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ISyncYouSyncWeAllSyncForDeSync

ISyncYouSyncWeAllSyncForDeSync

Build 42 multiplayer desync defense suite. Honest, conservative, sandbox-toggleable. B42-first. SP + MP.

Philosophy

This mod does NOT try to out-simulate the engine, rewrite zombie authority, or flood custom packets claiming to "solve desync." It targets the specific symptoms Lua can actually fix without fighting the server: ghost zombies, stuck zombies, untargetable corpses, vehicles damaged during chunk transitions, players locked into mid-action after a teleport, notify spam, and tick stretches. Every feature is independently sandbox-toggleable.

Active Defenses

Stuck-Zombie AI Reset

  • Detects zombies that haven't moved in N ticks but are still targeting players
  • Force-clears their AI target so they re-path instead of staying frozen — does not kill them

Ghost-Zombie Cure + Hit-Reg Retry

  • Force-eliminates "dead but still attacking" zombies (HP <= 0, dead flag missing)
  • If no ghost is found but the player still reports ghost swings, server re-broadcasts the nearest targeting zombie's state to refresh the client's view (does not modify the zombie)
  • Rate-limited so it cannot be abused

Dead-Zombie Sweeper + Corpse Position Resync

  • Converts zombies that are dead-but-listed into actual corpses so the engine stops syncing them
  • Re-broadcasts each new corpse's position so all clients agree on where it landed (fixes "ghost corpse you can't loot")

Zombie Invalid-Z Corrector

  • Snaps zombies whose Z disagrees with their current grid square back to the square's floor
  • Catches zombies that float or sink during chunk reload

Vehicle Part Rollback + Physics-Overload Guard

  • Captures vehicle part-condition snapshots at the moment a chunk transition happens at

    Workshop ID: 3705645576
    Mod ID: ISyncYouSyncWeAllSyncForDeSync

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