So in singleplayer, it doesn’t matter that the gamplay settings (auto-loot, auto-rescue, default stockpile settings, etc.) are all done via the “host” settings. In multiplayer, this does matter. Most/all of these gameplay settings are normally considered player-specific, but as far as I can tell, the game doesn’t allow them to be. This results in really weird behavior when different players are trying to play with different settings: when players change the settings, those changes affect everyone in-game, but they don’t show up in other players’ settings!
Is there a way to have client settings that are savegame-independent (i.e., not relying on player-based saved variables)? If not, could you please, please, please add one? Even if you don’t retrofit all the existing settings as player-specific, we can handle that in ACE, as long as there’s a reasonable way to pull in player-specific data from outside the savegame (ideally something that doesn’t involve serializing as custom building templates).