When playing Hypermine in single-player, there are a few things that it does that do not make sense from an outsider's perspective:
In Windows, the first time you play it, a Windows Firewall message pops up. This could be prevented by simulating network features by doing everything in memory instead of sending TCP/UDP packets through localhost.
Both the server and client generate chunks independently, which, in single player, means that many chunks are generated twice unnecessarily.
The server and client's steps are timed independently, meaning that one can lag without the other, causing difficult-to-justify jerky movement.
Ideally, it should be possible to resolve the above issues without significantly increasing maintenance burden.
I don't think it makes sense to prioritize this issue until enough gameplay features are fleshed out that the codebase has stabilized somewhat, and render-distance related optimizations have been improved. This is especially true because doing this early risks single-player and multi-player code diverging, making testing netcode difficult (and easy to forget).
When playing Hypermine in single-player, there are a few things that it does that do not make sense from an outsider's perspective:
Ideally, it should be possible to resolve the above issues without significantly increasing maintenance burden.
I don't think it makes sense to prioritize this issue until enough gameplay features are fleshed out that the codebase has stabilized somewhat, and render-distance related optimizations have been improved. This is especially true because doing this early risks single-player and multi-player code diverging, making testing netcode difficult (and easy to forget).