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ISyncYouSyncWeAllSyncForDeSync

ISyncYouSyncWeAllSyncForDeSync [i]Build 42 multiplayer desync defense suite. Honest, conservative, sandbox-toggleable. B42-first. SP + MP.[/i] 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 [list] [*] 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 [/list] Ghost-Zombie Cure + Hit-Reg Retry [list] [*] 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 [/list] Dead-Zombie Sweeper + Corpse Position Resync [list] [*] 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") [/list] Zombie Invalid-Z Corrector [list] [*] 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 [/list] Vehicle Part Rollback + Physics-Overload Guard [list] [*] Captures vehicle part-condition snapshots at the moment a chunk transition happens at Workshop ID: 3705645576 Mod ID: ISyncYouSyncWeAllSyncForDeSync [/list]