Network Sync V2.1.0.0

FS25 Mods |
Network Sync V2.1.0.0


NetworkSync is the multiplayer network layer for the Realistic Farming mod ecosystem. It is mod 2 in the load order, after StateLedger, and replaces each companion mod’s own network event classes with one batched sync cycle: companions register a schema and call markDirty, while NetworkSync serializes, batches at 1Hz, and delivers the data. This reduces multiplayer traffic and prevents cross-mod rubber-banding caused by multiple mods syncing on their own timers.

There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it.

Changelog

  • V2.1.0.0
    This update is mostly under the hood for the other Realistic Farming Suite mods that rely on NetworkSync to keep multiplayer games in sync. Nothing here changes how you play.
    What’s new:No save migration needed.
    • Added a new private sync option that other Realistic Farming mods can use to send you information meant just for you, instead of broadcasting the same data to everyone.
    • NetworkSync no longer requires FS25_StateLedger to be installed alongside it. If you already run both, nothing changes for you; if a suite mod only needed NetworkSync, you may no longer need StateLedger too.
  • V2.0.1.0
    Fixes for players joining multiplayer sessions.
    What’s fixed:No save migration needed. Existing saves load as normal.
    • A blank join filename no longer aborts the rest of the sync.
    • The join handshake now waits on the server’s reply, so clients connect more reliably.

Author: tisonK
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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Useful Information: How to install FS25 Mods | Farming Simulator 25 FAQ | Farming Simulator 25 News | FS25 System Requirements | Download FS25 Game | Giants Editor FS25 | FS25 Modding Guide | FS25 Cheats | FS25 Guides

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