The grid would not turn on a server, while turning perfectly in singleplayer - which is the shape of bug that sends you looking everywhere except at the cause.
GridAngleis a float, and Longhouse Core's config sync exempts onlyKeyCodeandKeyboardShortcutfrom being decided by the host. So on a server the host's angle was imposed on the client, and Core's watch put an imposed setting straight back the moment anything wrote it: every scroll notch set the angle and had it reverted in the same frame. Nothing was wrong with the wheel, the input or the grid.The angle is now declared personal through Core's own
Suite.Local, which is written for exactly this and names a UI scale or a colour as the same kind of setting. The host's value is never applied rather than applied and then fought.The actual rules stay host-decided on purpose -
GridCell,GridLevel,GridEnabledand the harvest numbers are all things a server is entitled to settle for everyone. Which way one player's rows happen to run is not.
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