NeoSync 1.2.1
Fixes the server freeze reported in issue #2.
Fixes
- Syncing from a Sable airship no longer freezes the server. Finding your shell container during a sync could force an unloaded chunk to generate on the spot. On a Sable construction this tripped a broken chunk generator and wedged the server thread — after the 10-second sync timer ran out you'd get your movement back, but blocks stopped responding. Shell-container lookups now skip positions whose chunk isn't already loaded instead of forcing generation, on regular levels and Sable sublevels alike.
NeoSync 1.2.0
Compatibility
- Sable / Create Aeronautics: shell storage and treadmill placed on a Sable airship sublevel both work correctly. Walking into a storage on a moving/rotated airship triggers the radial menu as expected. Improved treadmill runner detection, positioning, and drift motion are all transformed into the sublevel's frame so animals run in place on the airship and generate energy normally. Constructor right-click (fingerstick) works through Sable's standard interaction hooks; only the cosmetic "doors open as you approach" animation isn't adapted for sublevels.
- Simple Tombs/Gravestone mods: When dying in a shell, the dropped inventory is captured by Grave mods into a grave at the dead shell's position.
KEEPPARTS(hotbar/armor soulbinding) does not carry across cross-shell auto-syncs; setKEEPPARTS=NONEfor consistent grave-only behavior in simpletombs and possibly other graves.
Fixes
- Persistent camera no longer gets stuck on a frozen aerial view. A 10-second goalless-camera timeout has been added as a fallback when the sync request/response chain stalls.
NeoSync 1.1.0
Fixes the broken death flow reported in issue #1.
Fixes
- Dying in your own body now works normally. The death screen shows up like it should, and you can respawn from it. Previously dying without being inside a shell caused the screen to vanish and forced you to quit out.
- Your HUD comes back after death. No more invisible hotbar/health that required pressing F1 after a relog.
- Death handoff now works on dedicated servers. The death-to-shell transition only worked properly in singleplayer before. Multiplayer is now fully supported.
- Sync priority is actually used. The
syncPrioritysetting in the config is now respected when picking which shell to wake up in after dying. Previously the game ignored it and always usedNATURAL, which made shell selection look random when you had several of the same kind. - Late respawn requests can't revive you anymore. A delayed sync packet can no longer bring you back to life inside a shell after you've already died for real.
Initial Release


