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Apparently, part that was suppose to prevent condition duplication during the initial load desyncs on new client connect when condition causers present.
Main part of the fix still works fine.

Ideally, I want help here, as Multiplayer.LocalServer.FullyStarted doesn't do correct job for stopping conditions from duplicating (as it affects only 1 client locally). It needs something to return false during that stop-time "Creating join-point" and similar ones.

But simple removal works too, as that patch fixed only first 5 seconds after the launch and is far less important.

@still222 still222 marked this pull request as ready for review October 28, 2025 03:29
@still222 still222 changed the title Update SetMapTime.cs Removing the during-load condition duplication fix Oct 28, 2025
@notfood notfood added fix Fixes for a bug or desync. 1.6 Fixes or bugs relating to 1.6 (Not Odyssey). labels Oct 28, 2025
@notfood notfood merged commit 488eeb8 into rwmt:dev Oct 28, 2025
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@still222 still222 deleted the Fix-for-condition-fix-desync-on-connect branch October 28, 2025 05:07
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