Closed fluxionary closed 2 years ago
Any feedback would be appreciated, or feel free to just close/ignore this PR as overly-ambitious :)
Wow, thats quite a lot of work but i think it is going in the right direction :+1:
Does that currently work well on the YL server?
Does that currently work well on the YL server?
It works well on the test server, but that's not totally representative of a live server. And YL isn't very machine-heavy in the first place. I don't have a timeline for when it will get installed on the live server, but I'll post updates as I think it's relevant.
Just an update. The code is finally live on the main server, and has at least one major bug - it doesn't seem to actually apply the penalties (!). I'm working on that, but probably won't get it resolved until at least tomorrow.
I'm working on that, but probably won't get it resolved until at least tomorrow.
no pressure ;)
Figured out why the penalty wasn't being applied, it's now going through another round of testing on the YL test server (will be a few days until I've got results).
The current version of the code is live on YL now, I'll hopefully post an update of how that goes, in a few days.
I'm personally happy with how the mod is performing on Your-Land.
I'm personally happy with how the mod is performing on Your-Land.
Nice :+1: do you intend to add more commits or can i go ahead with testing/merging?
Not planning on adding more commits at the moment, though perhaps I should document the use of the parameters.
tested it too on a pandorabox-test instance, no issues so far :+1: merging this...
I rewrote (much of) this mod in order to make it more useful for the "Your Land" server, and wanted to give you an option to incorporate part or all of the changes.
The main difference is that instead of penalizing mapblocks based on whether mesecons usage exceeds a fixed number of microseconds, the mod now penalizes things based on
Other changes:
mod_storage
instead of a custom fileminetest.conf
or via a new chat commandThe changes have yet to go through rigorous testing on the live server, though multiplayer testing on a dev server seemed to indicate things are working as I'd expect.
Any feedback would be appreciated, or feel free to just close/ignore this PR as overly-ambitious :)