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It's extremely buggy, and by extremely, I do mean extremely lol, while the idea is good, there's been mods for other games that are far better :p
Its a wrapper that does heavy network lifting, and how it handles processing the simulation is the root cause. The free-lance devs, i tip my hat off, because they went above and beyond making it as bullet proof as possible so as to not cause serious crashes. Its nuts what some lengths folks will go to, to get features into a game they enjoy. Thats the jist.
The only bugs ive ever encountered was loading when handing off simulation process executions wasn't working correctly which caused desync which lead to the ai being all goofed up or just not functioning correctly. When i run the server wrapper, and look at the log it, to me implies hand off and desync issues. I didn't really get knee deep in looking at the public source code though. I do enough programming in RL that doing it as a hobby isn't too appealing. Could also be the game's been originally designed with single player in mind, once you add in other parties having to be simulated you have new issues crop up that if were accounted for in the original base game, alot wouldn't act goofy.
Again i tip my hat off to the free lance devs who did make it possible given the massive amount of trial and error debugging to get it to a stable point where it is now.