A runtime Harmony patcher that adds NetworkServer.active checks to popular Techtonica mods, preventing multiplayer desync issues.
Many Techtonica mods modify game state (inventories, machine progress, etc.) without checking if the code is running on the host/server. In multiplayer, this causes desync - each player's game runs the same logic independently, leading to duplicate items, corrupted saves, and crashes.
MultiplayerFixes patches these mods at runtime using Harmony, ensuring only the host runs state-modifying code. The changes are synced to clients via Mirror networking automatically.
| Mod | Methods Patched |
|---|---|
| VoidChests | FixedUpdate |
| CreativeChests | FixedUpdate |
| WormholeChests | GetWormholeInsteadOfInventory, UpdateChestMap |
| VirtualCores | AddVirtualCore |
| MorePlantmatter | AddMorePlantmatter |
| Blueprints | FixedUpdate |
| SmartInserters | ShouldGiveItems |
| caspersLoaders | FixedUpdate, BlockVisuals |
| CrusherCoreBoost | ResetAtStartOfFrame_Prefix, HandleEndOfFrame_Postfix |
| EMUBuilder | BuildMachine (all overloads) |
BepInEx/plugins/This mod uses Harmony to prefix target methods with a simple check:
if (!NetworkServer.active) return;
This ensures the method only runs on the host/server. Mirror networking handles syncing the results to clients.
Available at: https://github.com/xXDeath420Xx/CertiFried-EMU613-Mods