# World Sync Fallout 4 assumes a single player owns the world state. Multiplayer requires deciding which client or server controls each piece of world state. ## Implemented (MVP) Host-authoritative time and weather sync is implemented via the `worldState` packet. See [`world-state.md`](world-state.md) for the field spec. - Host: tracked by `worldStateHostPlayerId` (first connected client; reassigned to lowest remaining `playerId` on host disconnect) - Synced fields: `gameHour`, `gameDaysPassed`, optional `weatherFormId` - Weather apply: exterior cells only on non-host clients - Server: pass-through relay with host-only send guard ## World State Examples World state can include: - Doors - Containers - Pickups - NPC deaths - Physics objects - Quest stages - Workshop objects - Terminal states - Dialogue state ## Early Approach The first prototype should avoid world sync as much as possible. Recommended early restrictions: - Use a custom test cell - Avoid lootable containers - Avoid quests - Avoid doors - Avoid terminals - Avoid persistent world changes ## Later Ideas Possible future approaches: - Host-controlled world state - Server-authoritative world state - Cell-specific state tracking - Limited interaction whitelist - Resettable test environments