Messing with floogates and water levels seems to rarely cause a desync. Could be a cooincidence, but I've reproduced it enough times to doubt that.
My guess is that when water dynamics are changing, it intersects with trees reproducing, which alters the random state. As a result it doesn't happen all the time and doesn't always happen immediately (e.g. if a tree reproduces in one game but not the other, or is able to in one game but not the other, it may take a minute for the state to get desynced). But it could be something else.
Logs: The logs show nothing out of the ordinary - just a random state mismatch with nothing out of the ordinary preceding it. Would need more fine-grained debugging and a directly reproducible issue.
To Reproduce:
Build a levee + floodgate system.
Mess with it a bunch until desync occurs.
Desktop (please complete the following information for both Host and Client):
Describe the bug
My guess is that when water dynamics are changing, it intersects with trees reproducing, which alters the random state. As a result it doesn't happen all the time and doesn't always happen immediately (e.g. if a tree reproduces in one game but not the other, or is able to in one game but not the other, it may take a minute for the state to get desynced). But it could be something else.
Logs: The logs show nothing out of the ordinary - just a random state mismatch with nothing out of the ordinary preceding it. Would need more fine-grained debugging and a directly reproducible issue.
To Reproduce:
Desktop (please complete the following information for both Host and Client):