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Multiplayer and servers
Updated 8 hours agoEveryone needs the same version
Down to the patch number. The mod refuses to connect two builds that disagree.
This is not caution for its own sake: a settlement is stored in fields this mod writes and reads, and two builds that disagree about what a field means read each other's settlements wrongly. Update everyone together.
Installing on a server
The same files, in the same place: BepInEx/plugins/Innangard/ with its lang and
blueprints folders beside the dll. BepInEx and Jotunn as usual.
What is synchronised and what is not
Most settings come from the host. A few belong to whoever is sitting at the screen and are never sent anywhere:
UiScaleandLanguage- how the panels look to youShowOverlayandVerboseLog- your diagnosticsCaptureKey- your keyboard
Everything else - work radii, costs, trade tuning, guard behaviour - is the host's.
Who may manage a settlement
SharedAccess, default OwnerOnly: the player who raised the Frithstone. Change it if
other players should be able to open the panel, hand out trades and draw work areas.
Access is checked on the owning peer, not on the client asking. A greyed-out button is a courtesy; the refusal behind it is the real one.
Which peer runs a settlement
Whichever owns the resident's network object - normally the host, or whoever is nearest. Ownership moves around as players do, and this is the part of the mod that is hardest to see going wrong.
Innangard[net] in the log names every hand-over. If residents freeze when everyone walks
away, or a boat with a settler at the helm stops moving, that tag is where the answer is.
Not yet tested
Innangard has not been tested with more than one player. Single-player and one-player-on-a-server are what has been played. It is written for multiplayer throughout - every write goes through ownership, every request is checked on the owning peer - but written for and tested in are different things.
If you run it with a group, the log tags Innangard[net] and Innangard[helm] are the ones
worth keeping.