I dislike all changes mentiond on first post, especially the terminal limit looks complete garbage to me.
Totalschaden
@Totalschaden
Posts made by Totalschaden
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RE: Discussion: long-range logistics revamp
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RE: Invader Cores suck. No Invader Core Shard
@artch Well, atleast the chance is given. So what would be the drawback on having them in the Core Room only ?
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RE: Invader Cores suck. No Invader Core Shard
@tigga First Post: "My Project is in .ts and adding all the new stuff to it would be a nightmare for me, so I wont do it." So that wont be available. I already added a check that allows me to detect "Invader Core" without touching .ts, just not the duration. Allows me to set the ops to sleep.
Does not change the fact that the implementation is shit though. Most Player ive talked to about it think the same way. Limiting it to spawn in the Core Room only would be much better imo.
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RE: Invader Cores suck. No Invader Core Shard
Similar to Players, sure it just keeps comming back FOREVER, where i can get rid of players by forcing a respawn. Its not the Strongholds that are the Problem its the way its implemented. Game breaking for everyone running sk mining. I wonder how many player will quite just because of it.
Could atleast have it limited to the very Core room so it could be ignored / worked around by not mining the Core Room.
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Invader Cores suck. No Invader Core Shard
New Invader Cores are Game Breaking if no Code added for it, this is shit. I was mostly idle last 6 month and I want to keep going with my idle state, check in sometimes, improve stuff if motivated. Now I see these Invader Cores added completly break my game. Instant upset and angry about it. I was fine with Power Creeps, was able to ignore. And now I this ! My Project is in .ts and adding all the new stuff to it would be a nightmare for me, so I wont do it.
Good luck trying to Ignore those Invader Cores, wow what a stupid implementation.
Can we have a No Invader Core Shard, or move those to a new Shard or change its implementation to be not Game breaking ? Im Angry, upset and disapointed with the current Implementation !
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RE: Heap Problems are back with 50 Claimed Rooms
Much easier to go Intershard then dealing with the current heap situation. I already hate the fact that there are multiple worlds/shards now, when I started the game it was 1 Shard only game and thats what i loved in the first place and got me into the game.
My current state of codebase should deal with intersharding no problem and if not, not much adjustment would be required. I would greatly prefer to imagine there is only the shard im currently in and ignore the rest of it. I am pretty sure by the time im forced into intersharding, that i would quite the game shortly after.
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RE: Heap Problems are back with 50 Claimed Rooms
@xenofix When its in the State where i took the Screenshot, no code is executed at all, its complete stuck.
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RE: Heap Problems are back with 50 Claimed Rooms
So any reason we cant have a Slider for Heap per Shard ? Why do Players who spread on all shards get combined 4x the Heap I get ?
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RE: Heap Problems are back with 50 Claimed Rooms
Running 52 Rooms now, cannot use full CPU anymore due to Heap Limitations (cant setup new Remotes). Disabled Observer rescans yesterday to get some more tolerance, not helping as much as I was hoping though.
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Heap Problems are back with 50 Claimed Rooms
Heap Problems are back with 50 Rooms on Shard1. Can we finally get a more fair System regarding Heap ? A Slider like for CPU per Shard or Heap per Claimed Rooms on the Shard ?! I dont want to move any Rooms to another Shard!!!
Staying on the same Shard is currently a massive drawback.