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To the dev "Stellar":
You are doing God's work making this mod... please let me know if there is anything I can do to help get you more info for fixing this.
So yeah if the dev is down I would be so happy to lend any support in investigating this. I hate to pull the "I'm a SWE" card but I would be happy to take a look at the code as well :)
This should hopefully be fixed now.
// Here we block network updates on partial ticks.
// This is needed because once keyframes are created, they will be reused every partial tick until the next full tick when they are recreated.
// If NetReceive code changes the state of entities in the world before a partial tick, the changes will be overwritten and lost when the interpolation system sets entity states based on existing keyframes.
// The result will effectively be massive packet loss, as most ticks are partial ticks when running at high framerate.
// If we defer network updates so that they only happen when the next tick is a full tick, we can ensure that new keyframes will always be created after the NetReceive code has run, and nothing will be overwritten.