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And the desync issue is a big problem on any multiplayer server currently. It seems that the host and clients tend to simulate grid behaviour totally separately, failing to synchronize repeateadly which ends up in the grid being shown in totally different positions for different players and the server. And now comes the weird part: as a client you get a phantom grid, which is in a wrong place. You can interact with it, but it has no hitbox, the hitbox being at the correct position of the grid. You can 'feel' it with your character, while there is nothing there on your side. The issue is the worse, the more complicated the grid is.
Feel free to ping me on our discord if you have questions, i'm happy to help anytime.
Subgrids are grids attached to another grid via some sort of catch block. The axle of it is a different grid than the housing. Therefore to distinguish between those, they are often called "main grid" and "subgrid". Technically they are two separate entities, but are held together by the hinge and treated as one (at least unless something goes wrong like in this bug this mod is trying to fix).
It seems it depends a lot on the server and from where people are connecting (as it happens mostly when someone connects to the server). I believe the issue is caused by some weird loading lag, where the subgrids get loaded at slightly different times which makes them separate entities.
This mod has made things better in our case and it has limited the moments when this issue appears, so having it it definitely doesn't hurt.
Of course then there is even the worse issue of desync (which this mod has nothing to do with). Complicated subgrid contraptions are just a no no on multiplayer with the current state of the game.