Network Replication About Most entities have either networkReplicated = false; or networkReplicated = true; near the top of the entity outside the edit field. They determine how entities are broadcasted to clients, but they often create many visual issues or crashes when set to true. For example: a network replicated door obstacle will have a positioning offset that is located at a slightly incorrect location for clients. The effect is greater the farther away the entity is from 0, 0, 0 or the world origin. This applies to every network replicated entity but the effects are gradually more noticeable from further distances. Network replicated entities located beyond the coordinates of x = 800, y = 800, z = 200 will be unplayable for clients. Entity offsets are roughly 0.6% closer to the coordinates of 0, 0, 0 for clients. The host does not experience this issue. There are ways to work around entity offsets (see Entities). As of the current versions of modded multiplayer, only the AI suffer from entity offsets. Maps with Non-Noticeable Offsets (xy < 300, z < 100) All 9 BATTLEMODE maps Fortress of Doom Cultist Base Doom Hunter BaseIntro Tram & Boss Stage2 arenas have tolerable offsets Super Gore Nest Arc Complex Taras NabadFlooded & Crucible arenas have tolerable offsets The Blood SwampsLeft-side arenas have tolerable offsets The Dark LordStage1 & Stage3 arenas have unplayable offsets Maps with Tolerable Offsets (xy < 800, z < 200) Hell on EarthBarge & Citadel areas have unplayable offsets Sentinel Prime Nekravol I UrdakYellow Control Tower has borderline unplayable offsets Final Sin The HoltPossessed Tyrant arena & onward have unplayable offsets Reclaimed EarthEntire map has borderline unplayable offsets Maps with Unplayable Offsets (xy > 800, z > 200) ExultiaSentinel section has tolerable offsets Mars Core Nekravol II UAC Atlantica FacilityIntro arena to Red Key arena have tolerable offsets The World SpearIntro Village section has tolerable offsets Immora