Fixed #80 by using the ServerPlayer.containerCounter instead of a custom syncId variable. As far as I can understand - the container counter is intended to be in the range between 1 and 100. Previously, syncId would start at 101 and increase indefinitely, which broke synchronization when playing in multiplayer after reaching a certain number (I think it was 128).
This also could've been fixed by altering the syncId generation logic, but using ServerPlayer.containerCounter via the Access Widener seems like the most proper solution here.
Fixed #80 by using the
ServerPlayer.containerCounter
instead of a customsyncId
variable. As far as I can understand - the container counter is intended to be in the range between 1 and 100. Previously, syncId would start at 101 and increase indefinitely, which broke synchronization when playing in multiplayer after reaching a certain number (I think it was 128).This also could've been fixed by altering the
syncId
generation logic, but usingServerPlayer.containerCounter
via the Access Widener seems like the most proper solution here.