rawii22 Posted August 21, 2020 Share Posted August 21, 2020 (edited) Hey, I have a quick question about the networking behind DST. (It seems like @V2C or PeterA talk about networking more than most devs) My brother and I made a mod that allows people to change client mods in-game, and it reconnects people back to the server. We do this in our modmain: GLOBAL.JoinServer(GLOBAL.TheNet:GetServerListing()) Before this update, the world didn't pop up a screen saying "Duplicate Connection" when we used this line. My question is whether you guys may have changed a check in the backend that we can't see (like in TheNet), because now our mod is pretty difficult to adapt... (We have a way of retrieving the server's IP address and using TheNet:StartClient, but we're still figuring out how to make it work properly since it has worked in the past...) Edited August 21, 2020 by rawii22 Link to comment Share on other sites More sharing options...
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