Network Sync V2.0.1.0

The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod’s own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer.

There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it.

V2.0.1.0
Fixes for players joining multiplayer sessions.

What’s fixed
A blank join filename no longer aborts the rest of the sync
The join handshake now waits on the server’s reply, so clients connect more reliably

No save migration needed. Existing saves load as normal.

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Author:
tisonK




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