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I talked to Seraph on discord and they didn't see the error lately anymore, it's likely that a specific player had an older mod version (from steam failing to update it as it likes to do) an that caused confusion for the server receiving it.
Other cause might be (I already checked this one for Seraph's mods and it's not it) that another mod uses the same network channel as this mod and sends unknown data to it, which is precisely why I don't crash the game on that receiver method.
I should modify the mod to print out sender and bytes so that next time it happens you can at least identify who sends it and ask'em to redownload the mod xD and the raw byte data so I can do more tests locally.
https://github.com/THDigi/PaintGun/blob/master/Data/Scripts/PaintGun/Libraries/NetworkLib/Network.cs#L129
Best regards
01:02:09.6405 [INFO] Keen: Paint Gun ERROR: No parameterless constructor found for Digi.NetworkLib.PacketBase
at ProtoBuf.Meta.TypeModel.ThrowCannotCreateInstance(Type type)
at proto_2042(ProtoReader , State& , Object )
at ProtoBuf.Meta.TypeModel.DeserializeAny(ProtoReader reader, State& state, Type type, Object value, Boolean noAutoCreate)
at ProtoBuf.Meta.TypeModel.Deserialize(Stream source, Object value, Type type, SerializationContext context)
at ProtoBuf.Serializer.Deserialize[T](Stream source)
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.SerializeFromBinary[T](Byte[] data)
at Digi.NetworkLib.Network.ReceivedPacket(UInt16 channelId, Byte[] serialized, UInt64 senderSteamId, Boolean isSenderServer)
That's really strange, can you do a game verification in steam first, it sounds like there's something wrong either with game files or downloaded mod files (verfiication should validate workshop too).
If it persists after that please DM me again on discord (I think you can do that without even adding but adding is fine if it's required), I mistakingly declined it as I saw no common servers which was before I saw your message here.
Yeah it is rather odd and inconsistently checked, sometimes they just compare the vector3 float of HSV (which is 0 to 1 range), other places they compare the color packed as a single integer (which is what I'm using)... so depending on how you get the color applied it might do armor separation or might not, it's just so confusing I don't know what to even do about it xD
Initially I converted to RGB and compared those RGB values individually, but that lead to other weirdness where the same RGB color had armor edges between itself if you re-applied it after a grid repaste/world reload (color gets serialized).