#BeaverBuddies
1940 messages · Page 2 of 2 (latest)
Not in the same house
That gets harder then
hmm, ill try you staps, hopefully that still works igg
I don't think it will work actually
thx, ill read this and hopefully it works 😉
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
If you're on steam this might solve your problem, though a warning that it is still very much in beta right now
Thanks! All of these are things I just haven't done yet, so I've added an issue and will address when I can.
@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!
I will check this weekend. Ty very much.
Though I admit the video is a bit rambly (and in English), so I'll try to accompany with other written resources as well.
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
My advice is to not use hamachi at all, they are shady as hell and ZeroTier is way easier to explain to your friends
i only used hamachi as it was on the github page
Yeah no worries, I tried it too but it was a pain in the butt getting all my friends installed and connected
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
wait am i being dumb
i copied the IP from hamachi network
Damn it, i think i gotta use my actual IP right?
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
ohhhh i have to give them that one
It'll start with 192.168.1
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
Will give it a try when my friend is home from work
Good luck!
Thank you kindly
Tried with local IP, still issues
You need to download a supported custom map first (or create your own). Link here on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3372147096
Steam Workshop: Timberborn. This collection contains co-op multiplayer maps. Use the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3293380223]BeaverBuddies[/url] mod to play the maps in multiplayer. Note: These map
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.
See above
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!
Path placement is an issue make sure to place them down slowly
So dont drag to place, place them one by one?
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.
Also, in the next release, this bug should be fixed - should be later this week or this weekend.
Awesome
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
I can look into it. Can you please post your player log + save game, or your crash report .zip, here or as an issue on the GitHub?
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
hihi
error report and saved game, we found out that it crashes to desktop only if we select rehost, if we just click no we can save the game and rehost it without crashing timberborn, i hope that this error report might help you anyway
btw we started a new game on a new map and "save and rehost" still crashes the game to desktop
Yep. One of the clients can click no and save the map and then send it to the host
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
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.
not on experimental 🙂 thanks for this amazing mod btw, i hope it will grow and become stable even with bigger maps 🙂
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?
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?
no :C im on normal branch
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
@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:
For some reason I keep on unsyncing when a bad tide happens
That's correct. It shows in the changelog, but I don't think there's a way to warn about it when it auto-updates
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?
badtides seem to have code which causes desyncs
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
OK thanks
Are you connecting via Steam or Hamachie? And which game mode do you play: Co-op or Versus?
during your game
There is no versus mode per se, and all controls are shared so it's intended for co-op. You can decide to have one or multiple starting points (see earlier comments on how to use a multiplayer map). If you know how to use Hamachi and it's working for you, I'd use that; otherwise try steam.
Yes, thank you. I'm playing with my friend and Steam works very well.
Thanks for this mod

@floral flame
just through steam/direct ip with port forwarding, and coop, though, all with realtively seperate areas and our own rivers etc to manage - its more like 3x single player games occuring together that we can all yap about
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
Nice! Added it to the collection of MP maps: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3372147096
Steam Workshop: Timberborn. This collection contains co-op multiplayer maps. Use the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3293380223]BeaverBuddies[/url] mod to play the maps in multiplayer. Note: These map
I would also recommend making sure each starting location has ample trees and berries, and consider how damming at one location would affect others.
hello i tried installing the mod from mod io with the mod manager on GOG version and the game crashes with this log
i use this and mod settings it has NEVER failed me
https://steamcommunity.com/sharedfiles/filedetails/?id=3524980556
I dabbled in map making for those kinda folks that enjoy a bit of a rough start if you're playing on hard with friends and seeing how they tackle the same problems - it's not a co-op map, its 4x single player games on the same map.
Hello, we may be some of us encountering a bug while loading the game with the new today steam patch , so I created an issue : https://github.com/thomaswp/BeaverBuddies/issues/79
#1203786573142032445 message
download_depot 1062090 1062091 5572968329001314155
@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
https://steamdb.info/depot/1062091/manifests/
this is the link to get the manifest IDs in the future should this happen again 🙂
Thanks we make it work, I prevent my girlfriend to download the update and she already sent me here install. Hope it helps other people to patiently wait for a fix
no doubt ill be talking people through how to do this later tonight so we can play too
its not really too hard to do with a few searches online on where to find the depot download location
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.
at least it started normally without a crash but havent tried to play coop yet
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
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
Thanks. This is a known issue, at least as a desync.
Hmm, actually @random arch what you're describing might be a bit different. Would you post an issue here? https://github.com/thomaswp/BeaverBuddies/issues
Most important think is to include the error log if you have it, in case I can't reproduce
Cool just posted it
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
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?
i've never enoucnterd that, even with 4 players and over 1000 beavers total
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.
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
is it just me or is beaverbuddies broken since the last game Patch? 
is there a fix to this?

mod is still working for me. going to hack on the issues soon. anyone here is "SamuZad"? maybe we can combine our efforts
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 😅
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
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
Hi autor! Does it work with Map Resiser mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=3551399947
@floral flame Made a map based on your mod!
I've got a hopefuly fix for the Mod.io issues, but no one to test it. Would you friend be willing to do that? I'll just push them in the next update and hopefully it'll start working.
Unfortunately very few mods will work with this one. If they modify game code at all, it's unlikely to work. One day I'll work on adding a library for other devs to make compatible mods but that's a ways away.
Wow, I'm genuinely impressd you got that to work 😮
Can you say more about what doesn't work? Post and issue or desync on GH please: https://github.com/thomaswp/BeaverBuddies/issues
Haven't tested. It's possible
@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?
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
Try the new version and see if it works for you. I can't test, but I'm hopefuly it will. And if not, send me your errors.
Please could you add it to the mod map collection section?
@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!
can confirm that it runs pretty smooth, yet we got another desync during badtide. something around water is still desyncing but not reproducible
Done!
found out, that the issue is only occuring, if beaverbuddies is loaded after harmony in the mod selection. why that is, i do not know 
but loading modsettings first, then beaver buddies, then harmony and the rest of the mods solved the issue...
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
I know that for large maps my group had the same issue, so if you're using a larger map that could be it.
Our fix was loading a small map, then going to main menu and loading into the large map.
@sullen graniteyo you got a spot left?
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 
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?
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
have added mod settings but am now getting a saying oh oh... a Bug and the only option i have is to exit game
Hmmmm, are you on the latest version of the game, and not the beta?
yer we are on the main branch
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
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
Dang, that's really strange
just to confirm it should be just those two running right? tried other combos of things (ie Harmony) but unsubbed them
And you're subscribed to both mods through steam, not by manually installing or anything like that?
correct
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
Yeah, I'm really confused because my friends and I went through this like less than a week ago and everything just magically worked
does it launch for you now?
Ooop, no it does not
im looking at the logs trying to work out if its soething in that
I'll bet it's a patch
That'll do it
Oh well, at least we know it is not us. thanks for the suggestions
Yeah no problem!
looks like its "TypeLoadException: Could not load type Timberborn.SoilMoistureSystem.SoilMoistureMap, Timberborn.SoilMoistureSystem, Version=0.0.0.0, Culture=neutral,
again anyone up for a game?
I wish...
Also having the same issue
of crashing
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
Here it is
Already fixed by another dev but @floral flame need to verify and merge the change + update workshop. https://github.com/thomaswp/BeaverBuddies/pull/94/files
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
).
Thank you for the mod! I really appreciate the effort :)
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.
@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
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.
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
@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.
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
Coding is hard, if you can find a bug yourself it's really helpful for a small team
@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.
Hmm
What are all the mods you're loading when you play the game?
(Process of elimination)
Screenshot is a week old, but the list the same.
still in for a game?
Try disabling Harmony (and then anything that requires it), to see if that makes any difference.
@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
All messages should be written to Player.log
https://timberborn.wiki.gg/wiki/Game_Directories has info on where to find it
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
@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
Yo, anyone wanna play a game?
I can in about 2 hours
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.
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
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).
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
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?
Did you also get mod manager?
thank you that solves it hehe silly me it was stated in the error. I subscribed to Mod settings and solved it thank you!
Had crash again
hey, sorry I didn't reply. You available today?
"InvalidDataException: End of Central Directory record could not be found" Looks like a corrupt save, try an earlier one
When you use the in-game log post button, where does it go?
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?
ime, badwater always desyncs my group. Probably something to do with the contamination levels mildly randomizing on each client and not being synced.
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?
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.
Can you give play with other mods?
If the mods don't rely on RNG then yes, otherwise they break BeaverBuddies
Anyone available to play a game rn?
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
made a new map - have tested it, its tough, but its survivable on hard, very chill on normal https://steamcommunity.com/sharedfiles/filedetails/?id=3583060355
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
That looks sick, around what cycle will the badwater pool fill up if you just ignore it?
Oh nice, I didn't notice that
Nice! I added it to the multiplayer map collection
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 😄
Though it desincs occasionally, this is a very stable and fun mod to play 😁
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
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.
Ty very much for the map. Very nice map.
@floral flame the unfiltered/fresh/badwater toggle on mechanical fluid pumps isn't shared between clients and causes desyncs
Ever worried that bad tides are too easily handled and that all your beavers are contamination free? Never fear... I made a new map.
https://steamcommunity.com/sharedfiles/filedetails/?id=3591356054
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
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.
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!
If you're playing on stable it might be caused by some of the other mods. Maybe try just Mod Settings and Beaver Buddies?
Harmony is incompatible with beaverbuddies, it uses harmonyx (which is built into it iirc?)
Or rather, your load order is wrong, it needs to be mod settings -> beaver buddies -> harmony -> timber api
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.
v1 soon
are you playing on a custom map? I had some issues on specific maps
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.
u1 version of the mod is on github
does anyone want to do a build for everyone 🙂 (im on mac so its PITA)
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.
Id try it on steam workshop ideally although dont really mind where
https://steamcommunity.com/sharedfiles/filedetails/?id=3613072673 <-- let me know if this works for you
ill try soon, still at work
@floral flame science unlocks dont sync
the building appears unlocked for p2 but you cant place it
Hmm, this is strange. Can you maybe open an issue and submit the log files according to the bug report template?
This would help a lot when investigating this issue. But I'll look into it regardless once I'm back 🙂
how have i only just noticed that only the host for beaver buddies needs to have the map file
is there a way we can see the logs of desync?
found player.log but is basically empty, no errors
Works for me. Maybe try reinstalling the game. I had trouble launching it too after an update once
the mod is making my game crash after starting the game
If you are playing on the experimental branch, please use this version of the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3613072673
but what about constant desync?
tried the 0.7 and 1.0 and both desync (altho 1.0 is more rare)
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
we have like zero mods
only the multiplayer
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
we do nothing, we maybe add few stairs to original maps when creating it but thats it
I mean is it a small or big map?
256x256
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
My nightmare would be of these desyncs would be caused by some cpu dependant floating point weirdness
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)
Any mp maps posted for experimental?
Hello not the mod man here I have one in the works (a challenging one)
hey @floral flame a question, do you have any plan with beaverbuddies regarding the full release of timberborn?
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
is that the beta branch?
because that one is having a problem with mod settings
gives a warning that it needs mod settings and that its outdated or something and if you try and launch it crashes
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?
you'll need to port forward
Hey, me and my friend are playing and whenever we place a district crossing the game crashes?
Rapport bug on git with log and more information. See GitHub link for more information.
The port forwarding is no longer mandatory if you play on steam, as steam invite can manager that part
mod settings doesnt work for 1.0? making 1.0 beaverbuddies unplayable?
mod settings has been updated but it still doesnt work so i think the 1.0 version of beaverbuddies is brok
Mod settings?
Alr
Getting this when I launch?
probably because experimental branch has been updated today
Indeed, there seem to be 1.0 changes that have broken the mod. Anyone working on this? Can I help?
might be related to the new tutorials
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.
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?
@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?
@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
is anyone else having problems in latest 1.0 version?
Yes.
Same as post above #1203786573142032445 message
Maybe this is the problem
Patch notes 2026-01-26 (experimental)
Misc.
-//-
The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.
-//-
alr ty
Hey folks, should be fixed now @next cosmos @ruby flare @fallow raptor
YAYAYAYAYAYAYAYAYAY
tysm
will you be able to make beaverbuddies work with harmony?
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?
No
Yeah that double science unlock we had aswell, but it doesn't cost science for the second, so it wasn't an issue
Awesomez thanks!!
That's strange because on our game it costs the 2nd player science even after first player unlocks it >.<
ah oof, well I guess you are also generating twice the science, so its fair
Good to know. I've filed an issue and will try to get to it.
Thanks for asking! If anyone's a dev, I could always use help tracking down bugs in the issues list (e.g. the science unlock issue just mentioned). Otherwise, the most helpful thing is just to help newcomers get the mod going and troubleshoot, which lots of you already do, so thanks 😄
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.
Ive been using it with my friend for the past few days, we have only had a small amount of desycs and those are not crashing the game it just puts my friend on whatever is needed x speed
alr
another patch and BB dont work again? (experimental)
Yeah, looks like it. Unfortunately, I can't commit to real-time patches for experimental branch, but I'll take a look when I can
Is anybody else having a problem with floodgates causing desyncs?
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+?
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
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.
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
Not sure if you ever got around this, but for me if you load it in single player and place the district crossing, save and then rehost it will be fine.
This fixes most desyncs for us to be honest
Any ETA on when this could be addressed? Also just making sure it's still down and I'm not skill issued, I suppose haha. I understand it not being a priority when you've got a lot of other things going on 🙂
I've got 2/3 of it ready - hopefully this weekend. Remember the main branch (not update 1) is still working fine.
But I know you can't downgrade if you've already started a map - I'm working on it!
You're incredible, thank you so much for the quick reply and putting in your time for this community ❤️
We're playing on the main branch while we wait patiently for you!
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.
Are many of y'all playing with more than 4 people with independent settlements? I just assumed the game would be a bit unstable and laggy at that point. But if you are it's not hard to add in more than 4 slots to the map builder. That said, as you've noticed it's not hard to cheat in more if you need it.
Over 2 hours into a new savefile, finally starting to get actual population now. Didn't want to comment earlier in case we were misremembering earlygame performance from last night, but I can now confidently say the experimental branch is running Far smoother for us today than the main branch was last night. No desyncs, no weird behavior, just buttery smooth gameplay with 0 stuttering.
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
Do you also have mod manager?
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
Lol, it happens
darn it, was certain it's necessary to launch BB
Beaver buddies uses a diff version of it
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
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.
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!
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.
P.S. If anyone is interested, I've found a nice way of streamlining these events on the automation branch (e.g. see here: https://github.com/thomaswp/BeaverBuddies/commit/a5d292be780e433bbdf2f7bf37063c8a59a9cddd), so we don't have to do them all by hand!
cool thank you so much
Hey @floral flame, no rush, but do you have any idea when you think beaverbuddies for 1.0 could be ready?
So you no longer need help with creating the events i take it?
Just moved the 1.0 beta to the main mod on Steam. It should work other than the automation buildings. Will update Mod.io soon.
I think it's going to be pretty straightforward. But if I don't find time this weekend, a PR to finish it up would be welcome
Hey! Now you updated the 0.7 mod but what should i now prefer to use?
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)
it's mostly up to the modders to support it, which means adding proper networking events etc
My specific question was due to this using harmonyx while most mods still use harmony
these not being compatible with each other afaik
ohh right 🤔
So there'd have to be a bridge made unless more modders move over to harmonyx
i dont think it would affect much api wise to switch over
curious why he uses harmonyx though
has more stuff it can do compared to harmony
specifically it's able to patch some methods harmony can't
yeah makes sense, well the "official" modding tool distributed by the devs is harmony so yeah very unlikely a majority will switch
Is the crater district supposed to be gone in the multiplayer start?
Right now they're identical. I'll probably discontinue support for the v1 beta, except maybe for testing experimental builds.
So use the main one.
Nice - I added it!
For those interested in Harmony support, there's a draft PR with that functionality. I'll have to test it a bunch, but thanks to Robin for creating it!
After that my goal would be to try to support other mods adding BB synced events.
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
There may be a minor update causing it. Can you post an issue? https://github.com/thomaswp/BeaverBuddies/issues
n-no?
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
Happy to do it
ty, here's my PR https://github.com/thomaswp/BeaverBuddies/pull/122
the PR adds the Harmony mod as a dependency & requires a little bit of env.props adjustment to point to where that's installed
totally didnt just mess everything up in the worst possible way trying to fix it
@somber dragon you're welcome to send me discord friend request to work through anything you run into
did it, fixed it hahaha
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?
I'll make an issue for it. Haven't seen that issue before; could be something in the update that'll need fixing.
@floral flame you told me to reach out to you on discord, but your dms are closed, did you mean here? xP
hello, anyone would like to try out this mod ? I'm getting back into timberborn and playing with someone sounds awsome
+1
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
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.
Weird - you should be able to dm me (I don't friend everyone just b/c this is also my private account :D) but I accept the messages. But you can also share here.
Alright, I've replicated the issue - sorry about that! Hope to work on a fix soon.
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.
ah the record-and-replay history makes everything make a lot more sense, ty! i do see those loose ends & pass-thru abstractions
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
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.
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
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
how do i fix
Do you have mod settings before beaver buddies?
Do you have another mods besides those 2?
turning off steam overlay fixed it
Only when I use steam overlay, we can’t seem to figure out the direct connection stuff!
hey there! we have a fix for this specific steam overlay bug in progress it'll go live hopefully soon
yay!
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)
does the client ever successfully connect? or does it crash before they even load in? i may have an idea what's going on
either way this sound legit & it would be very helpful if you could open a full-fledged bug report
this is the issue im having
hey happy to help, i do need a proper bug report with logs to figure out what system inside timberborn your problem is coming from
if you have a github account you can use this link
if not you can still see the bug report template at this link which includes instructions for accessing your logs
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!
Added a feature request - thanks for the suggestion!
Holy heck I didn’t know this existed and now you’ve saved my life!!! Thanks :D
Good luck with this mod. I’ve been keeping tabs for a few months now. I intend to play with friends soon, hopefully this will be my key! Best of days to you.
I shall do this very soon!
https://github.com/thomaswp/BeaverBuddies/issues/123
that’s the bug report I have open currently
Hi there, quick question, is direct connect / Hamachi more stable against desyncs than Steam P2P ?
Hey! First off, thanks for the mod! Played lot of hours in coop and had a great time with it. 
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:
- Science unlocks don't sync between players, though rehosting the save fixes it
- 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
direct connect is slightly more stable but i'm pretty sure it's not a big difference!
science unlocks is something we're aware of & working on getting to! we'd love the help, if you want to contribute desync logs, please join us on the on the github
hey thanks for uploading new error logs, i replied in the bug report with our progress on your bug & a maybe-workaround!
i have seen a lock-out situation similar to what you're talking about, i ran into the bug while playing with 3 players but i wouldn't be surprised if it can happen with only 2; either way i have a bug thread here, it'd be great if you could add a note on when you've seen the error
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
Thank you for the answer ! In this case any tips with setting up Hamachi ? The tutorial for the mod on GitHub is really geared toward port forwarding, but my friend and I struggle with it, and setting up Hamachi seems slightly different enough so that we're clueless on how to actually do it
i'm not familiar with hamachi; my friends & i use tailscale to network devices together & it's been great to us
Literally came here to say that Hamachi is sketchy
We use ZeroTier and it's honestly a breeze to set up
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
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
The link works ! Does it work with pre-existing saves though ? We used Steam P2P beforehand
It should!
Alright
I'll try that with my friend tomorrow
Thank you !
Good luck, I hope it works out!
thanks! I opened an issue, hope it helps https://github.com/thomaswp/BeaverBuddies/issues/143
i am having the same issue now does anyone know the solution
Does the Direct Connect multiplayer have to use custom multiplayer maps ?
Answer is no I just tested 🙂
Bro it was 6months ago
It was solved a long time ago XD
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
?
that's what a pull request is for
I think you should make the request on Github
yeah i just wanted conformation as some people hate vibecoding
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
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
I don't know anything about code. It's not going to be too difficult to patch on my side?
Doesn't it cause a problem to synchronize water with so much interval?
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
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
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 ?
Yes + now the automations are synced as they wernt before
Does automation work on the mod or No?
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.
I can try and see if the mod is compatible and if not code something up, I won't be able to test it tho
I'll have automation working probably this weekend. It's 90% there. Some things won't work smoothly, but that's just constraints of multiplayer.
Just published a fix for the steam connection bug.
What does that fix exactly ?
Has anyone looked at the science points desync yet i noticed its still bugged in the update from last night
Thanks let me know and Ill test!
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?
There are a lot of desyncs right now, and bugs with science and automation.
How hard is it to recover from a desync with the mod? Does it require everyone to do a full restart of the game?
Most of the time, yes but you don't lose progress. Currently, there are very frequent desyncs, which makes the experience unplayable for me and my friend. Sometimes you can play for 20/30 minutes without desync, then it will desync every 5 minutes or even less.
I believe the problems are being resolved, but it may still take some time.
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
I hadn't tried it before version 1.0, but the problems seem to be due to the update. So it's going to take a little longer, if I understand correctly.
are you a solo dev? or do you have a team?
dud8dud is the only maintainer, a few of us contribute patches but everything passes through them first
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
Post ur report on Git. Please create a ticket on it with all the files needed.
I found that while using an edited version of the mod, I'm not 100% sure how applicable that is
I'll check
Just a quick question. Does BeaverBuddies work with Harmony Mods? i cant remember if they do or not.
LOL sounds good. ❤️
Do you have any ideas for fixing all the desync problems?
The last update fixed a crash when people were joining through steam.
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.
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
burp
we're actively working on making latest-builds available on github! soon!
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 😄
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 🙂
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
hey @blazing pumice i also develop on mac & merged a few relevant fixes very recently
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
Hi Joe! :D
Ah perfect thanks
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
I think they have a big patche in the process of validation to solve a lot of problems, but I don't know when they plan to release it
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.
Can you add this map to your multiplayer map collection on Steam?
https://steamcommunity.com/sharedfiles/filedetails/?id=3694145938
We tried the latest version, and like the other one, there are desyncs every 5-10 minutes. It's unplayable.
Any chance you could update HarmonyX to at least 2.13.0? (newer would be fine too)
i recently replaced harmonyx with stock harmony for beaverbuddies
not sure when that work will be released but hopefully soon
Do you just depend on the Harmony mod for it?
Then you don't even need to include it with Beaver Buddies
yep exactly we now depend on harmony mod
the change results in instant compatibility with many popular mods
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
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
In my opinion this should be the next thing and then more stability on desyncs now automation is in
@lyric socket is doing some updates to Waterbeaver's code that will hopefully make them more beaver Nation compatible. All 5 factions may be possible soon
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
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
Ok there's a descync issue with automation on floodgates, digging into this too
PR for fixing valves (will need rebasing once the integration branch is in): https://github.com/thomaswp/BeaverBuddies/pull/166
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!
@blazing pumice there was already a PR for the valves
Ah, damn I should have checked
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
Did we arrive at the same solution? I'm happy to take mine out and use yours and mine just be for the floodgates
Alright, let’s go that route then
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 😅
It's a good question. I think we wouldn't want to add a dependency to the mod that requires other non-essential mods. The idea way would be to allow mod devs to support it on their own (or have it be a third mod that bridges them), but I wouldn't want to take on the maintenance of supporting a bunch of mods either. Maybe the contributors should brainstorm ideas.
P.S. I'm away from development this week / weekend, so sorry for slower responses. Thanks for the issues and PRs!
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
Ok I'm 90% sure this is right. I'll put up a draft PR tomorrow, I hope there's a better fix for it though
?🙏🏻
aftre fiddling we got to work but desyncing frequently
hello, is it possible for each player to play a different faction? maybe with the use of some other mod?
No - that would be one hell of a project I think
If you let me know what the players are doing when it desyncs I can investigate - automation is a big one at the moment (though plenty of fixes already out and more scheduled), and water flow / fertility of tiless seems to affect things because of how the threading works
we had just started
@blazing pumice
we were still putting down the first couple of buildings and it just desynced every few minutes
not sure on the OS of other player
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)
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
Are you playing through steam?
i think Id only gotten lumberjacks a harvester water pump and water tank down and it desynced the first time
yes
And no other mods installed for either of you?
nope just the beaver buddies
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
ill see if I can get em on after easter dinner
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?
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?
Ah ok. I'm in Europe so probably can't try to help out in real time
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
holiday today tho so not expecting to hear too much
Is there anywhere I can bounce ideas off of other devs other than github for potential fixes?
We (sometimes) use this thread for that purpose
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 😅
What issues did you find? 😱
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
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”
Yes, BUT, it's a patched version of the mod already (the majority of the fixes are on github already)
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?
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
Interesting! You’re playing main branch, right?
Branched off of integration now
No, I meant the game itself (ie not experimental)
Oh - yes of course!
My fixes in this PR made the main game stable until I accidcentally flooded my colony and then it desyncs constantly and that's what I'm trying to solve
Interesting, if you send your save over I can check if I can reproduce and come to the same conclusion tomorrow
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
@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 😅
I fixed all name syncing issues already, just not in dev/master yet
But otherwise I’m glad that things are working!
No - but this isn't needed
It was this: https://github.com/thomaswp/BeaverBuddies/pull/147
Though I'm beginning to think my local build is in a git mess of random commits
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
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
I think I need another guinea pig to attempt this with. seems my other one doesnt wanna try again...any takers?
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?
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
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?
I've wondered if it might be helpful to have a devs discord server just so we can keep things a bit more organized and focus this thread on helping new players... (though I think we probably pick up some new contributors by keeping the conversation public, so it's a tradeoff). I agree for now here is the best place.
I've worried about this a lot. I could never track down a thread causing the issue. There is a flag to turn off multithreading in DeterminismService (NO_PARALLEL) so if that fixes a reproducible desync then you've found the issue. For floating point, gosh, I'd hate to have to try to fix that. Doable, but as you say, performance issues.
The mod should be working with the latest main build (Update 1) and many folks are working on improvements (and I'm trying to keep up :D). Can you say more about save corruption? BB shouldn't affect your save very much at all. What happened?
@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...
i'd join a dev discord, good idea!
squashing commits is totally fine by me
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
Sorry about that, I feel you. Yeah I just ended up buying a second copy of the game to make this all easier. I figure if it saves me an hour or two then it's paid me back already.
yeah i might end up up doing the same eventually
@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.
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)
Yeah all good, I can rebase my other PRs
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
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.
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
Ahh, that might be it. I know the other player has just set up sluices/throttling valves
Much appreciated 🙂
🤘🎃🤘
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
My next test map is with water seeps in - I will get this fixed!
This has been my feeling too but I've not been able to prove through logs/data, but I will continue to get it to make sense if I can
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...
Ok, I made an issue here: https://github.com/thomaswp/BeaverBuddies/issues/172?reload=1 Feel free to add details.
Working on it now!
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!
Hi. Tested for like two hours. Works amazing. However, hiccups with a game became much more often. It's just stuck for a second or two and then continuous like nothing happened. Maybe it's an internet issue, I'll keep an eye on it. But anyway, amazing work.
Yeah, that was just internet hiccups. So don't worry about it.
Hey, THANKS. We've been playing for over an hour now. No problems at all. Thanks again for all your hard work!!!
@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!
@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 😄
Started playing the new buddies version last night. 320 beavers, huge map, 2 players, zero desyncs after 2 hours. Great job @floral flame !
nice
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?
A lot of the new improvements are thanks to new (and ongoing) contributors!
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 🥲
Make sure it's only the host adjusting valves and flood gates
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.
I have located a victim to try this with...lets go ....any map recommendations?
Wonderful, I am a victim. Great. Anyway, recommendations from people who played with most updated version of the mod would be great
guniea pig a better term?
I think there's a map collection of multiplayer specific maps around somewhere
hello!
trying to play these guys now
so we had the game speed randomly changing
The game speed will change for any clients connected to the host, this is a mechanic used to keep up with the host. So if the host is slightly ahead, the game speed for the client will speedup so it can catchup.
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.
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
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.
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?
The two desyncs here I think will be quick fixes, looking into it now
And this should fix this issue: https://github.com/thomaswp/BeaverBuddies/pull/185
Interesting how the clutch works differently than other buildings
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
from what i have been able to test, badwater and alot of water are the main problems
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.
bad water is a desink after another is a pain
I see maps for 4 players...anyone ever try more than 2?
i am always playing with 3
ok until theres a bad tide
i still cant find anyone else to play with me on it
for our next map we are planing to desable badtides
and just editing a map to have more bad water spawns
well does anyone know what mods work ok with multiplayer
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
the greedy mods are mixed factions
but the real mod i wanted is https://steamcommunity.com/sharedfiles/filedetails/?id=3614598709&searchtext=
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
what is the mix of the 2 vanila ones
greedy builders
i dont know
sad
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
I did start looking into making this more stable a while ago, and it's... complicated
if you're in a European friendly timezone (or can play in one) we can schedule some time to test things together one evening and work through some issues
im in usa but i have insomnia and im self employed...time is irrelevant to me
ill DM ya
i would love to get some nice and stable badwater
oh and question to someone that can answer, is a headless server ever gonna be a thing?
Almost definitely not
DAS SAD
It would essentially require an extra copy of the game on a different steam account or whatever running
never tested the DSP headless but
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
well
i already have a homelab thats why
make so it is possible to be on without my pc
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
fair
But it isn't my mod either, so who knows what will happen
I’m reasonably sure that badtide itself causes no desync. So it must be a building or something else. Do you have a save you could share?
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
No rush - please just save “before a badtide comes”
but now we have bad water tunel
Yeah, if you can give me a save that is “just before badtide hits”, that would be appreciated
no worries i can
i will give you this version and a older one with a previous badtide
Sounds good
so just a bit like 1/2 ingame hours?
well i have the saves
but speed 2 and water diverted 0 crashing
To be clear: is it a crash or desync?
okii
any updates on desyncs? my buddy and me are getting desyncs every minute after some while in every save
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)
oh we have quite diferent specs
and one of the players is 1 meter from me the other is 350/400km from me
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
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!
Do you got anymore info on what you might've been doing each time it desynced? There can be a lot of causes for desyncs so if you're running in to them try to provide as much information as you can so people can try help :D
i swear that fresh and bad water seeps are still the main problem causer for desyncs
go into dev mode and delete the seeps and replace with normal water/bad water sources
https://github.com/thomaswp/BeaverBuddies/pull/188
I've added extra debug logging, gonna try and force a desync with bad tide stuff this evening, one way to find out
There's going to be something in that map that isn't supported I think
what i thought might be the issue
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.
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.
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. 🙂
Yeah. It's now more than playable. Just when badtide starts slow down a game and it's not gonna be any problems.
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.
It's definitely better now, but if you do some across any desyncs share them and we can try and figure it out / fix them
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.
open the saves up in single player, go into dev mode - replace seeps with regular water/bad water sources, save, rehost multi - gg
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?
Does it happen regardless of who is host?
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?
I think just the host however it has to be a beaverbuddies compatible map
If you go to the modmaker's steam workshop page he has a collection that includes quite a few maps
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.
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
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 😅
We still haven't been able to test it with my friend hosting, only with me as the host. We'll be able to try it tonight.
does anybody know how to make a server without port forwarding i dont have a password to my router
There is now a ping system in the game 🙂 (well, the mod)
yes yesterday
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
wait does it fix the issue where one person sees buildings the other doesnt?
if so that would be absolutely amazing
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
so the answer is yes to this
oh so you play as 2 different cities/villages/colonies?
heres its claims
https://prnt.sc/QApULVJqDAuf
I'd advise you don't talk about pirated copies of the game in the game's *official * discord channel 😅
seeems like good advice
so..ignore it...JK!
tho my mom would say I do
im looking for a beaver buddy/casthorde partner today?!....
I do run into desyncs. But, you've made the mod so recovery is sooo fast.
How important is it to share desyncs to the community? I'm want to make sure I can give back instead of just take.
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
does beaver buddies work ):
Yes
how well is it woring
BeaverBuddies is awesome.
how well is it working
it works well
Thanks for reporting - added an issue.
I'm guessing the is a vanilla TB thing, since the mod shouldn't affect logic around floating blocks.
10-20s seems a bit long. How big is your map? This is something that I could probably optimize if it's getting in the way of gameplay, but I think of this as a setting that's usually just on when debugging a desync. Makes sense that players would leave it on though.
You're very welcome - thanks for sharing!
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
We're on a 256x256 map that has a lot of structures and ~500 beavers at this point so there's probably a lot to process, we ended up turning it off in the end, most of the time when we get desyncs we're typically able to figure out what the cause was anyways.
Similar to this, it seems like automation coloring (e.g. relays) doesn't sync between host<>client