#BeaverBuddies

1940 messages · Page 2 of 2 (latest)

ivory burrow
#

then type ipconfig and hit enter

#

You're on the same LAN right?

#

like in the same house

wide cradle
#

Not in the same house

ivory burrow
#

That gets harder then

wide cradle
#

hmm, ill try you staps, hopefully that still works igg

ivory burrow
#

I don't think it will work actually

wide cradle
#

thx, ill read this and hopefully it works 😉

floral flame
#

Hey BeaverBuddies! I've created a beta release with Steam P2P networking support, so you don't need port forwarding. I'd love a few folks to test it (including someone not using steam, with standard direct connect) before I deploy. I'll need to do some more testing myself, but it's a pretty big change to the codebase and I'm afraid I've introduced a bug or three. Here's a link: https://g-3659.modapi.io/v1/games/3659/mods/3726597/files/6476635/download

#

Let me know if you're able to give it a test

floral flame
#

Thanks! All of these are things I just haven't done yet, so I've added an issue and will address when I can.

floral flame
#

@sand bough and @split sluice and @forest hill and anyone else who might be willing to contribute to BeaverBuddies, I made a video showing the basic process for addressing desyncs due to unimplemented UI events. Here's a draft contributing guide: https://github.com/thomaswp/BeaverBuddies/wiki/Contributing with the video linked. Let me know if you're interested!

GitHub

Contribute to thomaswp/BeaverBuddies development by creating an account on GitHub.

split sluice
#

I will check this weekend. Ty very much.

floral flame
stone plover
#

can anyone offer some advice on how to use hamachi for beaverbuddies?

#

i have the network created, but i am unsure on how to proceed from there

velvet elbow
#

My advice is to not use hamachi at all, they are shady as hell and ZeroTier is way easier to explain to your friends

stone plover
#

i only used hamachi as it was on the github page

velvet elbow
#

Yeah no worries, I tried it too but it was a pain in the butt getting all my friends installed and connected

stone plover
#

can connect to the network with my friend, issue is connecting to the game

#

like he pasted the IP from hamachi into the box and it gave cant connect error

#

even tried with port 25565 on the end, still no luck

velvet elbow
#

Hmmmm

#

And it was the local address?

#

Like 192.168 yada yada?

stone plover
#

wait am i being dumb

#

i copied the IP from hamachi network

#

Damn it, i think i gotta use my actual IP right?

velvet elbow
#

I haven't tried the mod in a hot second but I'm fairly certain the local address is correct

#

Like if you run ipconfig you should see it

stone plover
#

ohhhh i have to give them that one

velvet elbow
#

It'll start with 192.168.1

stone plover
#

not the network IP from hamachi app?

#

or my global ip

velvet elbow
#

Yeah buddy, if you're both on hamachi you're pretending to be at the same house, so you treat it like a LAN party and use the local address

#

I believe so

#

Again, it's been a minute, but I'm fairly certain that's the one

stone plover
#

Will give it a try when my friend is home from work

velvet elbow
#

Good luck!

stone plover
#

Thank you kindly

stone plover
#

Tried with local IP, still issues

stone plover
#

Issue solved via port forwarding

#

now how do we start as separate districts

floral flame
#

Then start a new game (solo) and select it:

#

Then specify how many players you want (up to the number mentioned in the map)

#

You'll notice there are multiple starting locations, each with their own settlement. Then save the game and rehost it in multiplayer.

#

Sorry you can't start in multiplayer - just doesn't work.

floral flame
stone plover
#

ah okay

#

we'll try again after it's a little more stable, got 2 desyncs in like 5 minutes

#

very nice so far though!

dry shell
stone plover
#

So dont drag to place, place them one by one?

floral flame
#

Drag shouldn't be an issue. It's more double-clicking fast, or if you and your friend both place a path that intersects at the same time

#

Hey thanks for all this. Should be fixed in the next release.

floral flame
stone plover
#

Awesome

violet plank
#

after todays timberborn update (2025-06-25 ) when the game desyncs the host's game crashes to desktop, quite annoying as we have to rely on autosaves.... is it only us or it's a common problem that will be solved ? thanks

floral flame
terse salmon
#

For some reason no matter what I do the mod tells me that I can not connect to the host

#

Would this be a firewall issue?

#

I have done the PortFowarding already

boreal wave
#

hihi

violet plank
violet plank
#

btw we started a new game on a new map and "save and rehost" still crashes the game to desktop

cerulean widget
#

Yep. One of the clients can click no and save the map and then send it to the host

floral flame
# boreal wave hihi

Thanks! Based on the error, are you on the experimental branch? The mod doesn't support it yet. Based on my timberborn version, that error shouldn't be happening

#

Hmm, the logs suggest not - Ok, I'll look into it

floral flame
#

Ok, I think I know what's going on. Very minor issue, should be fixed in the next release, which I can try to get out this weekend.

violet plank
lean saffron
#

I know the instructions say it does not work with other mods? But has anyone actually tried it? Is it just some mods or all mods don't work?

jovial lion
#

Anything that relies on Harmony is likely to break or behave incorrectly

#

Also beyond that, you can always do that science yourself, and let others know what does and doesn't work?

floral flame
#

Sorry, it's been hard to find time to deploy the fix because I need to do some testing of other features that will go out. In the meantime, just save and rehost manually

kind condor
#

@floral flame did you deploy the experimental branch mod to the steam workshop? i show an update from a few hours ago that causes a crash to desktop at the main menu

#

nevermind - it seems that mod settings is now a dependancy that isn't auto installed by steam

#

i figured it out - for anyone else running into this issue:

wise sedge
#

For some reason I keep on unsyncing when a bad tide happens

floral flame
modern flame
#

Hello, Is this mode still in development or is it working? If so, what session settings do you recommend to play as comfortable as possible?

wise sedge
#

badtides seem to have code which causes desyncs

kind condor
#

for what its worth, ive played like 12-14 hours worth in the last couple of days and havent hit a desync issue with a bad tide/season change

modern flame
#

OK thanks

modern flame
#

during your game

floral flame
modern flame
#

Thanks for this mod

violet blaze
#

@zinc widget helped with tweaking for multiplayer

violet blaze
#

@floral flame

kind condor
#

one thing to keep in mind is that any map can be quickly edited with the mod enabled to add 2/3/4 starting positions and shared to other people, so while the steam workshop map pool is quite limited for beaver buddies - this is somewhat easily resolved if you just find a map you wanna play on

floral flame
floral flame
stone onyx
stone onyx
#

nvm was using the experimental version of the game

#

fixed after using main branch

midnight crown
#

i use this and mod settings it has NEVER failed me

kind condor
grim thorn
kind condor
#

@grim thorn you can use the above to download the previous version of timberborn until the mod is updated

#

the bit i put in is the updated manifest id since what was in that post was previous one the last time this happened

grim thorn
kind condor
#

no doubt ill be talking people through how to do this later tonight so we can play too

zinc widget
#

its not really too hard to do with a few searches online on where to find the depot download location

floral flame
#

Glad there's a way for you all to keep using it when I don't have time for a quick fix! But today I did. Should be working again - let me know if you're having issues.

zinc widget
#

at least it started normally without a crash but havent tried to play coop yet

kind condor
#

worked fine for us today

#

its very minor @floral flame - setting a water level limit on the water pumps of both factions isn't a control that syncs across the game, and will desync the game when the pump toggles on/off on that players client

#

i assume all of the different water pump types and mechanical fluid pump will have the same issue, but have only tested it on the basic frresh water pumps

random arch
#

I get the Uh oh... a bug error whenever trying to place the district crossing in the coop game im running not sure if related

#

Got around it by starting the coop game alone placing the district crossing saving and then restarting game with both players fyi for anyone else that run into that

floral flame
#

Most important think is to include the error log if you have it, in case I can't reproduce

random arch
#

Cool just posted it

junior drum
#

im not sure if this is something that has already been resolved i tried checking. does the 1.5 version of the mod form mod.io work with the steam version 1.5.1? cause my friend doesnt have the game on steam and we have had problems trying to connect to eachother

blazing smelt
#

We're consistently getting the issue that the mod won't do the 'initial sync', as in the client can connect to me just fine but then it just silently desyncs or something. Beavers tend to just kinda spaz out on the spot and the playback speed doesn't have an effect either (though interestingly enough if the client presses play it'll also start playing for me, but then nothing really happens afterwards). Any others with this problem, or has my map just become too big or something?

kind condor
#

i've never enoucnterd that, even with 4 players and over 1000 beavers total

livid hawk
#

Are there any content mods this is compatible with? Was trying this out with my buddies the other day, and had disable everything but mod settings and this to not crash.

tidal cove
#

Hypothetically it should be compatible with anything that doesn't rely on harmony, but there's exceptions

#

Beaverbuddies uses harmonyx which is incompatible with regular harmony

whole schooner
#

is it just me or is beaverbuddies broken since the last game Patch? sadge

weak bluff
#

is there a fix to this?

whole schooner
cerulean widget
#

mod is still working for me. going to hack on the issues soon. anyone here is "SamuZad"? maybe we can combine our efforts

somber dragon
#

It’s me

#

If you check out my fork (main branch), I’ve actually come to the conclusion that a “larger network rewrite” would probably be quite useful 😁 because at least for the people I play with, the forced drop and rehost is the most disruptive

#

Parts of the rework (90% drop in network traffic, due to not using json for communication etc) are already done and I have a good idea of "what should be done", I think.. but I at least wanted to talk to the mod creator about my other PRs and their vision for the project, before I went too far down this rabbit hole 😅

cerulean widget
#

hah ok yeah Ive seen the rewrite. keep up the good work! I am going to look into the desyncs on saturday and got some input from @floral flame via PM

short dome
#

Is the overlapping in the Video https://github.com/thomaswp/BeaverBuddies/wiki
Only to show that both have same area or will the game show two Screen when mod activated

GitHub

Contribute to thomaswp/BeaverBuddies development by creating an account on GitHub.

tawny basin
#

Hi autor! Does it work with Map Resiser mod?

tawny basin
floral flame
floral flame
floral flame
floral flame
floral flame
bright arch
#

@floral flame As a non Steamplayer I got the mod from mod.io (version 1.5.0) and it always crashes. Tried downgrading to different versions- no result. Do u have any recommendation?

floral flame
#

Hey everyone! Version 1.5.2 is should be out now:

  • Fixed desyncs related to moving contaminated beavers and changing the water depth limit on pumps
  • Name updates made through the overview panel should now sync
  • Non-steam players should now be able to use the mod again
floral flame
tawny basin
split sluice
#

@floral flame
We played yesterday with a friend, he was on the GOG client, and I was on Steam. We managed to play for 4 hours without any desync at all. There are still a few issues with pause management during interactions, but aside from that, the experience was truly fantastic!

cerulean widget
#

can confirm that it runs pretty smooth, yet we got another desync during badtide. something around water is still desyncing but not reproducible

whole schooner
sullen granite
#

hey me and my buddy have a little problem he is hosting, invites me through steam, game shows "downloading map..." message box with OK and nothink happens afterward

#

this shows up and nothing happens

tropic robin
#

interested

#

?

#

anyone wanting to play?

livid hawk
tropic robin
#

@sullen graniteyo you got a spot left?

whole schooner
#

the steam connect mode does not work for us at all. when my buddy connects, he gets the map and the moment we unpause, we instantly have a desync. doing it like before with direct connect and port forwarding works fine ShrugFT

prime vigil
#

Hi all, have found this mod today, and the game does not want to start at all. Has anyone else been having this issue and found a way to fix it?

velvet elbow
#

Are you getting an error about a missing dependency?

#

I had to go into the steam workshop and manually subscribe to the exact thing it was missing before it could launch, I'm not exactly sure why it doesn't grab it automatically anymore

prime vigil
#

have added mod settings but am now getting a saying oh oh... a Bug and the only option i have is to exit game

raven marsh
velvet elbow
#

Hmmmm, are you on the latest version of the game, and not the beta?

prime vigil
#

yer we are on the main branch

velvet elbow
#

Also I came back to the mod after like 6 months and was having some trouble getting the two mods updated, so I ended up fully deleting the game and reinstalling

prime vigil
#

even attempted with the Beta as a hmm, i wonder if this will work.

#

Mestoth is working off a fresh install as of like 20 minutes ago

velvet elbow
#

Dang, that's really strange

raven marsh
#

just to confirm it should be just those two running right? tried other combos of things (ie Harmony) but unsubbed them

velvet elbow
#

And you're subscribed to both mods through steam, not by manually installing or anything like that?

raven marsh
#

correct

velvet elbow
#

Right, that's all I have

#

Let me check

raven marsh
#

i guess the main thing - it does work for you right and isnt just us 🙂

#

(hapypy to be an idiot here 🙂 just want to understand if i have some odd thing

velvet elbow
#

Yeah, I'm really confused because my friends and I went through this like less than a week ago and everything just magically worked

raven marsh
#

does it launch for you now?

velvet elbow
#

Ooop, no it does not

raven marsh
#

im looking at the logs trying to work out if its soething in that

velvet elbow
#

I'll bet it's a patch

raven marsh
#

ya there was a patch like 48 hours ago

#

good its not just us 🙂

velvet elbow
#

That'll do it

prime vigil
#

Oh well, at least we know it is not us. thanks for the suggestions

velvet elbow
#

Yeah no problem!

raven marsh
#

looks like its "TypeLoadException: Could not load type Timberborn.SoilMoistureSystem.SoilMoistureMap, Timberborn.SoilMoistureSystem, Version=0.0.0.0, Culture=neutral,

tropic robin
#

again anyone up for a game?

spare ermine
#

Also having the same issue

#

of crashing

velvet elbow
#

Yuh, the update killed it

#

@floral flame halp

earnest crystal
#

What's the bug, check the error reports folder, find the zip file with the date and time you got the error message, and copy and paste the text from the error report text file

spare ermine
split sluice
floral flame
#

Thanks, folks. I'll take a look at the PR soon and hopefully have a fix out. But I should warn that if they updated the logic of water simulation it could make desyncs more common (or I suppose it could solve some, who knows ShrugFT ).

spare ermine
floral flame
#

Ok, the update should be live and working on the newest Timberborn! Thanks to @somber dragon and @zibo-ye for the PRs that went into it. Big maps should now be working.

woeful rain
#

@floral flame When you say very few mods are expected to work with this one, are you meaning an outright crash or unexpected behavior? Been having an issue where my husband and I will play, but somehow our games drift apart without a desync error occurring. We only realize when one gets a bad tide and the other gets a drought, for example. Wondering if this has anything to do with a mod-specific science unlock breaking game sync

gaunt thicket
#

Mods that require Harmony will almost certainly conflict badly (crash), because BeaverBuddies includes HarmonyX which is not compatible.

#

Mods that rely on some sort of randomness may cause desyncs.

woeful rain
#

But it never crashes or causes an desync error. Maybe it’s not the mods at all, only using stairs, ladders, and tunnels, and we have both placed all of them and the actioned synced. But something is happening that causes the client game to quietly stop communicating with the host game. Which is a bummer when you’ve gone a whole cycle or more before either of you realize and they just did a whole bunch of work that will not get saved. Or worse because their last actions caused their beaver colony to wipe and I (the host) wasn’t paying attention to their colony

floral flame
#

@woeful rain You can always try. It's not that it's inherently incompatible with all mods. Mods that don't have code should all work. Mods with code that don't use randomness or add new user interactions should also work. But almost all mods do those things, so they'll break it. It's just easier to say that it doesn't work with other mods.

woeful rain
#

Yeah, that’s the tack that I took. “Let’s see if it works”. Have you ever seen this type of desync before? No crash, no desync error, host and client just stop communicating

earnest crystal
#

Coding is hard, if you can find a bug yourself it's really helpful for a small team

woeful rain
#

@earnest crystal If that was in reference to me, I'm going to need you to help me help you. I'm not familiar with the code base, the use cases, or the logging mechanisms in play. Best I can find for logging are the OOTB error reports generated by the game, but I already said: no error is ever produced -- there isn't even a desync modal shown, so I can't even take advantage of the reporting recently built into the mod. And that's why I'm here.

earnest crystal
#

(Process of elimination)

woeful rain
#

Screenshot is a week old, but the list the same.

tropic robin
tropic robin
#

@velvet elbowhello sir

#

@woeful rainyou?

gaunt thicket
woeful rain
#

@gaunt thicket Is there anything I can do to capture log messages? Sometimes it can take hours to happen, and I’d rather not blind play test for hours at a time per session looking for a needle in a haystack

gaunt thicket
#

All messages should be written to Player.log

#

If you have a log (or crash) then someone on #🚀mod-users or #🤖mod-creators should be able to look at it and find the most relevant entries

woeful rain
#

@gaunt thicket Nice! I didn't know this file existed. Very hidden away in a different directory. I will report back with anything I find

real sorrel
#

Yo, anyone wanna play a game?

tropic robin
#

I can in about 2 hours

livid hawk
#

Played with my group (4 of us) last night for first time since last patch, had a few crashes, each time from the same thing.

Desync occurs, host saves the game so that we can load it up and boot back in from that point. When host loads the game using the Host co-op game button, each client that joins crashes. If we go back to an earlier save before the desync clients are able to load in just fine.

We managed to find a workaround by host loading the desync save in single-player, resaving and then hosting again.

velvet elbow
#

Do you have any player logs from the crash?

#

It would be helpful to see what exactly was being built that was causing it

#

I also usually play with four people, so I get the struggle of trying to narrow down what exactly everyone was doing beforehand

livid hawk
#

Unfortunately only have a log from the desync last night when we decided to call our session, unless old logs are saved somewhere (or appended).

velvet elbow
#

I don't believe so, player.log is pretty much just the last game you ran

#

I'm definitely guilty of just relaunching immediately if I've got something going on

dense valve
#

Hi guys, I just installed the beaverbuddies to try and play it together with my girlfriend but were not able to launch the game and we are not reaching the main menu screen due to crash.

Is there a need to downgrade the version of the game before we can play?

velvet elbow
#

Did you also get mod manager?

dense valve
livid hawk
real sorrel
gaunt thicket
# livid hawk Had crash again

"InvalidDataException: End of Central Directory record could not be found" Looks like a corrupt save, try an earlier one

woeful rain
#

When you use the in-game log post button, where does it go?

woeful rain
#

Chugging along fine with a new save without Harmony mod enabled until first bad tide, then immediate desync, and then a subsequent immediate desync after hitting play on rehost even after fully restarting the game. I'm trying to make heads or tails of the log traces both in the logs and from the code, and having a hard time pinning down what actually caused the desync. If I understand correctly, the logs it spits out are just the last things that happened in the problem Tick?

livid hawk
#

ime, badwater always desyncs my group. Probably something to do with the contamination levels mildly randomizing on each client and not being synced.

woeful rain
#

That makes sense, but I’ve played several different maps and never had an issue with bad tides specifically. Maybe the latest patch with the water changes introduced more complexity than before?

livid hawk
#

I only got the game with update 7 and have had this issue from when beaver buddies was patched to work with it, so unsure.

I'm also playing in a group of 4, distributed around the whole of the continental US with very different internet speeds amongst us. So more chances for my group to have issues and badtides just multiply that chance. If someone's land start flooding we also tend to have issues depending on how bad/intermittent it is.

upbeat wing
#

Can you give play with other mods?

earnest crystal
real sorrel
#

Anyone available to play a game rn?

woeful rain
# woeful rain Chugging along fine with a new save without Harmony mod enabled until first bad ...

Interesting development on this. If we leave the game running at 1x through a bad tide transition, it won’t desync, but run the game any faster and it will. Also, like I mentioned, after desyncing, it will keep doing it every time after reloading the game immediately after hitting play, but if we connect through Steam instead of locally, it will almost always work to get past the immediate crash but will still desync if the game runs faster than 1x

kind condor
#

i tested that map with friends for ~24 cycles over the last couple of days, with many bad tides in there and we never desynced on season change

velvet elbow
#

That looks sick, around what cycle will the badwater pool fill up if you just ignore it?

kind condor
#

it won't

#

theres a drain at the bottom of one and tunnels between them

velvet elbow
#

Oh nice, I didn't notice that

floral flame
#

Is anyone having issues after the last minor update 10/9? I didn't update the mod, but it still seems compatible. A few people on steam are saying "fix bug" but that could refer to anything 😄

silent salmon
#

Though it desincs occasionally, this is a very stable and fun mod to play 😁

kind condor
#

so im pretty sure the current frequent desync issue is around planting crops/trees, and that 1 player can plant stuff, but it doesn't sync through to the others - and sometimes near immediately, and sometimes much later down the track (such as planting trees from a forester that hasn't been completed yet) a beaver will go to plant said crop/tree, and then the game desyncs

#

my reasoning for this is several times after a rehost (as a client) i'll notice that crops/tres i've planted, sometimes minutes beforehand, aren't there anymore. to me this means that the host didn't recieve the command to plant them from my client, and that would be why they aren't in the save file we load from

woeful rain
#

I've run across similar things, too. I've been trying really hard to understand the logs/messages the mod leaves, and I think some things aren't making it to host given how many "tick too late" messages I keep getting.

split sluice
kind condor
#

@floral flame the unfiltered/fresh/badwater toggle on mechanical fluid pumps isn't shared between clients and causes desyncs

kind condor
slim oasis
#

hello guys, i got the game via steam and mod from mod.io yesterday, same goes for my friend and we want to play together but we don't know how, i was on a non steam version for months, port forwarding never worked, same goes for hamachi, is it as simple as the guide says with steam chat invite? i tried to make new game then save, exit to main menu and load as host, but beaverbuddies never connects

broken ravine
#

I've also noticed the pause/unpause of the Large Warhouse construction site was not syncing up.

#

A friend and I got a safe going we where playing for a few days now, and the game desyncs almost immediately now. Trying to understand what might be the cause currently 🙂

#

Looking at the event log, the events are properly generated tho.

plucky aurora
#

Hey everyone, I could use some help with Beaver Buddies.
I'm running Timberborn version v0.7.10.13-a445513-sw and using the following mods via Steam Workshop:

Harmony v2.4.0
TimberAPI v0.7.12.3
Mod Settings v0.7.10.0
Beaver Buddies v1.5.5.0

I believe that the mod order is correct (Harmony → TimberAPI → Mod Settings → Beaver Buddies), but the game crashes right after the mod manager screen.
The error log shows:
HarmonyException: Patching exception in method GameSaver::Save(...)
InvalidOperationException: Incorrect code generation for exception block.

From what I understand, Beaver Buddies is trying to patch a method that changed in this Timberborn version. Can anyone confirm if there's a fix or workaround? Or is there a compatible Timberborn version I can downgrade to?

Thanks in advance – I really want to get this working!

broken ravine
livid hawk
#

Or rather, your load order is wrong, it needs to be mod settings -> beaver buddies -> harmony -> timber api

harsh dome
#

My partner and I have desyncs during badtides. They start a few ticks after the badtide starts, and continue on during the entire badtide (no matter when the reconnect happens). If I leave it running (as a host) until the badtide is over, reconnect works fine. Then with the next badtide, same problem. Can anyone help there?
No other mods installed except ModSettings and BeaverBuddies, both at the most recent version.

vast urchin
#

v1 soon

vast urchin
harsh dome
woeful rain
# harsh dome The spiral mountain is an official one, right? That's the one

Admittedly haven't played in a while much less with the buddies mod, but I experienced the same thing and never came to any conclusion on a fix. I will agree that it seemed to be related to the map played in some way. Likely related to how many bad/water sources are on the map and thus how complicated the water calculations are.

vast urchin
#

u1 version of the mod is on github

#

does anyone want to do a build for everyone 🙂 (im on mac so its PITA)

floral flame
#

I'm happy to build for mod.io - I could also do steam if there's enough folks who'd appreciate a separate beta channel.

vast urchin
#

Id try it on steam workshop ideally although dont really mind where

vast urchin
#

ill try soon, still at work

vast urchin
#

@floral flame science unlocks dont sync

#

the building appears unlocked for p2 but you cant place it

broken ravine
#

This would help a lot when investigating this issue. But I'll look into it regardless once I'm back 🙂

vast urchin
#

It fixes when you reload the save

#

but any new unlocks dont sync

kind condor
#

how have i only just noticed that only the host for beaver buddies needs to have the map file

leaden maple
#

is there a way we can see the logs of desync?
found player.log but is basically empty, no errors

vast urchin
#

needs patch for latest update :?

#

could be mod settings

broken ravine
#

Works for me. Maybe try reinstalling the game. I had trouble launching it too after an update once

dense kernel
#

the mod is making my game crash after starting the game

leaden maple
#

but what about constant desync?
tried the 0.7 and 1.0 and both desync (altho 1.0 is more rare)

silent salmon
#

I have had a lot of desync problems too, tried doing some experimenting but I couldn’t find anything to fix the problem. I think it might be problems with other mods being on at the same time

leaden maple
#

we have like zero mods kekw only the multiplayer

vast urchin
#

My desyncs tend to happen around season changes/when the water is doing stuff

#

Never had any desyncs on smaller maps before, is it the map?

#

Also desyncs whenever I use Dev tools but probably expected

leaden maple
vast urchin
leaden maple
#

256x256

vast urchin
#

yeah try a small map mb

#

I didn't have any issues on 120x120 on u7

leaden maple
#

we tried 50x50 but all the same lol

#

and if anything, beaver count would be an issue not really map size, but we have had desyncs with like 40

broken ravine
#

My nightmare would be of these desyncs would be caused by some cpu dependant floating point weirdness

leaden maple
#

we tried 2 different host, we both have amd cpu but thats about it (and btw i made a github issue about it as well)

long wolf
#

Any mp maps posted for experimental?

violet blaze
violet blaze
#

hey @floral flame a question, do you have any plan with beaverbuddies regarding the full release of timberborn?

ruby flare
#

Yeah i would love use it but it seems like it’s broken rn

#

Imo top 3 mods

floral flame
#

There's a branch that's been up to date with v1 (you can find it on the workshop), but I haven't tested it in a bit. So yes, my hope it to update it when v1 releases

#

I'm in an "off" period of development to focus on other things, but I know there are still plenty of desyncs to work on, so when I've got time and energy again I can work on them. And of course community contributions are most welcome

ruby flare
#

gives a warning that it needs mod settings and that its outdated or something and if you try and launch it crashes

hidden shore
#

Does anyone know how to Join another person on the Co op buddies mod? We have tried setting our ports to the same and ip etc but there is NO INFO on anything to do with this mod?

signal trout
#

Hey, me and my friend are playing and whenever we place a district crossing the game crashes?

split sluice
rapid magnet
#

The port forwarding is no longer mandatory if you play on steam, as steam invite can manager that part

violet blaze
#

mod settings doesnt work for 1.0? making 1.0 beaverbuddies unplayable?

violet blaze
#

mod settings has been updated but it still doesnt work so i think the 1.0 version of beaverbuddies is brok

violet blaze
#

either that or my files are no goodie

ruby flare
signal trout
rapid magnet
#

probably because experimental branch has been updated today

chilly vector
#

Indeed, there seem to be 1.0 changes that have broken the mod. Anyone working on this? Can I help?

rapid magnet
#

might be related to the new tutorials

floral flame
#

Ok, hopefully just pushed an update to the beta branch to fix it on steam. Let me know if it's working for y'all. I had to remove a patch stopping analytics from working (which was causing desyncs), since they changed the way analytics work. I couldn't find the new analytics code, which means this verion may have a bunch of new desync - let me know if you find that's the case.

#

Especially if turning off analytics fixes it.

next cosmos
#

Hi, I was playing on Update 7 with a friend with the Beaverbuddies and it was working fine. Now our districts becamse a bit larger and now whenever we place a few crops, we desync every time. Are there settings we can change to make it more stable, or is the only solution to keep the map small?

chilly vector
#

@floral flame Thank you for taking the time, appreciate all that you do. Is there anything we can do to help lighten the burden here?

next cosmos
#

@floral flame with the latest 1.6.1 mod update, I am not able to start any new games with the mod enabled. I have disabled all the other mods and its crashing immediately when I create a map. im on version v1.0.8.0-1c8b9ad-xsw

ruby flare
#

is anyone else having problems in latest 1.0 version?

fallow raptor
floral flame
#

Hey folks, should be fixed now @next cosmos @ruby flare @fallow raptor

ruby flare
#

tysm

#

will you be able to make beaverbuddies work with harmony?

trail crest
#

Has anyone encountered a problem when playing multiplayer that when one person spends science and unlocks something it shows as unlocked for player 2, but they can not build it without unlocking it again?

ruby flare
#

No

next cosmos
#

Yeah that double science unlock we had aswell, but it doesn't cost science for the second, so it wasn't an issue

trail crest
next cosmos
floral flame
floral flame
floral flame
# ruby flare will you be able to make beaverbuddies work with harmony?

To clarify: BB uses HarmonyX, which is a different version of Harmony. You can't use both at the same time, so you just have to disable the Harmony mod if you're using it. Since other code-altering mods aren't currently supported, that shouldn't be an issue. Are you not able to get it to work with the Harmony mod disabled? FWIW, I will look into whether vanilla Harmony works with BB (see this issue https://github.com/thomaswp/BeaverBuddies/issues/101), but last time I tried there were inexplicable crashes without a way to debug why.

#

Is anyone having issues with the main (non-experimental) branch? Folks are in the steam comments are describing issues that I thought were just related to the experimental branch (and since fixed). Pre update 1 seems stable and unchanged, but let me know if I'm missing something.

ruby flare
fallow raptor
floral flame
velvet elbow
#

Is anybody else having a problem with floodgates causing desyncs?

cloud elbow
#

Hello! My friends and I do a weekly 3-5 player game night, and we were thinking of doing timberborn for our next campaign. Most of the comments I see on BeaverBuddies seem to be talking about just 2 player games, does anyone know if the mod runs stably with 3+?

velvet elbow
#

It's stable with 5+, but with that many people you always have to customize a map a little bit first to make it fun

#

Even the really good multiplayer maps usually only have four decent starting locations tops

livid hawk
#

Hi, am someone who played as part of a group of 3-5, it's fairly stable at 3+, just beware of bad tides and sluices causing desync.

Note though: you can only have a max of 4 starting districts, which is why my 5 man run died.

velvet elbow
#

If you turn on dev mode you can cheat in a fifth district and some berries and save the map so that when you host it with five people you all have a spot

random arch
velvet elbow
real cosmos
#

Is there a mod.io version of the 1.0 update for beaverbuddies?

crisp root
floral flame
#

But I know you can't downgrade if you've already started a map - I'm working on it!

crisp root
#

We're playing on the main branch while we wait patiently for you!

floral flame
#

Ok, the Update 1 branch has been updated!

#

I should say the most recent patch messed with the game's speed logic, which is at the core of how the mod works. I think I patched it in a way that will still work, but I haven't tested extensively yet, so let me know if you're seeing a lot more desyncs or weird behavior.

floral flame
crisp root
wise cove
#

tried to use this mod today on both experimental branch and current release. Both of them crash the moment i try to boot the game with that mod on, i tried reinstalling everything twice, even checked on a different computer.

i really hope i'm not an isolated case, pls halp

velvet elbow
#

Do you also have mod manager?

wise cove
#

bepinex? it was specified on harmony's page that it's not required and should be removed

#

oh... i'm dumb, harmony was the problem

velvet elbow
#

Lol, it happens

wise cove
#

darn it, was certain it's necessary to launch BB

ruby flare
#

That’s why it breaks

#

@floral flame said he was looking into changing it to work with the mod but I’m assuming that’s gona take a while

floral flame
#

Unfortunately, I did look into it and the original Harmony just isn't able to patch some methods b/c of limitations in it's implementation, while HarmonyX can. I might be able to work around that, but I think it's only worth it (and the potential instability) if I'm prioritizing making it work w/ other mods, which would also require adding a way for other mods to make synced events. I've mostly got that figured out, but I'd want to see if other devs have interest in it.

somber dragon
#

I think it would be worthwhile, I was going to have a look at opening a PR for this 😄 but if you have a branch already that's awesome!

floral flame
#

Hey folks, so the exciting surprise reveal of automation is cool! Fortunately it doesn't seem to have broken anything major and I've updated BB (experimental) to support it. That said, it may be a minute before I can support all the automation UI. I'm looking into ways to make it a bit easier to create all the events for the new UI, but barring that, some help from the community wouldn't go amiss 😄

#

I bring that up less b/c of the work of implementing it and more b/c it's actually a pretty straightforward bit of event creation - a good way to learn to contribute.

floral flame
ruby flare
#

cool thank you so much

next cosmos
#

Hey @floral flame, no rush, but do you have any idea when you think beaverbuddies for 1.0 could be ready?

opal lotus
floral flame
floral flame
humble juniper
#

Hey! Now you updated the 0.7 mod but what should i now prefer to use?

violet blaze
restive pine
#

Guessing there's no chance to ever make it compatible with mods using harmony right(Or rather it'd have to be on harmonyx's side to make the bridging)

opal lotus
restive pine
#

these not being compatible with each other afaik

opal lotus
#

ohh right 🤔

restive pine
#

So there'd have to be a bridge made unless more modders move over to harmonyx

opal lotus
#

i dont think it would affect much api wise to switch over

#

curious why he uses harmonyx though

restive pine
#

has more stuff it can do compared to harmony

#

specifically it's able to patch some methods harmony can't

opal lotus
#

yeah makes sense, well the "official" modding tool distributed by the devs is harmony so yeah very unlikely a majority will switch

velvet elbow
floral flame
#

So use the main one.

floral flame
#

After that my goal would be to try to support other mods adding BB synced events.

sacred gale
#

before 1.0 me and my buddy had no issues joining and playing but now even after making sure weve got the updated mod the person connecting crashes everytime we try to join

#

weve tried me joining him and him joining me and neither way makes a difference

floral flame
winter sable
#

hey i'm working on a change that that significantly improves BB performance for MacOS users

#

is there a chance i can recruit a Windows user to help me test?

#

checkout my WIP branch, build, & make sure it still works on Windows

somber dragon
#

Happy to do it

winter sable
#

the PR adds the Harmony mod as a dependency & requires a little bit of env.props adjustment to point to where that's installed

violet blaze
winter sable
#

@somber dragon you're welcome to send me discord friend request to work through anything you run into

violet blaze
astral bluff
#

i'm having major issues when me, my partner and our friend try to load in, me and my partner are same network, our friend is obvs a different network this is the error code im getting to do with the steam overlay:

#

ArgumentException: IPanelController Timberborn.SteamOverlaySystem.SteamOverlayInputBlocker is not on top of the stack!
Timberborn.CoreUI.PanelStack.Pop (Timberborn.CoreUI.IPanelController panelController) (at <2acfdb81a91b4cc18dc1ed697141da2b>:0)
Timberborn.SteamOverlaySystem.SteamOverlayInputBlocker.SteamOverlayActivated (Steamworks.GameOverlayActivated_t callback) (at <05be1b8561504ceeba0c7b6df3dfa6e5>:0)
Steamworks.Callback1[T].OnRunCallback (System.IntPtr pvParam) (at <fb51e49a772643d28f2cc742e704d38b>:0) UnityEngine.Debug:LogException(Exception) Steamworks.CallbackDispatcher:ExceptionHandler(Exception) Steamworks.Callback1:OnRunCallback(IntPtr)
Steamworks.CallbackDispatcher:RunFrame(Boolean)
Steamworks.SteamAPI:RunCallbacks()
Timberborn.SteamStoreSystem.SteamManager:UpdateSingleton()
Timberborn.SingletonSystem.SingletonLifecycleService:UpdateSingletons()
Timberborn.SingletonSystem.SingletonLifecycleService:UpdateAll()
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter:Update()

#

can anyone help?

floral flame
jovial moss
#

@floral flame you told me to reach out to you on discord, but your dms are closed, did you mean here? xP

remote terrace
#

hello, anyone would like to try out this mod ? I'm getting back into timberborn and playing with someone sounds awsome

winter sable
#

hey do any devs here have a decent understanding BB's client-server connection initialization sequence? i'm trying to get familiar with it & i'm getting kind of lost in the layers of queues

floral flame
# winter sable hey do any devs here have a decent understanding BB's client-server connection i...

It's a bit janky (evolved over many iterations), but essentially it starts by sending the map first thing, then a start state (which is really more for the networking code; it doens't include game state, and could probably be removed at some point), then it sends the first game event, which ServerEventIO generates: an InitializeClientEvent. Then it's just game-generated events. Is that what you were asking about? There are a few unneeded abstractions from early on (it was originally a record-and-replay mod), and b/c of needing to handle both steam and sockets.

floral flame
floral flame
#

I'm getting it specifically when joining through steam - is that also your expecience? Direct connects are working fine

#

Ah seems to be specifically about bringing up the steam overlay or removing it....

#

Seems to be some vanilla TB code that's intentially throwing an error. I'll have to look into it more.

winter sable
#

another quick question @floral flame , are the Inspector & ClientServerSimulator development tools still used? if they are i'd love to learn how to use them & document them for future devs

#

if they aren't it'd be great to remove them to simplify the repo

floral flame
#

Inspector is essentially a scripting repo for inspecting the code from outside of itself. Still used, and may be used more in the future: the hope is to walk through the TB code to detect changed for patched methods so I can verify if the code still works if the code its patching changes.
The simulator hasn't been used in a while and could probably be removed, but it actually might be useful for people working on a single computer. The original idea was you can record some activity and then it would play it back, but that shouldn't be needed any longer.

winter sable
#

using a virtual machine is probably a better way to test, i wrote some notes about my setup in this github issue, maybe we can add that to the project documentation

GitHub

Have you already read the existing documentation and confirmed your question is not answered there? Yes What is your question about how to use develop the Mod? I only have 1 computer, a Macbook Pro...

wintry sparrow
#

Is there any chance 1.0 would cause crashing on load in between games the map transfers and they can play solo but if they try connecting it crashes fully

There is a bug report on GitHub https://github.com/thomaswp/BeaverBuddies/issues/123

just curious and wanting to play more with friends

GitHub

Important: Do not restart Timberborn after your bug has happened. This will overwrite your log file, which is important for diagnosing bugs! You can close the game, but do not restart it until you ...

rancid jasper
#

how do i fix

livid hawk
rancid jasper
#

turning off steam overlay fixed it

astral bluff
winter sable
astral bluff
#

yay!

astral bluff
#

we are now having major desync issues every time we play 30 seconds into the game we desync \

#

and occasionally our friend gets this message [I don't know how to report things on github so ill post it in here aha]

#

InvalidDataException: End of Central Directory record could not be found.
System.IO.Compression.ZipArchive.ReadEndOfCentralDirectory () (at <9465b0f262d6495fae15d1c99e2f8561>:0)
System.IO.Compression.ZipArchive.Init (System.IO.Stream stream, System.IO.Compression.ZipArchiveMode mode, System.Boolean leaveOpen) (at <9465b0f262d6495fae15d1c99e2f8561>:0)
System.IO.Compression.ZipArchive..ctor (System.IO.Stream stream, System.IO.Compression.ZipArchiveMode mode, System.Boolean leaveOpen, System.Text.Encoding entryNameEncoding) (at <9465b0f262d6495fae15d1c99e2f8561>:0)
System.IO.Compression.ZipArchive..ctor (System.IO.Stream stream, System.IO.Compression.ZipArchiveMode mode) (at <9465b0f262d6495fae15d1c99e2f8561>:0)
Timberborn.SaveSystem.SaveReader.ReadFromSaveStreamUnsafe[T] (System.IO.Stream saveStream, Timberborn.SaveSystem.ISaveEntryReader`1[T] saveEntryReader) (at <dfe324e5929746cabb60385dcf07a94c>:0)
Timberborn.GameSaveRepositorySystem.GameSaveDeserializer.Load (Timberborn.GameSaveRepositorySystem.SaveReference saveReference) (at <0c2cff97bf5a4d18b4f5271464993d39>:0)
Timberborn.GameSaveRuntimeSystem.GameLoader.Load (Timberborn.GameSaveRepositorySystem.SaveReference saveReference) (at <35c704b85585407da3b6d691a6ecaa2e>:0)
Timberborn.GameScene.GameSceneSerializedWorldSupplier.LoadGame (Timberborn.GameSceneLoading.GameSceneParameters gameSceneParameters) (at <74c76d3d1bfa4cea98fa4a375c16db2c>:0)
Timberborn.GameScene.GameSceneSerializedWorldSupplier.Load () (at <74c76d3d1bfa4cea98fa4a375c16db2c>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <e844e163c8424237a965b90504ceea0e>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <e844e163c8424237a965b90504ceea0e>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <e844e163c8424237a965b90504ceea0e>:0)

winter sable
#

does the client ever successfully connect? or does it crash before they even load in? i may have an idea what's going on

wintry sparrow
winter sable
winter sable
#

if not you can still see the bug report template at this link which includes instructions for accessing your logs

crisp root
#

Just wanted to drop that you should probably include in the mod description that players should turn this setting on:

#

This way if someone clicks out to google something or answer a message they are far less likely to desync. Was very helpful to find this, I'm betting people would have less issues if they knew that existed!

floral flame
eager sandal
# crisp root

Holy heck I didn’t know this existed and now you’ve saved my life!!! Thanks :D

eager sandal
wintry sparrow
severe vault
#

Hi there, quick question, is direct connect / Hamachi more stable against desyncs than Steam P2P ?

uneven mauve
#

Hey! First off, thanks for the mod! Played lot of hours in coop and had a great time with it. LoveFT

My setup: playing BeaverBuddies cross-platform, Windows as host and Mac M1 as client, connecting directly via IP on a local network. Only mods installed are BeaverBuddies and Mod Settings (Mod Settings listed first). On the MacBook I always launch with the macOS workaround (Rosetta on) - without it the game crashes

Since 1.0 I've been running into a couple of issues:

  1. Science unlocks don't sync between players, though rehosting the save fixes it
  2. Desyncs are happening too often now it's become hard to play

I can share logs, save files, or try to find out which actions are triggering the desyncs - just let me know what would be helpful

Also curious, is there any chance BeaverBuddies could support a mod API that runs natively on macOS? The game runs fine under Rosetta, but native would obviously be a nice improvement.

Either way, keep up the great work! coop in Timberborn is something a lot of people have wanted for a long time and it’s awesome that you’re making it happen. Really appreciate the effort that goes into this!

#

Also noticed that when a desync happens, the client has to hit ESC and open the reconnect menu before the host starts hosting again - if the host goes first, the game freezes completely on the client side and ESC stops responding, so the only way out is to force quit

winter sable
winter sable
winter sable
winter sable
subtle thistle
#

someone can send me the last version of this mod ? i can't download it on mod.io cause it's a previous version

#

and i don't have a steam version so i can't use workshop

severe vault
winter sable
velvet elbow
#

Literally came here to say that Hamachi is sketchy

#

We use ZeroTier and it's honestly a breeze to set up

severe vault
#

Oh, I'll check that out
How do you setup / use tailscale or ZeroTier for Beaver Buddies ? Like which port / IP do you put up in the field in-game

velvet elbow
#

I posted a whole thing a while back, let me find it real quick

#

Lol, never posted a discord link before, let me know if that works

severe vault
#

The link works ! Does it work with pre-existing saves though ? We used Steam P2P beforehand

velvet elbow
#

It should!

severe vault
#

Alright
I'll try that with my friend tomorrow
Thank you !

velvet elbow
#

Good luck, I hope it works out!

winter sable
#

great bug report, ty

#

we'll update you in the issue as we get to it

meager sail
severe vault
#

Does the Direct Connect multiplayer have to use custom multiplayer maps ?

severe vault
#

Answer is no I just tested 🙂

spare ermine
spare ermine
#

It was solved a long time ago XD

rancid jasper
#

hey im not sure if i would get hate for this lmao. but my mate and i encounted alot of bugs while playing - 1. science unlocks were not synced 2. it desyned all the time. 3. when it did desync, it would not let us connect wihtout us both having to re launch the game.

so i vibe coded alot and we played today with no issues.

would you guys like a summary of what was changed or? i know alot of people look down on vibe coding lmao

rancid jasper
#

?

hot smelt
#

that's what a pull request is for

wild imp
rancid jasper
#

yeah i just wanted conformation as some people hate vibecoding

wild imp
#

It's true that desync bugs are problematic. You managed to solve the problems?

#

We have it regularly with my friend it's hard to play

rancid jasper
#

yeah by making the water simulation run independant and only sync up every two days as opposed to regually, it seems to have fixed it

#

i can send you my updated mod if you wanna test it, and if you see any buds then send them over, as its not perfect and very experimental

wild imp
rancid jasper
#

no yout drag and drop it in ur mods folder

#

dm's

wild imp
rancid jasper
#

no cos both pc will run the water pretty much the same anyway

#

might be only slightly differnt

#

my mate and i stress tested it by opening a massive flood gate on 10x speed

#

i sent a dm

idle perch
#

one of the triggers for a desync is having a beaver try and plant spadderdock in water that has a cliff overhang directly above it like in the hollows map, with said beaver being moved on top of the cliff when it occurs

severe vault
# rancid jasper i sent a dm

I'd love to try too if possible, I have desyncs every 15 minutes with my mate on our first map probably because it got pretty big

#

Did it only fix the frequent desyncs issue or also the reconnect and science sync issues ?

rancid jasper
#

Yes + now the automations are synced as they wernt before

tall mulch
#

Does automation work on the mod or No?

minor holly
# severe vault Alright I'll try that with my friend tomorrow Thank you !

Hey @severe vault I was reading your thread about MacOS and BeaverBuddies compatibility and was wondering if you could get it to work without crashes? I'm looking to play something with my partner and she seemed to like this game. Obviously without multiplayer it's not something I'd like to buy. If you need help with tailscale lmk that's up my alley.

severe vault
#

Uuuh i have told nothying about MacOS

#

I play on windows only X)

rancid jasper
floral flame
#

Just published a fix for the steam connection bug.

severe vault
wintry sparrow
#

Has anyone looked at the science points desync yet i noticed its still bugged in the update from last night

minor holly
cloud elbow
#

I convinced my friends to download Timberborn, we'll probably be looking to do a ~4-5 person MP game within the next few weeks, how's the overall stability of the mod looking?

wild imp
cloud elbow
#

How hard is it to recover from a desync with the mod? Does it require everyone to do a full restart of the game?

wild imp
#

I believe the problems are being resolved, but it may still take some time.

cloud elbow
#

Oh that does sound pretty difficult to play with. I guess it's good that we're not inclined to do a timberborn game for a week at least, and it sounds like the dev is really on top of this

wild imp
rancid jasper
winter sable
severe vault
#

I've found that playing through droughts seems mostly fine, while playing in floods seems more unstable
The mod is fine for small scale games (beginning of game is cruising) but when you start getting in the mid game it's more unstable
I'm playing on a map with 700 beavers and the game desyncs at least every 10 minutes, but I imagine that's a lot of beavers

split sluice
severe vault
#

I found that while using an edited version of the mod, I'm not 100% sure how applicable that is
I'll check

whole folio
#

Just a quick question. Does BeaverBuddies work with Harmony Mods? i cant remember if they do or not.

somber dragon
whole folio
wild imp
#

Do you have any ideas for fixing all the desync problems?

floral flame
floral flame
# rancid jasper are you a solo dev? or do you have a team?

There are a few folks who've made great contributions, like @winter sable @split sluice and @somber dragon . The limiting factor is that I'm a bit slow to review contributions/PRs (sorry y'all) because this is a side project that I get to between my job and other hobbies to keep it sustainable for me. But more people still helps if you can test and review PRs or offer your own.

uneven mauve
#

Hey guys, I’m willing to help test the integration branch.
Would it be possible for someone to share the latest build here? I don’t have the required tools to build it myself

ruby vessel
#

burp

winter sable
split sluice
#

I hadn't had my gaming computer with me for over four months because I was in the process of moving to a new city and changing jobs. I've finally found a place to live, so I'm bringing my computer with me this week—along with... my car 😄

blazing pumice
#

Hey all 👋

I'm currently looking at the PR that addresses Automation, can't wait to get this in! Think I understand the bug with the weather automation but need to verify a few things before feeding back.

I do all of my development on a mac, is there any aversion to making changes to the csproj / setup instructions to make it work here? I'm figuring it out as I go and happy to make a PR for theses changes if people think it'll be worth it, if not I'll work with my botched local setup for now 🙂

astral bluff
#

hi sorry me again, i really dont understand git hub so ill pop my issues here. When 3 people playing, the game gives an error when loading:

#

once trying it again we all load however the game desyncs us within the first 20 seconds

winter sable
#

the current main branch now includes both env.props.unix-template & env.props.windows-template

#

& the integration branch includes changes that remove the bepinex & rosetta dependencies

pine kestrel
#

Are the desync in science between players normal? Never had this issue in v.7, started playing coop in v1 two days ago and when the other player buys things, the padlock is removed from my game but I still need to spend science to unlock it. We also have the science that desyncs. I am currently sat at 700, while player 2 has 500

#

We are playing the stable release

wild imp
pine kestrel
#

cool

#

I thought that maybe it was by design so that the players don't share science

graceful ivy
#

I also had the "i can use partners science" bug. Then it went away. No idea why or when, but suddenly it wasn't a problem anymore. Literally while we were playing, it just suddenly wasn't a problem anymore.

glad iris
wild imp
#

We tried the latest version, and like the other one, there are desyncs every 5-10 minutes. It's unplayable.

gaunt thicket
#

Any chance you could update HarmonyX to at least 2.13.0? (newer would be fine too)

winter sable
#

not sure when that work will be released but hopefully soon

gaunt thicket
#

Do you just depend on the Harmony mod for it?

#

Then you don't even need to include it with Beaver Buddies

winter sable
#

the change results in instant compatibility with many popular mods

somber dragon
#

I also have some some patches for mods that need a bit of work ready to go once the rework Harmony is released.. though I might need to sell @floral flame on the idea on bundling these with BeaverBuddies itself 😁

#

This is roughly what I'm playing with currently

Bobingabout Beaver Factions: needs a patch to sync stuff - fully implemented
Mechanical filter pump: needs a patch to sync stuff - fully implemented
Bober's Laws of Motion + Riverborne: needs a patch to sync stuff - I'm working on this currently, though it might be tricky so I might abandon it, or leave it in a half-ready state)
Moddabe Weathers + Skyblight Weather (which is not in this screenshot): needs a patch to sync stuff, and it works with some "design decisions" (ie, I'm hiding global settings and profiles)

#

I should also disclaim that my policy for ensuring mod compatibility is purely driven by the person I play with (or me) saying "this mod would be cool to play with"! 😅 and as such I know that I'll definitely get GreedyNation to work and am slowly building toward it (with some side quests along the way).. other mods I'm considering at the moment:

  • Beaver Faction Building Control
  • Beaver Faction District Control
  • Beaver Faction Split Needs
  • Beaver Faction Split Breeding
  • Second Shift
gaunt thicket
#

Moddable Timberborn has optional dll loading. So you can include that required code with Beaver Buddies, but it'll only get loaded if the other mod is present

blazing pumice
tidal cove
blazing pumice
#

Does anyone else notice a desync when water floods massively? I'm gonna try and dig into it but I'm not sure if it's just a quirk with the game I'm playing with a friend

somber dragon
#

Do you have valves placed?

#

Their settings do not sync currently

blazing pumice
#

Not at the moment, it's literally when water spews everywhere

#

Good to know about valves, let me go see if I can get that fixed. I'd like the integration branch to be merged first though

blazing pumice
#

Ok there's a descync issue with automation on floodgates, digging into this too

blazing pumice
#

Ok, I've found the bug with floodgates and automation too

#

1.0 added A LOT

#

I've just added floodgate fixes to this branch too, I can split it if people would like but these are two issues I just enounctered whilst playing 🙂

#

I'm an idiot, fixing the names of variables

#

EntityUIEvent is getting to be a pretty big file, we should consider refactoring that down soon

#

Ok so I've tried playing it out with a friend with the fixes and it looks like we can't invite each other via steam from the integration branch at the moment either... Let's see what's gone on here

#

Derp, didn't do the steam build

#

Ok, the above PR has made my online save work again with my friend!

somber dragon
#

@blazing pumice there was already a PR for the valves

blazing pumice
#

Ah, damn I should have checked

somber dragon
#

(The PR opened just before yours in fact 😁)

#

I can close mine, it’s fine

blazing pumice
#

Either way doesn't matter, my changes are on top of a rebased integration branch that will need to go in, so I will need to rebase again one way or the other

blazing pumice
somber dragon
#

Alright, let’s go that route then

blazing pumice
#

Ok, I'll amend my commit shortly - I just really need the integration branch merging in because of the rebase I did to help smooth that over 😅

floral flame
#

P.S. I'm away from development this week / weekend, so sorry for slower responses. Thanks for the issues and PRs!

blazing pumice
#

I think I've found the cause of desyncs when there's a massive flow of water change for whatever reason. Need to do some more digging, I think the fix is going to impact performance if I'm right

blazing pumice
uneven pasture
#

@ivory geyser

#

we just tried to play this mod and couldnt get it to work

uneven pasture
#

aftre fiddling we got to work but desyncing frequently

uncut flume
#

hello, is it possible for each player to play a different faction? maybe with the use of some other mod?

blazing pumice
#

No - that would be one hell of a project I think

blazing pumice
uneven pasture
#

we had just started

#

@blazing pumice

#

we were still putting down the first couple of buildings and it just desynced every few minutes

blazing pumice
#

No buildings placed or nothing?

#

Same OS/any other mods installed?

uneven pasture
#

not sure on the OS of other player

blazing pumice
#

It shouldn't make a difference but would be good to get a better understanding, if I can reproduce it I will diagnose it (I'm not a maintainer just someone who wants this to work and knows how to develop software)

uneven pasture
#

we had difficulty getting it to connect us at first..then set it up cuz they had a better understanding but i hosted...would that cause issues, I didnt do any of that port stuff, they sorta guided me

blazing pumice
#

Are you playing through steam?

uneven pasture
#

i think Id only gotten lumberjacks a harvester water pump and water tank down and it desynced the first time

#

yes

blazing pumice
#

And no other mods installed for either of you?

uneven pasture
#

nope just the beaver buddies

blazing pumice
#

what map?

#

and is it folktails or iron teeth? Will try and reproduce it now

uneven pasture
#

i chose folktails not sure what they chose

#

if they can choose

blazing pumice
#

They can't. Can you try on one of the default maps and see if you have the same? I don't really want to understand the intricacies of a custom map to see what could be causing it right now

uneven pasture
#

ill see if I can get em on after easter dinner

blazing pumice
#

Let me know if you have the same problem, if you do I'll try and figure out what could be going wrong.

Make sure you both have the same mod versions etc too

#

@uneven pasture what timezone are you in?

uneven pasture
#

east coast usa - eastern daylight time

#

yeah we coordinated the game versions etc...

#

@ivory geyser is was who i was playing with

#

we couldnt get experimental to work but did get reg version to work eventually

#

is there a map you recommend?

blazing pumice
#

Ah ok. I'm in Europe so probably can't try to help out in real time

uneven pasture
#

im up all times

#

i dont sleep

#

not sure where cebie is

blazing pumice
#

I've been playing Waterfall with a friend quite successfully, but I've patched the mod quite a bit since. I have a couple of open PRs open on GitHub for the mod but I can distribute a build if 1) it's not against rules and 2) you trust a stranger to send you them

uneven pasture
#

holiday today tho so not expecting to hear too much

blazing pumice
#

Is there anywhere I can bounce ideas off of other devs other than github for potential fixes?

somber dragon
#

We (sometimes) use this thread for that purpose

blazing pumice
#

Cool - I ask because I think there's some issues with the DeterminismService but I'm literally brute forcing fixes with a friend at the moment to fix desyncs 😅

somber dragon
#

What issues did you find? 😱

blazing pumice
#

Unfortunately the fixes I'm going through are messing with threads in the game and it's... not great.

It's around flooding/water flowing and tiles changing states non-deterministically. My thinking is floating point math causing a desync

somber dragon
#

Do you have a save where this can be reproduced reliably? I’m asking because I tend to play maps with a lot of water sources, and haven’t noticed anything so fundamental out of place - though of course that just means we might not do the specific action that’s the “root of the problem”

blazing pumice
#

Yes, BUT, it's a patched version of the mod already (the majority of the fixes are on github already)

somber dragon
#

Of course, that makes sense. I have a couple more questions:

  • are you early/mid/late-game?
  • are you using automations?
  • do you have specific “reproduction instructions” to go along with your save?
blazing pumice
#

I've just built a stable version with a lot of water happening, it's just not massively performant.

Mid/late game
Yes (and I've patched them in this build too, PRs on GitHub)
Yes - flood the map entirely

somber dragon
#

Interesting! You’re playing main branch, right?

blazing pumice
#

Branched off of integration now

somber dragon
#

No, I meant the game itself (ie not experimental)

blazing pumice
#

Oh - yes of course!

somber dragon
#

Interesting, if you send your save over I can check if I can reproduce and come to the same conclusion tomorrow

blazing pumice
#

Sure, I'll send you the save over DM and I'll push my current changes trying to figure things out to a branch on github

blazing pumice
#

@somber dragon your fixes seem to be working well, thank you

#

I have just come across a beaver child naming desync though! Should be a quick one to fix. It would be really nice to get the integration branched merged into main so I can base things off of that 😅

somber dragon
#

I fixed all name syncing issues already, just not in dev/master yet

#

But otherwise I’m glad that things are working!

somber dragon
blazing pumice
#

Though I'm beginning to think my local build is in a git mess of random commits

somber dragon
#

How are you seeing the desync?

I'm asking because:

  • I'm almost certain that there is not mismatch with naming - the people play with would know
  • Beaver names don't actually cause a desync.. Ie even if this weren't synced, there would be no gameplay effect/the desync detector would not register this as an issue that matters
blazing pumice
#

You're right, I think this was a false positive, but a bit weird. I'm adding more debugging in now, I've managed to get it to desync on the first tick on reload so give me a few mins ...

#

I have different seeds on the client and server currently. Desynced on the first tick. Absolutely no idea why this has happened

#

But it does appear to be moisture related

#

Let me go through the logs and try and put together a theory

#

Seems to be due to a rehosting issue and skipping the moisture hash calculation on the server side

uneven pasture
#

I think I need another guinea pig to attempt this with. seems my other one doesnt wanna try again...any takers?

cloud elbow
#

What's the scoop on BeaverBuddies rn? Is there a specific patch of Timberborn that my friends and I would all need to roll back to or anything like that?

cloud elbow
#

Just finished playing with friends, it was kind of rough to get started since I think my multiplayer map saves somehow got fucked up, but we only had one desync over the course of ~90 minutes

kind condor
#

so a friend and i experienced a weird desync issue due to water physics that is new

#

it was happening here

#

i had a damn where that floodgate is being built

#

and on my screen the water seep was getting up to the limit and turning off then the water was spreading out and the seep would enable again

#

on theri screen the water was just much flatter - and the seep always active

#

the dam that i deleted was thus pulsing water overflow on my screen, and on their screen it was constant

#

i dont think this is an issue with the mod, its that the water physics is calculating slightly different for the 2 of us

#

either way with us taking no actions - it would desync after 10 seconds of unpausing every time until i deleted that dam so that my seep would stay constantly active

#

so i guess while there isn't much the mod can do about this - its worth knowing for people that water seeps and how you handle them can cause issues if you're using dams with them

#

it wasn't till i build the levees surrounding the seep to add flood tgates to block bad water from bad tides that the flow of the seep went really wacky

#

tl;dr - in regards to that video - the way that the water was going up and down, and thus changing the strength of the source on the fly was calculating differently on host and client and causing out of syncs quickly - changing the levee/flood gate set up so that the water level was lower resolved this

#

maybe the mod could do something to the update rate of water source strength of seeps in multiplayer to alleviate this?

floral flame
floral flame
floral flame
#

@somber dragon and @winter sable , @blazing pumice proposed a rebase to clean up some of my double-commit mistakes in integration (see https://github.com/thomaswp/BeaverBuddies/pull/150#issuecomment-4163945853). I'm happy to clean it up, but I wanted to confirm whether anyone is working on a PR right now based on the actual integration branch, where this would mess you up. Of course we could always rebase that PR, but the commit history is already a bit of a mess, so it's not my highest priority.

#

Ok, I confirmed we have PRs based on my uglier history and on Joe's cleaner one (same code, different commits). So someone will have to change. Probably the easiest thing will be just to squash the PRs when they come so it ignores the different histories...

winter sable
winter sable
#

i'm comfortable with rebase so whatever is fine by me

#

sorry i haven't been as active; i ended up asking the dev team if they'd gift me a non-steam copy of the game to use to set up automated testing & they pretty flatly declined to

#

it's not a huge deal, they obviously don't have to do anything, but it's demotivating: putting effort into making their game better for their players is less fun when that good faith isn't returned

floral flame
winter sable
#

yeah i might end up up doing the same eventually

floral flame
#

@blazing pumice after looking at it, I think it'll probably be a bit more pain than it's worth to rebase. Are you ok if we just keep with the existing commit history (warts and all)? That way we don't have two separate histories running around.

#

(Since i think you're the only one who's been working off your new history, but multiple people (may) have been using the existing one.

#

If you don't feel like reworking your existing PRs, I can just squash your PRs when integrating. Thanks for all your work, btw! I really appreciate it.

cloud elbow
# floral flame The mod should be working with the latest main build (Update 1) and many folks a...

I believe it might've been an issue with the Meander MP map pack, I had to pull the map manually, load and save it in the map editor, then manually move it into the saves folder. We all got this error message trying to load into the game:

NullReferenceException: Object reference not set to an instance of an object
Timberborn.GameFactionSystem.FactionService.Load () (at <603c5460e9e047abaaafc61bf5c66d15>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <e844e163c8424237a965b90504ceea0e>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <e844e163c8424237a965b90504ceea0e>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <e844e163c8424237a965b90504ceea0e>:0)
blazing pumice
#

Once the integration branch is in I will update all of my PRs to be based off of that

#

I think the valve/floodgate fixes are worth releasing soonish too

serene ravine
#

Anyone know why after playing a map with my mate for a fair few hours, when I rehost now i just constantly get desync and need to re host.
No error seen on the server side. Until after the server shutsdown.

velvet elbow
#

I haven't touched the mod in a hot second but we ran into something very similar and we fixed it by going back to an auto save like five minutes back and letting the host build whatever the problematic structure was

#

The issue was another player placing a sluice gate and it was causing the game to crash basically on startup each time

#

But when the host placed it we were able to continue just fine

serene ravine
#

Ahh, that might be it. I know the other player has just set up sluices/throttling valves

velvet elbow
#

Lol, yup, sounds about right

#

Hopefully that fixes it!

serene ravine
#

Much appreciated 🙂

velvet elbow
#

🤘🎃🤘

kind condor
#

throttling valves/fill valves dont always seem to sync their settings across clients (its a known issue they're gonna fix) - the easiest way is to pause the game, and have all players set their values to whatever you wanna change them to, and then unpause

#

the other issue i've encountered a lot recently is that water seeps are just absolutely screwed in this mod - the easiest way to deal with them is to just to have the host enable dev mode and delete them and replace them with regular water sources (or edit the map before game creation - remember only the host needs the map, everyone else loads the map from the save file when joining the game)

#

the way in which they change strength based on current water levels means that all clients have to calculate the changes at the exact same time and in the same way or different amounts of water get created, which cause different tiles to fertilize/contaminate differently causing all sorts of problems - tl;dr, avoid water seeps as much as you can

blazing pumice
blazing pumice
#

Once we merge PR 150 it opens up a lot more fixes I think. I don't know what the process is for releases as I'm a new contributor, but we have fixes for some things and we will have them for more soon...

floral flame
#

Ok, v1.7.0 is live with many changes discussed before. Please let me know if it's working ok for y'all, and don't forget to add the Harmony dependency!

grave gale
grave gale
#

Yeah, that was just internet hiccups. So don't worry about it.

steady brook
#

Hey, THANKS. We've been playing for over an hour now. No problems at all. Thanks again for all your hard work!!!

floral flame
#

@somber dragon @winter sable @blazing pumice and anyone else here who develops mods, would you take a look at this idea on how to best support other mods in BeaverBuddies? I want to get on the same page and then solicit feedback from other devs in #🤖mod-creators https://github.com/thomaswp/BeaverBuddies/issues/177

@somber dragon I know you did some work on existing mods already. Please share your experience!

GitHub

Now that we have support for vanilla Harmony, I'd like to think through ways to support mods with code in BeaverBuddies. Some design considerations: It should be quite easy for mod developer wi...

somber dragon
#

@floral flame sorry, I was fairly busy this week. I'll write up my experiences and opinions about mod compatibility tomorrow/early next week

#

In other news, I put together a ping system for the mod 😄

graceful ivy
#

Started playing the new buddies version last night. 320 beavers, huge map, 2 players, zero desyncs after 2 hours. Great job @floral flame !

blazing pumice
#

nice

uneven pasture
#

i really wanna try this mod but am not having luck finding a buddy to try it with...anyone wanna play with me on it sometime?

floral flame
uneven mauve
#

Hi! I’m using the latest mod version and still getting frequent desyncs. I've played new maps both via local network and Steam invites and got same results

Desyncs seem to happen most often around water events, most frequently after a drought ends or during bad water, possibly because of floods and buildings getting watered.

Also ran into a crash (not a desync) when placing a district crossing. Placing it in solo game and then rehosting helped tho.

On a small colony (less 100 beavers) it's playable but noticeable. My older map with ~400 beavers is pretty much unplayable due to how frequently desyncs occur 🥲

tidal cove
cloud elbow
#

Just wanted to thank the dev team, my friends and I played for like 3 hours straight last night with zero desyncs. We had some trouble getting the server up, but once we rehosted a few times it was perfectly smooth.

uneven pasture
#

I have located a victim to try this with...lets go ....any map recommendations?

deep orbit
#

Wonderful, I am a victim. Great. Anyway, recommendations from people who played with most updated version of the mod would be great

tidal cove
#

I think there's a map collection of multiplayer specific maps around somewhere

uneven pasture
#

hello!

#

trying to play these guys now

#

so we had the game speed randomly changing

manic halo
digital salmon
#

Just to add another data point for others reading this, my friend and I were getting frequent desyncs (sometimes after 20 minutes, sometimes after 2) when playing yesterday on a save we've had for a few weeks. ~200 beavers, so not a massive population.
Started a new save, and played for about 90 minutes with no desyncs. still not had a badtide on that save though, which has always seemed to be a trigger.

uneven pasture
# manic halo The game speed will change for any clients connected to the host, this is a mech...

seems I was also changing it constantly....way i play
Im a pauser, think about what im doing, place a bunch of stuff down and then run it at max speed, adjusting build priorities as I go. but I may pause after each building is built and delete a path, anything I place, do is during game paused. game functions better if paused while adding deleting stuff. I try and place stuff when games running and run risk of placing it just a block off where i want it

manic halo
#

Found a desync in BeaverBuddies to do with Badwater Discharge. The Badwater Discharge building has three modes, Closed, Open, and Automated. The Closed and Open options sync between players, but the Automated option does not sync. Since the automated option doesn't sync this eventually causes a desyn due to miss-match in water expectations.

This is reproducible in any map by placing a badwater discharge building. I suspect the issue is related to this building dealing with automation slightly different to every other building.

verbal ingot
#

Don't know if it's fixed already but we had an issue with power clutches on Sunday where switching it would not synchronize from the client and only the host doing it would make it stick. Like it doesn't even register for the host.

#

Also I'm not sure if it's this mod (or mods it depends on), the game or Proton, but playing gradually filled most of the 24GB of RAM as well as basically all of the 12GB swap. Is it possible that there's a memory leak somewhere?

blazing pumice
#

The two desyncs here I think will be quick fixes, looking into it now

velvet elbow
#

It's so strange, we're consistently crashing in under 100 ticks, without anyone placing anything or opening any menus

#

I'm watching the player log live with LogExpert because historically I've been able to see the problem block and have the host place it themselves to overstep a desync, but this time I just can't seem to find any evidence as to what is causing the crash

wet summit
#

from what i have been able to test, badwater and alot of water are the main problems

manic halo
#

Badwater is typically worse for desyncs then water itself due to how it effects the terrain and can cause side effects. If the badwater isn't synced properly you can have crops dying on one client but fine on the other client which will eventually lead to desync due to crop growth.

wet summit
#

bad water is a desink after another is a pain

uneven pasture
#

I see maps for 4 players...anyone ever try more than 2?

wet summit
#

i am always playing with 3

uneven pasture
#

nice

#

hows it play?

wet summit
#

ok until theres a bad tide

uneven pasture
#

i still cant find anyone else to play with me on it

wet summit
#

for our next map we are planing to desable badtides

#

and just editing a map to have more bad water spawns

wet summit
#

well does anyone know what mods work ok with multiplayer

uneven pasture
#

thats one thing im curious to try , id love to try zxuijis greedy builders with bobs split faction/needs mods with someone and each plays a faction

wet summit
#

I want Configurable Faction (Faction Mixer)

#

or something the sort

uneven pasture
#

the greedy mods are mixed factions

uneven pasture
#

greedy builders is ft and it

#

i love that mod and use it every game..til bots

#

ive played each one of those mixed factions so far and theyve run with a lot of mods on em

wet summit
#

what is the mix of the 2 vanila ones

uneven pasture
#

greedy builders

wet summit
#

thx

#

doesn 2 shift work well on multiplayer or nah?@uneven pasture

uneven pasture
#

i dont know

wet summit
#

sad

uneven pasture
#

i cant pay someone to play this mod with me to find out

#

reddit posts, multiple requests on here on multiple channels...im getting a comlpex...do i smell?

#

someone make me an AI friend mod

blazing pumice
blazing pumice
uneven pasture
#

im in usa but i have insomnia and im self employed...time is irrelevant to me

#

ill DM ya

wet summit
#

oh and question to someone that can answer, is a headless server ever gonna be a thing?

wet summit
#

DAS SAD

blazing pumice
#

It would essentially require an extra copy of the game on a different steam account or whatever running

wet summit
#

never tested the DSP headless but

blazing pumice
#

The first step says you'll need an additional copy basically. Theoretically it could be done but I don't really know why you'd do it

wet summit
#

well

#

i already have a homelab thats why

#

make so it is possible to be on without my pc

blazing pumice
#

Once the mod is more stable with desyncs, maybe it's something I can look into, though I kinda want to build a lobby screen once we're more stable

wet summit
#

fair

blazing pumice
#

But it isn't my mod either, so who knows what will happen

somber dragon
wet summit
#

i can

#

give me a bit because i am actually playing atm

#

we been playing on speed 2 and not 3

#

and its been stable for a while

#

but lets see badtide in 2 days

somber dragon
#

No rush - please just save “before a badtide comes”

wet summit
#

but now we have bad water tunel

somber dragon
#

Yeah, if you can give me a save that is “just before badtide hits”, that would be appreciated

wet summit
#

no worries i can

#

i will give you this version and a older one with a previous badtide

somber dragon
#

Sounds good

wet summit
#

so just a bit like 1/2 ingame hours?

#

well i have the saves

#

but speed 2 and water diverted 0 crashing

somber dragon
#

Even 3 days before badtide is fine

#

Just send them over and I’ll take a look

wet summit
#

i have 5 hrs and 2 and 1 hr

#

but yah recent one 0 crashing

somber dragon
#

Thats perfect

#

And I’m glad you’re not crashing

#

Do you have automation in place?

wet summit
#

yes

#

and it crashed

#

after 1 day xD

somber dragon
#

To be clear: is it a crash or desync?

wet summit
#

desync

#

my bad

somber dragon
#

All good

#

Ok, send the saves and I’ll see if I can see what’s up tomorrow

wet summit
#

okii

pastel shard
#

any updates on desyncs? my buddy and me are getting desyncs every minute after some while in every save

wet summit
#

from what i can figure out

#

water and its changes are the bigest cause

blazing pumice
#

I think they are, and it will depend on performance on the computer and the network that will lead to them. Bad tides trigger a lot of changes and if they don't line up between the host and clients it will desync

#

That said, there are buildings that are not baked into the mod and will cause desyncs (the latest update addresses these)

wet summit
#

oh we have quite diferent specs

#

and one of the players is 1 meter from me the other is 350/400km from me

somber dragon
#

That’s not/shouldn’t be an issue

#

Also, I don’t mean to sound dismissive but if the desyncs were just due to (bad)water, everyone would be experiencing them 😁

#

Which is why it almost certainly will be something more niche

manic halo
# blazing pumice I did start looking into making this more stable a while ago, and it's... compli...

I have no doubts haha, Badwater has so many side effects and I expect it's pretty difficult to keep the water levels in sync with the human factor involved.

Had a desync once because a beaver got sick on my end but not my friends end because the badwater wasn't synced up. We think it was caused by some terraforming we were doing around some badwater sources but could never reproduce lol. As long as we keep the flow rate stable we can go multiple sessions without any desyncs so it's not too bad!

manic halo
kind condor
#

i swear that fresh and bad water seeps are still the main problem causer for desyncs

kind condor
blazing pumice
uneven pasture
#

anyone tel me whats wrong with this?

uneven pasture
blazing pumice
#

There's going to be something in that map that isn't supported I think

uneven pasture
#

what i thought might be the issue

manic halo
#

Non priority issue:
Tubeway Station Customization doesn't sync
If you change the colour of a tubeway station using the customization button, the other users can't see your changes.

This is a non-game impacting issue so not a major.

#

Another non priority issue (this one might be a Timerborn thing rather then a beaverbuddies thing):
Floating dirt blocks, can't reproduce super often but happens on occasion.
If the client places a dirt block on the end of an overhang with nothing underneath, then deletes the overhang using the Demolish Buildings tool, the dirt block stays in the air even with nothing underneath it. Doesn't always happen, so might be related to lag perhaps?

This is synced on both Server and Client so doesn't cause any game breaking issues, just a bit strange seeing floating dirt blocks.

manic halo
#

Last issue for the day, since I'm on a roll haha.
Since the BeaverBuddies v1.7.1 update, with "Always Use Detailed Logging" enabled, the first unpause of the session causes the game to freeze for both server and client for ~10-20s.
Every unpause after that goes fine, it's just the first one of the session. This has caused a desync a couple times when one client has unpaused, and within that 10-20s period another client also tried to unpause.

Simple fix is just patience, but thought worth mentioning.

opaque wren
#

Has the sync issues been mostly resolved since last year? I think that's the last time I've played with BeaverBuddies.
I think I stopped played for a bit when Bad Water became a thing. My daughter got scared. 🙂

grave gale
opaque wren
#

That was an amazing experience.

#

Just finished playing 4 hours with my kiddo.

#

Thank you soooo much MOD team. I've been waiting years for this to stabilize! I'm sooo incredibly grateful.

blazing pumice
sterile cypress
#

I might start a new save with a friend. Every time we've picked up older saves they desync within a couple minutes for no obvious reason.

kind condor
#

open the saves up in single player, go into dev mode - replace seeps with regular water/bad water sources, save, rehost multi - gg

midnight depot
#

Hello! I'm having problems playing with a friend. When we join the game, as soon as we build a path or do any action, we get a connection error. Is anyone else having this issue?

manic halo
restive crystal
#

got gifted the game recently and have been addicted. got my husband into it too, and bought a second copy just so we could play this mod together. if i want to try a multiplayer map, do we both need to have it or just the host?

violet blaze
#

If you go to the modmaker's steam workshop page he has a collection that includes quite a few maps

next finch
#

Has anyone here tried the Casthorde multiplayer mod? It seems to be more feature rich, but I would rather stick with beaver buddies if it's more stable.

restive crystal
#

I'm struggling to communicate with my husband during game, especially to navigate menus. Is there any way to ping a location or something? I don't even see a compass rose so idk how to give direction either

midnight depot
# restive crystal I'm struggling to communicate with my husband during game, especially to navigat...

My friends and I use the door of our houses in District Center as a reference point. For example, when we want to explain locations, we first orient ourselves using District Center with the door facing “towards us”, so we know we are looking at the world from the same perspective and can give clearer directions.

I also heard that in the latest co-op patch they added some kind of signal/ping system, but I haven't been able to test it yet because we get a connection error almost immediately after joining the game.

I hope I explained it well. Most of this text was written with AI because I'm a Spanish speaker and my English is only around B2 level 😅

midnight depot
cinder thicket
#

does anybody know how to make a server without port forwarding i dont have a password to my router

somber dragon
uneven pasture
#

it was so simple to connect

#

no desyncs but we played the ironteeth and its still in early stages so only ft is tested and been focused on

#

we were able to place our own districts where we wanted and played just liek normal game but with both of us at different start areas

#

since was IT tho the other player started with no beavers and had to add some

#

and eventually I had a bug where ground became unusable after I removed what was planted there...modder said reloading map/game save would solve that

#

and to play ft for now till they get time to iron out the irons

#

is supposed to work with all normal mods just not mod factions yet

toxic sentinel
#

wait does it fix the issue where one person sees buildings the other doesnt?

#

if so that would be absolutely amazing

uneven pasture
#

They placed building for me and me for them

#

stuff I unlocked, I placed on their side for them and vice versa

#

sorta cheated science a lil that way

#

just cant connect your paths

#

map we used had the storage caches around

#

id build a path to it and use it than let delete it and they made a path to it and used it

#

only that planting glitch caused them to see what Id originally planted and not what I had changed it to...i planted birch/pine/oak together, then when birch was cut down redid with oak...thats what it didnt like

uneven pasture
toxic sentinel
#

oh so you play as 2 different cities/villages/colonies?

uneven pasture
uneven pasture
#

?

#

probably have to look at the rules i guess

#

id imagine not

somber dragon
#

I'd advise you don't talk about pirated copies of the game in the game's *official * discord channel 😅

uneven pasture
#

seeems like good advice

#

so..ignore it...JK!

#

tho my mom would say I do

#

im looking for a beaver buddy/casthorde partner today?!....

opaque wren
opaque wren
#

my desyncs stopped when i switched off Wifi... and moved to full ethernet.

#

🙂

blazing pumice
#

If you share them they can be investigated and fixed, if you don't it will only be resolved by someone who can fix it having the same desync. Moving to full ethernet concerns me a bit, and further makes me think there's something with the syncing code and water syncing though, which is something I've been suspecting for a long time

tall mulch
#

does beaver buddies work ):

manic halo
#

Yes

grim marsh
#

how well is it woring

opaque wren
#

BeaverBuddies is awesome.

grim marsh
#

how well is it working

blazing pumice
#

it works well

floral flame
floral flame
floral flame
floral flame
floral flame
# next finch Has anyone here tried the Casthorde multiplayer mod? It seems to be more feature...

Seems like a different philosophy of multiplayer, with more emphasis on syncing state and actions between players, as opposed to just syncing actions and making the game deterministic (which is what BB does). It's a great idea, and one a few folks here have asked for, but it's a huge amount of work. I'm impressed, though I do wonder if this will get it 85% of the way there relatively quickly, but struggle with the 15%. The dev has indicated that's it's heavily AI generated, so I'll be curious to see how brittle it ends up being to work with. But it's good for the community to have some options, so I'm glad to see it.

#

I just wish he'd spent that time making a fork of BB to clean it up, add all the new features and fix the bugs 😄 Then I could retire happy

manic halo
verbal ingot