This is about beta content!
This article or section is about one or more features from an upcoming release of Jets of Time. The information presented is still subject to change. The content on this page should be re-verified once it has been released.
Jets of Time supports multiworld through Archipelago. This feature is currently in beta testing. As such, it is not part of the default Archipelago install. Follow the instructions below to add Jets of Time to an existing Archipelago installation and get started playing.
Multiworld is a multiplayer experience where each runner plays their own seed, but can find items for another player in their world. These other worlds could be Jets of Time, or even a number of other games supported by the platform. It is a cooperative experience where players work together to find each other's progression so that everyone can beat their games.
All key item locations and all chronosanity chests become a new placeholder item named “APItem”. When you receive an APItem, the multiworld client/server will detect that you checked a location and send the appropriate item to the receiving player.
In standard game mode, only the normal key item locations will contain progression items. All other chests can contain useful or “junk fill” items, like gear, consumables, ammo, non-essential powerups, etc. This is to ensure that players running standard mode who may not be familiar with all of the chronosanity chest locations cannot block another player in the multiworld by accidentally missing a chest that contains a progression item.
Note: The default path is ProgramData, not Program Files. If the apworld file is installed in the wrong folder then the client will not recognize Jets of Time ROMs.
Multiworld seeds can only be generated from the multiworld web generator. Note that all seeds generated from that URL are multiworld compatible - No special flags needed. You must provide a player name on the main options page.
Note: The yaml and ROM are a pair. Each time you want to play a new multiworld you will need to generate a new seed on the web generator and use the provided yaml. This differs from most other Archipelago games where you can reuse the same yaml between games.
Your CTJoT yaml will not work on the main Archipelago site. Games must be generated using the offline generator. If the game is being hosted by another player then they will also need the ctjot.apworld file to generate and host.
These steps will guide you through the process of joining a multiworld game.
After the game is ready, the host will give you an address/port to use when connecting.
If there are no errors in the client, you are now good to start playing your multiworld CTJoT game.
If SNI did not launch automatically then you can run it manually from <Archipelago install folder>\SNI\sni.exe.
You must have already installed the ctjot.apworld file to generate a multiworld game.
ArchipelagoGenerate.exe --player_files_path path_to_your_yaml_folder --outputpath folder_where_you_want_the_output
This will create a multiworld game with all of the players' worlds. The file in your specified output folder can be used to host this multiworld.
Once you have generated a game, you can use the main Archipelago site to host it for you.
Browse to The Archipelago uploads page and upload the file created by the generator in the previous section.
This will bring you to another page where you can create a room. Once created, send that room link to the other runners and they can join as normal.
Games can be hosted locally using the ArchipelagoServer.exe program.
ArchipelagoServer.exe path_to_generator_output_file
NOTE: You will need to make sure that port forwarding is set up correctly on your router if you want other people to join a multiworld game that you are hosting.