TerraTech

TerraTech

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Multiplayer Mod Patch
   
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Type: Mods
File Size
Posted
Updated
1.838 MB
14 Jan, 2024 @ 3:01am
13 Jun @ 6:09pm
7 Change Notes ( view )

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Multiplayer Mod Patch

Description
About
Unofficial bugfix patch for TerraTech.
This patch allows Steam Workshop Mods to be used in co-op.

Posts in TerraTech Forum

GitHub Link
19 Comments
Funtime Gabe 14 Jun @ 9:05am 
the launch options arent coming up again, i cant turn them back on...
waf_l_  [author] 13 Jun @ 6:18pm 
I've tried various approaches but wasn't able to reproduce the issue in my environment, so I've updated the patch to generate log files for investigation.
You can enable logging by opening TerraTech's properties in your Steam library and entering "+mpmodpatch_log=error" in the Launch Options. This will create a mpmodpatch_log.txt file in the %USERPROFILE%\AppData\LocalLow\Payload\TerraTech folder.
If you could email this file to me (snocream1446@gmail.com), I might be able to help identify what's causing the problem.
Funtime Gabe 12 Jun @ 8:49am 
friend not able to find my game while even with this in the game...
ShadowDB 8 Jun @ 1:16pm 
My friend is also having the same issue, changing the crossplay setting doesn't change anything either.
waf_l_  [author] 31 May @ 6:32am 
Does this happen on all modes? Also, does it still happen after turning on/off crossplay, and uninstalling/reinstalling this patch?
Disaking 30 May @ 4:57am 
when*
Disaking 30 May @ 4:57am 
Ihen I try to mod multiplayer with my friends I always get stuck in the lobby for some reason, does anyone know how to fix this?
:GSO:
FLSoz 4 Mar, 2024 @ 9:42pm 
I have found out that that code segment I linked is what's in in community patch. I will add a copy for SkinIDsByCorp, but otherwise leave it as-is. Mod loading order should be deterministic based on what 0MM sees, unless there's weird scenarios where mods with strange dependencies are removed after the save is created. I will not add handling for save games, though, since this mod and save translator already handle that
waf_l_  [author] 3 Mar, 2024 @ 8:27am 
ModSessionInfo.SkinIDs was used in the past, but not in the current version.
Therefore, instead of SkinIDs, SkinIDsByCorp must be changed to make modded skins available.

Also, as you can see by comparing with the singleplayer mode loading process, simply copying from m_CurrentSession will not correctly load the mod information in the existing save, unless the mods used have not changed since the save data was created (The order in which the mods were added is also relevant).

(I used a translation tool.)
FLSoz 29 Feb, 2024 @ 6:32pm 
Seeing this has reminded me. I have an equivalent that just overwrites the new session commented out here: https://github.com/FLSoz/TerraTechModLoader/blob/main/ModManager/src/patches/MultiplayerPatches.cs#L152-L203

You folks have any idea why I might have left it commented out? I don't remember