

Mindustry host multiplayer server update#
I've been really hyped for 6.0 for a long time and my friend group was waiting on the update so that we could all co-op the campaign with a fresh start. I really hate when devs try to force you into playing a game one specific way, rather than letting people just control how they want to play. So what if my partner joins and benefits from my factory? It's our business how we want to play the game, not the developer's. Originally posted by Kittles:As someone who values fun and accessibility, it really baffles me that they designed the game this way. There is no viable way to "sync" the hosts's captured sectors to the client, because the saves are completely different. Client now has a full tech tree, but no resources or captured sectors, so they can't use anything.Client joins, and they play together, researching everything.Or should they only get a thorium reactor that they can't even use, and for which they don't have the right materials? It'll just end up floating in the tech tree with no connecting nodes. What should happen in this situation? Should the client get all the host's research immediately, despite the fact that they weren't there for most of it? That seems very wrong, and looks like an exploit to me. The campaigns for each player are completely separate unlocking research when the host does wouldn't make any sense. When playing a co-op with a host and client, when the client leaves the host game there are no unlocks that makes its way into their campaign data. The dev explains why there is no longer co-op progression in 6.0 :
