Closed LaikaSpaceDawg closed 2 years ago
This is a known problem with multiplayer, if the player that places leaves the area it would place generators so that the power would stay on, there was enough there that it normally wouldn’t be an issue with the condition running because it would unload and keep the power on, but in multiplayer since there is someone around it will never unload.
The code only needs to be changed to detect if any players around, and if they are don’t spawn the generators until no one is around. To do that global mod data probably needs to be sent back to the server.
Can you submit you patch to github? I can include it in the code/take a look I might be able to fix the issue with the generator.
From: xcs011 @.> Sent: Monday, January 10, 2022 8:51 AM To: radx5Blue/ImmersiveSolarArrays @.> Cc: Subscribed @.***> Subject: [radx5Blue/ImmersiveSolarArrays] Potential Multiplayer Issue (Issue #12)
Discussed in #10https://github.com/radx5Blue/ImmersiveSolarArrays/discussions/10
Originally posted by xcs011 January 9, 2022 After patching it to work with multiplayer again, a friend and I noticed a potential issue. Does the game spawn a generator when you aren't around/the area is unloaded to keep the grid running?
Apparently in multiplayer it happens whenever the host isnt around the system, and the problem is that its condition ticks down until they come back. This could be a problem if it ticks down low enough to explode.
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I see that you have submitted it, thanks, I will have a look at the multiplayer issue soon, I am almost all caught up with my studies/work.
I posted the list change patch as #11
On Sun, Jan 9, 2022, 8:37 PM radx5Blue @.***> wrote:
This is a known problem with multiplayer, if the player that places leaves the area it would place generators so that the power would stay on, there was enough there that it normally wouldn’t be an issue with the condition running because it would unload and keep the power on, but in multiplayer since there is someone around it will never unload.
The code only needs to be changed to detect if any players around, and if they are don’t spawn the generators until no one is around. To do that global mod data probably needs to be sent back to the server.
Can you submit you patch to github? I can include it in the code/take a look I might be able to fix the issue with the generator.
From: xcs011 @.> Sent: Monday, January 10, 2022 8:51 AM To: radx5Blue/ImmersiveSolarArrays @.> Cc: Subscribed @.***> Subject: [radx5Blue/ImmersiveSolarArrays] Potential Multiplayer Issue (Issue #12)
Discussed in #10< https://github.com/radx5Blue/ImmersiveSolarArrays/discussions/10>
Originally posted by xcs011 January 9, 2022 After patching it to work with multiplayer again, a friend and I noticed a potential issue. Does the game spawn a generator when you aren't around/the area is unloaded to keep the grid running?
Apparently in multiplayer it happens whenever the host isnt around the system, and the problem is that its condition ticks down until they come back. This could be a problem if it ticks down low enough to explode.
— Reply to this email directly, view it on GitHub< https://github.com/radx5Blue/ImmersiveSolarArrays/issues/12>, or unsubscribe< https://github.com/notifications/unsubscribe-auth/AVXYB5M2GSEGUXMKI7QQODLUVIUORANCNFSM5LSP2B5Q>.
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Zomboid doesn't do anything stupid like keeping chunks loaded in my server when I am the only player in it right? I'd rather not find out by leaving my base for a trip and coming back to it in flames
It shouldn't come back in flames, I did a bit a testing and it never set fire while I was away
Once I move the functions to the server this should hopefully resolve, which I am working on now.
Any update on this?
Discussed in https://github.com/radx5Blue/ImmersiveSolarArrays/discussions/10