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rawii22

Quick Update Question for Devs

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rawii22    29

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

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