A failure in one patch group no longer takes the others with it, and the inventory patches apply first. They used to be five bare
PatchAllcalls with the ZNet handshake leading. A throw there meant the last two never ran - while the component was still added andUpdatestill ticked, so the extra inventory rows kept being claimed with thePlayer.Loadprotection that keeps items in them absent. That combination destroys the bottom row on every relog and at every grave. Protect the data first, then wire the network.
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