Different problem domain. Use a pclaim and log in once every few weeks to refill curios, in case you're not willing to do that your modification of the world is IMHO clearly not worth preserving.pppp wrote:Ye, it's certainly game breaking to have a paved image of Pikachu last longer than a few weeks, or God forbid if it happens to be some bot control paving.
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Granger
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Re: Road band-aid (decay prevention)
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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pppp
- Posts: 403
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Re: Road band-aid (decay prevention)
This is no-problem domain because the road itself will decay over time if not maintained.Granger wrote:Different problem domain. Use a pclaim and log in once every few weeks to refill curios, in case you're not willing to do that your modification of the world is IMHO clearly not worth preserving.pppp wrote:Ye, it's certainly game breaking to have a paved image of Pikachu last longer than a few weeks, or God forbid if it happens to be some bot control paving.
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wonder-ass
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Re: Road band-aid (decay prevention)
using the road should stop it from decaying tbh.
see homo sexuality trending,. do not do that.
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pppp
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Re: Road band-aid (decay prevention)
I am ok with that, even posted an idea along that lines, and there is more posts from different people along that line.wonder-ass wrote:using the road should stop it from decaying tbh.
The thing is to get devs do anything about paving decay right now. If they implement usage counting it will be better but doing this properly this probably requires either loading every map on the travel path or just adding smaller buffer for delayed interactions that would be loaded instead of map. The former is problem in terms of server load, the latter is less server load and more dev load. That's why I ask for a band-aid solution quicker.
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Granger
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Re: Road band-aid (decay prevention)
As I understood loftar this already happens since the server checks for objects blocking the road.pppp wrote:doing this properly this probably requires ... loading every map on the travel path
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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pppp
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Re: Road band-aid (decay prevention)
This can be coded in a way that does not require loading. For example check all roadblocks before unloading and store only a flag in a smaller buffer. There is no need to recheck blockage while map is not loaded because there will be no changes.Granger wrote:As I understood loftar this already happens since the server checks for objects blocking the road.pppp wrote:doing this properly this probably requires ... loading every map on the travel path
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Aceb
- Posts: 1831
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Re: Road band-aid (decay prevention)
Then if it's so complicated just make an option on road sign "clear the road" which will make hearthling polish road sign
which when done on start/end point of road will clean it entirely, doing it on sign somewhere in the middle, will clean section before and after targeted roadsign. Of course, two would be faster due to partial removal.
on the end, everyone would be... happy
on the end, everyone would be... happy
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Granger
- Posts: 9255
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Re: Road band-aid (decay prevention)
Yea... but can, should and what's actually happening are at times different things.pppp wrote:This can be coded in a way that does not require loading. For example check all roadblocks before unloading and store only a flag in a smaller buffer. There is no need to recheck blockage while map is not loaded because there will be no changes.Granger wrote:As I understood loftar this already happens since the server checks for objects blocking the road.pppp wrote:doing this properly this probably requires ... loading every map on the travel path
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jorb
- Posts: 18715
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Re: Road band-aid (decay prevention)
Will consider.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose


