Jump to content

Quick Update Question for Devs


Recommended Posts

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 by rawii22
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...