desyncs occur when a player joins and unfortunately is only testable on games with multiple players. My understanding of why they occur is that the game syncs with that player all global variables. Anything local is not sync'd. When you have variables that must be sync'd across multiple players but they are in local variables and those variables change over time, then it causes desync's. Please educate me if you look more into this. It's not an issue with my mod, since it would kill the mod if this happens, but mods I add have this issue.
I appreciate the info on new outposts. I'll look into this - but since I modified Ender Linked Chests to work, I am somewhat vested there. I like your addressing much better than Ender's.
My top issues with adding other mods - not necessarily your mod, but please consider this when you have 30 players in a game:
1) high cpu usage - abuse of on_tick, and not spreading high calculations over multiple ticks. This is mostly on terrain generation of mods that do some changes to the game based on some level being achieved. Alien Modules pauses for a noticeable 1/2 second every time a player changes to the next level. Easy to fix too. Dangoreus takes a while to generate a new base, and not spread over time.
2) No support for forces (teams). I modified Alien Modules to support multiple teams, and all it required was changing some global variable into an array. You can itemToTrack["team name"] instead of itemToTrack. But in some cases you'll add loops to process all teams.
3) desync - this is actually very common, and pretty easy to fix. I scan code for uses of local's. Some of the more popular mods have this issue.