
Press Host and choose whether the lobby is friends only or not. Go to the Instant Action menu and press M. Despite this, no port-forwarding is required! All data is routed through the Steam relay servers, which means fast, easy and encrypted connections with DDoS protection and Steam authentication. All other players will connect to the host during the match. This player will control the behaviour of all the bots, the game parameters, and the current game state. To play together, one player must be the host. Tl dr: The connection menu is opened with M while in the Instant Action menu. Run the game and RavenM should now be installed. Optionally, you may also place RavenM.pdb to generate better debug information in the logs. Next, place RavenM.dll into Ravenfield/BepInEx/plugins/. As per the instructions, make sure to run the game at least once with BepInEx installed before adding the mod to generate config files. First, install BepInEx into Ravenfield following the installation instructions here. This mod depends on BepInEx, a cross-platform Unity modding framework. Please ensure to install the latest version of BepInEx 5.x.x to complete the installation. Important Note: RavenM does not support BepInEx version 6.

Visual Studio 2019+ is recommended.NET 4.6 is required. To resolve them, create a libs/ folder in the root folder and place the following assemblies there:Īfterwards, you should be able to build the project as normal. There are several dependencies on game assemblies located in Ravenfield/ravenfield_Data/Managed/. There are a lot of bugs and opportunities to crash, so please report anything you find! Building Was previously having issues with the closing bracket being escaped This will populate the ModManager instance thus the modded lobby check is unecessary LoadedServerMods will be true once all mod content has been loaded. * Check server mods are loaded and remove modded lobby check * Set mutator ids to index in loaded mutatorsĮliminates the 1 in 4.3 billion chance of collision from `GetHashCode()` and instead uses the index of the enabled mutator in the loaded mutators (which is easier to assume is unique) I haven't tested this will surefire fix the "Index outside the bounds of the array" error, but a good precaution. Stores sorted list on the LobbySystem as a field, and ensures sort occurs once mod loading is complete by moving to to the `AfterModsLoadedPatch` Previously this sort would occur every frame, sorting only once significantly improves performance for the host, however no performance improvement for non lobby ownersĮnsure everyone sorts their vehicles when joining, and get index from `AllVehiclePrefabs()` instead for the lobby owner NuGet would not resolve the wildcard notation when building

* Resolve issue with referencing BepInEx dependencies

Fixes to Lobby ( #28 ) * Disallow joining modded lobbiesif no content mods are enabled
