Multiplayer
Fixed a critical dedicated server synchronization issue where clients could simulate nutrition using local config values instead of the server-authoritative configuration. Multiplayer nutrition is now fully server-authoritative.
- Config snapshot is guaranteed to arrive before diet data on join, so simulation never starts with wrong values
Client state resets fully on disconnect server config no longer bleeds into the next session
/nourished reload now re-syncs config and full diet state to all connected players
Raw Food
- Added enableGutHealth toggle gut health tracking and recovery can now be disabled independently of raw food penalties
Stability
- Network protocol bumped to version 3 version mismatches between client and server now produce a clear warning and discard the packet instead of silently corrupting state
Notes
- For detailed technical changes, implementation notes, and developer-facing updates, see the full changelog on GitHub.
Synced from Modrinth ↗