thx your reply. I commented this in another post. Just for example. Random thing in different client. that will difference the gameState.Qon wrote: Wed Aug 12, 2020 4:33 pm Avoid desyncs by avoiding to do anything the manual tells you to not do, and don't do anything that gives defferent clients different states for the same tick. You don't have to figure out what clients are doing what etc, because then you are doing something wrong. You don't think about manipulating gamestates in clients, only about doing deterministic changes to the abstract singular gamestate, even i multiplayer. The game itself will sync correctly it as long as you do your part correct.
The random() function depends on map seed and is deterministic. There's also non-map seed dependent random() which is also deterministic. Read the manual for info.
Also if only depend ons map seed, theoratically, it will also give different result. Should be two factors. Mapseed and Game.tick. As i think. only Game.tick is enough.