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
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[*] 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
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Ghost-Zombie Cure + Hit-Reg Retry
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[*] 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
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Dead-Zombie Sweeper + Corpse Position Resync
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[*] 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")
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Zombie Invalid-Z Corrector
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[*] 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
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Vehicle Part Rollback + Physics-Overload Guard
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[*] Captures vehicle part-condition snapshots at the moment a chunk transition happens at
Workshop ID: 3705645576
Mod ID: ISyncYouSyncWeAllSyncForDeSync
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