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There's a lot of small details all over that has changed in the code base.

 

The most primitive things to consider are:

There can be any amount of players and they can come into existence at any time as well as be destroyed in no particular order.

Networked RPCs for client->server and networked variables for server->client data transference.

Component replicas for when a client needs to know part of a component to function properly on their end, usually components exist only on the server.

Clients don't know every entity that exists on a map.

Entities outside of all clients potential visibility set go into a sleep state called limbo to reduce server stress.

 

As for doing an actual port of a mod it'd be a lot easier if you knew DST's code base more than knowing DS's code base.

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