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Veinmining on newer version cause FPS tank to zero for all players, often with being kicked for buffer overflow error.
Playing with 3 players on dedicated server.
@DBot
Thanks for your report. We've denoted some of these major issues with the current live version of the mod, and addressed them with solutions in the recent local non-public beta we have. There's still some major issues with the mod, but we've fixed the desyncs that are causing crashes and kicks.
We're not totally happy with the results of the beta, however if you'd like a copy of the most recent beta we can arrange something for you so you can start playing again.
Yeah, we thought it was reasonable too, but it turns out it's not. Our first iterations of multiplayer were rough and would crash frequently. The issue causing crashes right now is to do with infinite looping of packets, and not the packets themselves, which is fixable (and has been fixed).
We're releasing the buggy beta today so people can at least start playing again!
Also, thanks for the insight! We love folks who provide potential solutions to their issues!
This causes the tiles to produce entities as if they were broken, but remain visible to the player and can still be interacted with (i.e. doors). It doesn't go away when going off-screen and returning. I rejoined the server and it updated the broken/desynced areas.
Mobs can glitch through them sometimes as if they were hitting the block, but it isn't there (like walking into unloaded terrain in 7 Days or Minecraft), since it appears to be a desync entirely client-side that can affect other players (though it doesn't seem to affect the host).
I do not have screenshots since I haven't been able to test this after it happened the first time (since I am playing with low-performance friends).
EDIT: I have noticed this might be fixed if you turn your block break delay up when breaking bigger deposits (of like 75+ blocks).
The server is always the master in these situations. Tile drops are decided by if the server thinks a tile is broken, and AI uses the server tiles for navigation. This is what makes clients think enemies are phasing through blocks.
We're investigating some potential solutions, and investigating if items are being deleted or duplicated - but we doubt this as these mechanisms are taken straight from vanilla - we just put the breaking of tiles in a queue.
Ah, sorry about the last section (before edit). I deleted it since my friend informed me that he had already started clearing up the tree (he doesn't have wood whitelisted) before I started mass-harvesting it, which made sense towards the lack of wood that I was picking up.