FortressCraft Evolved

FortressCraft Evolved

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Korenn  [developer] Oct 12, 2014 @ 4:33am
Survival Multiplayer development progress (Updated 2 Apr 2015)
Quite a lot of work need to be done before survival multiplayer is completely finished. However we'll be providing intermediate builds as we tackle these things, so that anyone that wants can try it when it's not the full experience yet

Completed features in next build
  • Entities sync from server to client
  • Support for interface commands from client to server
  • Ore smelters partially synced from client to server
  • Customisable avatar colors. Still needs a customisation interface though ;)
  • dropped items sync
  • inventory sync from client to server
  • research sync
  • survival hotbar sync
  • machine rotation sync
  • Support for drag/drop commands from client to server
  • sync support for all the entities with interface

Missing features
  • survival state sync
  • waypoint sync
  • mining sync
  • dropship intro rewrite to allow it to work in multiplayer
  • mob system

Known issues in Bleeding Edge
  • Building objects doesn't always make the object appear on the client.
  • Sometimes the server collects item blocks from the ground, but the client doesn't see that they've been removed


Machine sync implementation state
In no particular order:
synced machines
PSB
conveyor
central power hub WIP (add fuel)
smelter WIP (drag and drop ore in leaves smelter in broken state)
storage hopper
conveyor filter
charged explosive
LPT
refinery controller
PTG
teleporter
Manufacturing plant
MassStorageoutput
laboratory

synced, but broken machines pending fixes or testing
ore extractor WIP (client-side display not working correctly)
storage crate WIP (syncing entire stack, interface flashes on update)

unsynced machines
None

unsyncable (without rewrites)
robot arms
ai mover

the 'unsyncable' machines will eventually also be synchronised, but they will require rewriting a bunch of gameplay code so we'll do them last



As you can see, quite a lot of stuff needs to be done, but unlike the creative multiplayer implementation it doesn't all have to be done in one go, so you can play around with it through intermediate updates.
Last edited by Korenn; Apr 2, 2015 @ 6:55am
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Showing 1-15 of 52 comments
Kraft51 Nov 4, 2014 @ 1:25pm 
is there a beta code needed to access this mode?
Mithious Nov 4, 2014 @ 1:35pm 
You just need to download the free multiplayer DLC. If you want the very latest changes opt into the beta.
Kraft51 Nov 4, 2014 @ 1:39pm 
ok coolio, thanks
Thanks for keeping this so detailed. Looking forward to the future :)
fleur_noir76 Nov 20, 2014 @ 1:48am 
so i got this game to try it out and my bf and i downloaded the multiplayer however when we try to connect it just disconnects the person trying to join immediately.... im not sure what is going on. any suggestions?
scoin86 Nov 20, 2014 @ 4:35am 
well since multiplayer is in beta could be all sort of problems stopping you from playing together or you may need to change some firewall settings
Zok Nov 20, 2014 @ 7:09am 
@fleur_noir76 could be a version mismatch, i.e. one is using the beta_test build while the other isn't. Log output usually states the reason or gives a clue.
Mithious Nov 20, 2014 @ 7:36am 
Originally posted by fleur_noir76:
so i got this game to try it out and my bf and i downloaded the multiplayer however when we try to connect it just disconnects the person trying to join immediately.... im not sure what is going on. any suggestions?

Are you on the same LAN, and are you using an internal IP address to connect?
Korenn  [developer] Nov 23, 2014 @ 7:09am 
Adam is not very meticulous with beta-build network versions, so it will often allow players with very different builds to connect. This then causes disconnects as the older build receives data it doesn't understand.

Make sure you're both playing the same version.
DjArcas  [developer] Nov 24, 2014 @ 1:53am 
Originally posted by Korenn:
Adam is not very meticulous with beta-build network versions, so it will often allow players with very different builds to connect. This then causes disconnects as the older build receives data it doesn't understand.

Make sure you're both playing the same version.

Ooops. I'll bump that today when I push a build up.
-SoE- Sehkie Nov 24, 2014 @ 8:24am 
Is there a estimated time for the survival multiplayer release? (A week, A month, A year)
senCys Nov 28, 2014 @ 12:11am 
Hi, about the multiplayer, am i supose to see a servers list or... do i have to insert server adresses like in Minecraft's multiplayer "server list"?

Please reply, appreciated ty
Last edited by senCys; Nov 28, 2014 @ 12:12am
Korenn  [developer] Nov 28, 2014 @ 6:06am 
that question was answered in your own thread: http://steamcommunity.com/app/254200/discussions/0/624076027620992952/
senCys Nov 28, 2014 @ 6:35am 
Yes i know Korenn, ty
And you also should look a the time i placed this REPLY and my own THREAD, also the time diffrence since i got a REPLY on my THREAD. :commando:
Korenn  [developer] Nov 28, 2014 @ 7:52am 
Originally posted by Wookie senCys XCysC:
Yes i know Korenn, ty
And you also should look a the time i placed this REPLY and my own THREAD, also the time diffrence since i got a REPLY on my THREAD. :commando:
I did notice that. I still added a link so that other people seeing your question would not think it went unanswered :)
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Date Posted: Oct 12, 2014 @ 4:33am
Posts: 52