over 1 year
ago -
Rocket
-
Direct link
The old system caused a lot of desync issues in multiplayer, and baked a lot of bugs into worlds for both single and multiplayer.
If we fixed a bug in the world data for the Moon, for example, it would not propagate through to your custom world save.
Now the game save records an ID of the world to use, and looks that world data up. So if we fix a bug with the Moon, that propagates through to your save.
Now instead of trying to send all the data to clients when they join a game, we can just tell clients to find world "Moon" and load that. This solves the desync issues and dramatically reduces the download size required to join a game.
If we fixed a bug in the world data for the Moon, for example, it would not propagate through to your custom world save.
Now the game save records an ID of the world to use, and looks that world data up. So if we fix a bug with the Moon, that propagates through to your save.
Now instead of trying to send all the data to clients when they join a game, we can just tell clients to find world "Moon" and load that. This solves the desync issues and dramatically reduces the download size required to join a game.