wanted to
I thought you were west coast USA for some reason and I don't know why I though that
probably cause i sleep whenever i want
im up at weird times
my hubby is from cali tho
I think it was you saying when you slept tbh that makes sense
iam in requirement of someone for testing
Miz im currently fixing the duplicate status effects bug, moved a few checks from Chararcter into Stats where they should have been all along
CheckForSEbyname, CheckStatus etc looking for dupe effects
please add the heal function 
i will willllll i'm trying to fix bugs first
i have a busy week next week and am trying to get the game stable enough to be away for a week and not stress
here is most of what im hooking into currently
ok, i changed addstatuseffect and removestatuseffect to use statuseffects.length-1 in their loops instead just the flat 14
that shouldn't hurt you though
@placid flint just tryina help, not sure if you've seen these:
(3rd = character.update)
nope, didnt do those ones thanks
and
gonna have to loop back, just got the build ready to go
you might also wanna save the length of it if you're gonna change it in the future just so nothing breaks
yeah right now im just initializing it to empty slots to make sure there's no out of bounds stuff
theres a lot i wish id done better lol
first year of erenshor dev was just a hobby goof around project that i figured nobody woudl ever play so i laid some bad groundwork
it's probably gonna be tough eventually to get saves to not break, but if i was in your shoes i'd add some kinda of version thing now so you can detect that later if you're gonna do a big change
where do you see the issues coming from? if you have something specific in mind?
idk it just makes it future proof, what if you randomly decide you want to change itemids from string to int or something
ah gotcha
yeah it wouldnt hurt
i have nightmares of pushing a patch and waking up to 100 "my save is gone!" messages
server wipes happen
it's ea, people should know what to expect, shit can break at any time
once its out of ea though i'd recommend letting people test your stuff for longer than a day before pushing it onto live 
A solid recommendation 😉
Thank you both for your hard work!!
Had another great round of co-op with the wife! Incredible work, and thank you!
nice!! glad that old version is still working fine-ish
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
v1.5.2
- Fixed an error with useable AE items
^ There is a bug where resonance doesn't work for healing spells.
Hopefully this works, had to jump through some hoops to get the old files to compile
unfortunately i won't be able to test with friends anytime soon
Is this the good version? To skip tunneling?
no
the patch notes would be a lot lot bigger
Oooh gotcha
doesn't require friends to test, this would happen even if you're not connected
all versions are the good version
Well Mizuki knows what i was referring too, but i do agree all versions are good
what i have written down so far
ahhhhh
PSA: coop is currently broken, yer gonna have to wait until i release 1.6
which is probably gonna be tomorrow
so tomorrow is the day? O_O
today is the day
wait really?!
probably in like an hour or so, just finishing up some small stuff
fuck it
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.0 **
- Added New UI!
- Can be found in the escape menu
- Added Steam Lobby Support!
- Lobbies have a maximum player count of 100
- Supports Friend invites
- Supports starting the game and auto joining through an invite
- Added Full Sim Sync!
- You are now able to invite sims even if you're not the host
- Does not work across zones unfortunately (yet)
- Sims from other players are automatically kicked from the group when zoning
- Weather/Time sync is now slightly more accurate
- Removed Connect/Disconnect chat commands
- Added Kick/Ban commands
- Can only be used in lobbies
- Added the ability to add moderators
- Can only be used in lobbies
- Enables them to kick/ban other players
- Fixed healing not resonating
- Fixed healing affecting charmed npcs not being synced
- Wand bolts are now visible for all players (i hope)
- Fixed damage sync being broken due to game update
- Players are no longer allowed to swap/delete/upgrade gear on sims from others
- Summons of players and sims will get sent to connecting players now
Please report any bugs immediately.
good luck, it's probably still broken in places
I have yet to try this, but i just wanted to say that this is so cool and I'm excited to try it out with my wife soon 🙂
thanks for all your hardwork, youre a gem in this community 
we about to test it here soon once i figure out how to add the file
Global Chat really needs it's own tab now more than ever.
Or a chat tab for coop players.
your sim players are mountain goats
man this it too cool, i cant wait till more people get the update
any idea how long it takes ts to update?
i had to download it manually
Thunderstore may take a bit.
1.52 is what r2modman gives me.
I do it manually anyway. I've got r2modman for testing and for making the mod guide.
Oddly enough I got the updated version from the Thunderstore website.
Maybe the mod manager client has a different timer.
Got some lag when I ported to Azure.
I can't invite you.
Wait there you are.
Still very cool.
I've got torrents going I think so it's messing up my speed I'm sure.
you got too many mods turk 
Yeah that too.
I'll have to make a mod folder with minimal mods.
can you see the items i dropped
There is a pillar of light. I can loot it. But it shows nothing and nothing is put into my inventory.
can you drop an item
I killed the Beetle to get loot.
the bettle didnt die on my screen i just got xp
Nothing was put into my inventory.
I can't open the bank.
Yeah I need to get rid of a bunch of mods.
anything that changes stats on mobs or loot will probably break things
yeah i attack them and i kill them but they dont fight back or move
check your console turk
Oh god an endless stream of red text.
It doesn't stop.
I think for coop maybe expanded hotbars and the coop mod.
okay im off for a little bit ill be back later
Yeah I'm out for the night.
why does stuff like that never happen when i test 
I got 51 mods down to 13 so far. I bet I can drop even more.
It had to be the 51 mods.
Ok lets try one more time if anyone is around
2.0 release wow!
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
... i put the wrong changelog oh well
** 2.0.1**
- Fixed some errors with sims
- Fixed sim summons (hopefully)
i knew there was stuff broken i haven't seen yet
it definitely needs more time but i can't feasibly test everything by myself, and there's also edge cases
cool beans!
I can open my bank now
Also not getting a stream of red errors.
That's the 13 mods I'm running now for coop.
i got an error, but im gonna pretend i didn't see it
[Error :Erenshor Coop] [Client] Player changed scene [Message:Erenshor Coop] add 1 to zone [Message:Erenshor Coop] Stowaway += 1 [Message:Erenshor Coop] assigning 0 as owner of Stowaway [Error :Erenshor Coop] Trying to send mob data..... [Error :Erenshor Coop] Trying to send mob data. 74 [Message:Erenshor Coop] Sending 63 mobs. [Error :Erenshor Coop] Trying to send mob data..... [Error :Erenshor Coop] Trying to send mob data. 74
Only errors I see.
not real errors, just visibly made different
Good
15 mods now. Will try to keep it under 20.
things that change stats of enemies will definitely break things, that might affect players as well too
stats of enemies aren't synced that's probably why you saw that huge health bar
I left those out. I kind of figure that.
I added back the Level Display mod and Advanced Auction House mod.
15 is a good number.
Nothing that messes with players or mobs. Other than the Fast Travel mod maybe.
i haven't gotten any runes
I beelined to them once I found out they existed.
when youre hosting a lobby are the multipliers decided by the host or does each individual use their own modifiers
server settings are sent by the host, on disconnect the original settings are put back
thanks
it's needed or the hp will desync
thats how i was hoping it worked anyway
Thank yooooou Mizuki ❤️ Gonna try it with my friend later and see how it all feels
Great
@umbral jungle This keeps happening to my friend. Whenever we go in the dungeon it clones and makes a second Sylva for some reason
(Sylvi is me, for reference!)
We then grabbed a different sim and she didn't clone. Sylva wouldn't come into the dungeon when we invited her for some reason, always had to go outside and grab them for party. Guessing it's something to do with prebuilt and generated sims? Duno
Only duplicated on the host side
huh interesting, im not spawning sims anymore beside the ones from other players, but maybe i forgot to remove it somewhere
I'd give you more info if I could but that's all that happened, we just replaced her with another sim and it seems fine so far
must be a race condition cause i havent had that happen
this is v201 yes? lobby or direct?
any error in the log?
In the normal chat is where it displays them? Or is there an error log popup
also sounds like she thinks she is still in group when you invite her
oh nice thanks
Even the steam invites work, we just tried it. You're awesome 😄
I was just joining when she hosted a lobby before but yeah, just tried the invite to rejoin.
im sorry for the inconvenience ill look into it asap
You don't need to apologize, it's totally fine. ❤️ We're just playing without that sim for now and no issues, just remade and made a new party and nothing broke
So update! I noticed my healing on my friend (the hosts) sim players was going through then their health was reverting repeatedly, so it wasn't working. We stepped outside the dungeon to relog and got the duplication error again, so here's the log in case it helps
We cleared a dungeon and there was that, and I THINK our duelist's mana regen wasn't affecting me but I'm not sure. Also couldn't hear the sims/my friends spellcasts but that may not even be supposed to be happening in the mod yet, buut.. That's everything we saw so far! Both very thankful we got to do a dungeon together =3
And my friend (the host) said this to try to help
you guys are just using coop nothing else?
Good question and I should've provided that earlier! We're using co-op and tab target by distance
and just those mods, nothin' else weird
neat
found another bug while hunting this, don't put players into the 3rd group slot apparently
ohhhhhhh
that breaks zoning
they're not visible on clients because of this, i know that much
this error basically means they aren't assigning a correct id
but that's coming from the duplicates
there could be an issue with sims and healing but i would need more info first,
not sure on the sounds, i thought the game did that through the effects but i guess not, i'll look into it at a later time
doesn't help that i tend to test with the game on mute
either way
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.2**
- Fixed zoning breaking when a player is in the third group slot
- Fixed sims duplicating on zone entry
- Fixed a bug where the playerlist was updating icons incorrectly
I don't think this one actually works anymore. Since this was built into the game. You just can't set the distance.
i have an idea for other players sims and zoning, i'll leave them in the group when the owner of those sims is in the group as well, but i'll do that after my "vacation"
A well deserved vacation.
well deserved miz thank you for every thing
there is 4 of us, just wanted to say thank you so much miz!!!
glad to see it's working.. ish
where to put bug reports?
here
we know of a bug with aggro and xp
do u know about the bug where a dead player can not be healed by allys anymore after revive
healing doesnt seem to work in dungeon
no we died multiple times and can still heal
hmm when we were just playing, our tank dropped we revived him everytime he would go attack a random npc would come kill him so we full closed the game reloaded an our druid would no longer be able to heal him he could only heal himself
so the only thing we were able to notice is host was the only one who can heal effectivly assuming its just a latency issue
druid hosted, healed everyone fine pala could only heal himself
i can heal fine and im the client
as druid
i haven't run into any issues with that
scrubby is healing everyone too
i do get a message regarding healing though i'll look into it
omg
it looks like sims from other people can't heal players
only the current zone owners can
human healers only, got it! ✅
hmm one sec maybe im wrong here
it looks like its my heal
very weird, it says i shouldn't be able to heal people
but i saw my heal working
maybe its not correct
yeah looks like i cant heal anyone
very odd cause i thought i tested it
oh well
it's fixed
whoa
i didn't even notice cause it looked like my heal healed
that makes sense
and in testing my friend and I were just like level 3s...
im really wondering whats causin sims to stop attacking sometimes
specifically arcs
do we need to wait on 2.0.3?
we got phanty in the group, works fine, as soon as we enter kraken he stops attacking
we got one of my sims in the group which works fine
but apparently the damage of enemies isn't synced correctly to sims
my mod works good
arcs think they too good to help, inv duelist for now lol
😦
found the issue
when a player in a group (not the group leader) zones while enemies are nearby, their nearby enemies list doesn't get reset and fills with nulls, now the sims ai has trouble with that, it basically breaks their entire ai thats why they stop casting
this basically happens everytime you enter krakengard and leave, because the enemies are so close to the entrance
so still have the healing bug, i host as rogue, druid joins he sits at a steady 20ping my other 2 sit at a 90 ping an the druid cannot heal me as host but it shows the heal go off and it consumes the mana
it's fixed in the next update
looking into why sims are not getting damage synced
then i can release
oh gotcha my bad i thought u had rolled it out alrdy my bad
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.3**
- Fixed sims becoming a skateboard when dead
- Fixed sims not attacking under certain circumstances
- Fixed sims from players not taking damage
- Fixed sims showing two messages for gaining xp
- Fixed players not being able to heal
- Fixed clients not being removed from groups in steam lobbies
- Fixed error with wands
- Added further preventions against saving other players or sims
- Added further preventions to networked sims and players against navigation
hopefully nothing else major like this pops up
and i can finally play the game without feeling like i have to fix stuff
miz is the best ❤️
Might have missed it so sorry if this has been asked I play dualist with hubby pala and 1 druid sim 1 arch sim. When i cast Vithean Breeze the sims and i get it but the hubby doesn't. Is there something I need to alter for me to breeze the hub?
I'm a dualist as well when I use it it works fine
It's probably something I need to alter but I've no clue what at the moment
try target him directly, see if that fixes, just to be sure
and if it dont work let me know who is hosting
and if its steam or direct connection
It didn't we tried a few times 😔 I'm hosting, he joined via invite not ip and port. Not sure if that makes a difference. I've come off for today so will try again tomorrow 🙂
It's though steam invite, I'll try direct with him tomorrow ( sounds as though I'll be barking orders at him hahaha )
Thank you for the mod it's awesome
dont worry i do the same with mine when we are testing
a fucking wizard you are! great work!
i can't see the issue, but i rewrote the whole healing stuff just in case
after some testing i found the issue 
there's actually a small bug in the game where it doesn't show these messages anymore for mp healing
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.4 **
- Added the ability to right click->join your friends on steam
- Fixed MP healing not working, also removed the text when healing for 0
- Fixed a bug where dropped items came back when they were looted
- Fixed a bug where you were unable to click on players or sims after they died
- Fixed other players/sims being able to revive mid combat (hopefully)
- You can no longer invite players and sims outside of your level range
i just can't help working on it even during my "vacation" 
you're unstoppable
We're lucky go have miz an everyone
this really doesn't tell me much other than it can't find a target with id 477
everything else don't matter
those red messages usually happen when sims are created or destroyed or whatever, unity really doesn't like it when they aren't placed correctly
unless its from one of you attacking something? but this might just be desync
it just tells me either a mob or a player attacked a mob, and it cant find it
i don't know what else you want me to look at
oh ok i didnt know what it ment
Thank you its all sorted 🙂
glad to hear
4 bugs currently that im working on fixing:
- Very rarely zoning breaks and you can get stuck in a black screen (i literally zoned like 100+ times before it happened) (
) - Transfering ownership of a zone isn't working correctly and it will break for the previous owner (
) - Sometimes sims stay active in a previous zone when the owner of the sims leaves the zone (
) - Sometimes sims stay invisible to others (this might be fixed with the previous one)
except the zoning black screen thing everything can be fixed by just zoning again
miz when u use the term "sim" are u referring to player and bot alike
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.5 **
- Fixed rare bug where you would get stuck with a black screen after zoning
- Fixed other players sims staying active after they zoned
- Fixed complaints about spawn data missing for mobs when you zone quickly
- Fixed other sims/players in different zones attacking mobs spamming the log
- Fixed players and sims still being in aggro lists after they zone
- Fixed zone ownership transfer being broken (hopefully)
- Fixed sims that have been removed from group still acting like they are in the group
- Fixed a bug where you could not respawn if a player in your group already respawned
- Will not work if they respawn on the same map you died on
- Added additional checks so players health is less likely to desync
- Removed auto heal on other players/sims/mobs
there is a bug currently where sims get kicked out of the group for other players that are not the leader
there also seems to be one where sims don't wanna spawn
both fixed cause they were the same thing 
tiny player markers
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.6**
- Fixed sims sometimes not appearing (hopefully)
- Fixed sims being removed from group for other players
- Fixed sims not respawning with the player (hopefully)
- Fixed client settings not being saved
- Added additional checks so sims health is less likely to desync
- Added player markers!
- Can be turned off in the settings
- By default only group members have off-screen markers
off screen markers look like this
they point to players not on your screen
my hubby and i kept loosing eachother so i had to add something
awesome!!
miz i uh, really broke the game

permission to dm? lol
course
Mizuki, been loosely following your mod and while I’m still not well informed seems like it’s come a long way at light speed. Is it true you can just steam invite people now to join your session and as long as they have the mod it will work??
yes
i haven't done a session with the newest version yet so i don't know what bugs there are, besides one that got reported which isn't really tooooo important to fix
When I first got the game and joined this discord, maybe two weeks ago tops, you had an early version of the mod which required port forwarding etc. it’s just cool to see how fast this thing went from like early stages to extremely accessible :)
I’ll def be able to convince some buddies to get the game on this I bet
If I can it’s like your mod is driving some sales haha
i think it took me almost 3 weeks to get the steam stuff working in a releasable state, and there's still bugs popping up because of the huge amount of changes i made
still impressive
since i haven't heard from @crisp vessel i assume stuff is working reasonably now though 
afaik he's playing with 3 other people
ah yeah makes sense, you wouldn't encounter the sim bugs
hopefully you'll enjoy the markers
We dumped about 45hrs in got to || jaws of sivakayan || and kinda breaking now playing a private server of dragons dogma since it never came west
We still wanna grind to current bis, but the tab target and tank n spank tactics kinda getting old atm not much we fear lol
Oh oops, I can delete it
does it really matter if you can just use dev commands and give yourself items? i kinda cant fix it until some major thing pops up
I guess not. 😛 Didn't think about that
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.7 **
- Lobbies and direct connections are now being closed when the game is exited
- You can no longer interact with left-click while a prompt is open
- Changed error logs that aren't errors to non-errors
definitely not changing random things to fix that exploit nooo
Good 👍
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.9 **
- Added missing effect
** v2.0.8 **
- Fixed color changes in the settings not working
- Fixed sims being really clingy even when telling them to stay put
- Fixed sims being set to the wrong zone when spawned (again)
- Fixed a bug where sims were being removed on zone ownership change
- Fixed an error that appeared when entities changed gear while being in a different zone
- All entities are now sending periodic hp and mp updates
- Level up effects are now played for other players and sims
- Status Effects are now properly being updated
- Moved message telling you that you have different mods to the bottom
bug: sims disappear again for non group leaders 
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.0.10**
- Fixed mobs periodic update which was using mp for health..
- Fixed sims disappearing from group.. again
- Fixed quality of charm slots not being synced
- Mobs now send an additional health update when they die
syncing some battle messages 
(I just realized reading that how close your main and my alt account's testing character Vank's names are lol)
ah cool
for years I've had a Google Doc of names I've thought of, to use for future RPGs
"Vank" is one I put a note "for dagger users" ;-)
so... Duelist =)
not a bad idea lol, altho i only ever use 2 names haha. sometimes 3
Vexir(for my tank/metal user) Wylder(for my nature/rogue user) and Kain for my all around but hardly comes to use
that's great, I'm an altoholic and get too into creating characters 🤣
it started with little notes on my desk for ages until I got smart
but yeah, Jinx is my go-to and Tricky for female characters
we had a bit of an issue with the duskenlight portal
it's not synced
double the amount of waves is fun 
Fiona has always been mine(pre shrek release lol) yes im that old too
i tryed telling u the other day lol
hate when pop culture makes you not want to use something you've been for ages
well it's in there now
nice
might see release tomorrow if nothing else pops up
isnt there 3 portals? or is 3 sync'd just 1 n 2 had issues?- edit- i cant read
3 is just using spawn triggers
the other two are using custom wave/spawn scripts specific to them
ah gotcha

hard to see but there's albinos there, which clients wouldn't see before
i set the rate to 100 because i got tired of waiting

you're instant killing them too?
don't worry, we found 3 in 2 hours, but i think we got more kings
course how else are they gonna spawn the rares if the non rares are still alive 
im unsure if it would work with coop
teammate dies
looks like it does
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.1.0 **
- Astra spawn is now synced
- Some battle text is now synced
- Mysterious Portal (1) is now synced
- Mysterious Portal (2) is now synced
- Spawn Triggers are now synced (part of Mysterious Portal (3))
- Fixed using teleport runes duplicating npcs (hopefully)
- Added tighter check for when sims don't spawn
- Rewrote spawnpoint sync for more accurate spawns
- Fixed a bug where players sometimes didn't connect correctly
- Fixed spell errors appearing when not actively connected
- Fixed sims still trying to be skateboards
portal 2 is still a bit buggy it seems 
@placid flint why'd you make it so hard to sync
why aren't they using spawn points like the rest of the game
its just objects voming out NPCs right?
i dont even remember what i did
This week has been a lot of rewriting things, hopefully i'm not breaking too much for you
nah the boss and stuff that's already there not the spawners
the spawners are easy
you just placed them instead of using spawn points like you usually do
i'll get it working right eventually though
oh, i do that from time to time when quickly mocking things up, I can put them on spawn points
if thats all it is
its going to be a long time before I update the live build again though
gonna be fun to find out what broke
you'll have it on the playtest branch prior to that
simple version check
https://thunderstore.io/c/erenshor/p/mizuki/Erenshor_COOP/
** v2.1.1 **
- Fixed more skateboarding, they just don't stop the little rascals
- Fixed Mysterious Portal (2) breaking when you re-enter (hopefully)
- Fixed getting double xp when reconnecting and joining the same group
- Added version check
- Notifies you when a new version is available in the combat log
Maybe in the future there will be a multiplayer mod
but this is multiplayer 👀
But like MMO
you can apparently have up to 100 i dont think steam supports that many tho
100 is the limit on steam lobbies, thats why i picked that number
theres no limit with direct connect
elaborate?
Say 5 or 6 humans join up....thats alotts sims every where obviously not all will be needed
wait thats fucking insane!
man if pla yer choice and options weer an MMO this would be it!
This mod needs a mod so people can play it solo!
b..but 600 sims? how can you say no to 6 brocks or scrubbies?
i'll add a limit eventually though
Wait you can play with up to 100 people now in a lobby or did I miss read that?
there never was a limit on with how many people you could play with, with steam there is though, but that's on steams side not mine so i do have to put that limit there
hey there. i think ive been running into a bug with co op where im arcanist hosting and my friend druid joins
the duelists in our group never gain exp ever
our paladin will but duelist doesnt. its been this way with every duelist invited to group since the island
try putting your friend last into group
oh i see what you mean sorry i was still in bed
i think there's a bug where it either doesn't display it or it just flat out doesn't work im not sure but i'll look into it
ill try and pay attention today if they ever level up


ty

