Hello, I might have found a serious issue with the mod.
Full disclaimer: This is my opinion, I might have a faulty thought process.
In its current state, the server supplies a seed from which the client derives seeds for the random generators related to each implemented "random" in-game event.
Having a separate random generator for each random event does indeed make it easy for a mod to verify a run's integrity by simply checking if the runner's random generator behaves the same way as theirs.
In my opinion, this approach is fatally flawed.
By fetching the seed the server supplies at the beginning of a run, a runner can simply "calculate their future luck" by generating the stream of events a LRNG with the given seed should produce (similar to how people verifying runs would) prior to running, thus giving them crucial information to decide on whether to request a new seed from the server ("resetting").
tl;dr: With the correct skills, someone could make it so that their drop rates are significantly higher than they should by automatically skipping runs in which the seed isn't in their favor.
One might suggest leaving the game logic as-is; using one LRNG for all random events; But this approach also bears fatal problems for the mod which I will not explain here.
edit: removed a part since it might be misinterpretable