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Hello; first post. Name's Kad (also on the Discord server). May be a very short introduction, but I suppose better this than nothing, right? 😉

 

Anyway, moving on.

 

 

 

The way I have my game set up, there's a lot of inventory and high stack sizes. My father likes going through the motions, and likes to build/craft stuff -- and, when chilling out, I like to do that as well. However, there's one particular issue I keep running into: whenever I have a crafting queue that's significant (8~10 real-time hours), I have to keep my gaming PC running with the game running on it, in order to see it complete sometime before next week...

 

What I need, is for the server to keep ticking when all players leave the game. The way we have it set up, there are no blood moons/hordes, and the zombies do little to no damage to blocks, so it technically shouldn't affect us negatively (and, in all honesty, it could provide an extra layer of challenge if game hosts could choose to demand players be on-line at specific times).

 

The way I see it -- the game already does most (if not all) of the things it would need to in order for this to work; it only takes one player for all queues to keep ticking on. So why not have the option to remove that requirement?

 

 

I wouldn't mind a separate executable that could create a "dummy player" that would be logged in all the time, if it were possible -- that's a solution as well. However, while I possibly could reverse-engineer enough of the protocol to get it working, I doubt it'd pass STEAM peer verification.

 

 

Suggestions?

The way I have my game set up, there's a lot of inventory and high stack sizes. My father likes going through the motions, and likes to build/craft stuff -- and, when chilling out, I like to do that as well. However, there's one particular issue I keep running into: whenever I have a crafting queue that's significant (8~10 real-time hours), I have to keep my gaming PC running with the game running on it, in order to see it complete sometime before next week...

 

What I need, is for the server to keep ticking when all players leave the game. The way we have it set up, there are no blood moons/hordes, and the zombies do little to no damage to blocks, so it technically shouldn't affect us negatively (and, in all honesty, it could provide an extra layer of challenge if game hosts could choose to demand players be on-line at specific times).

 

The way I see it -- the game already does most (if not all) of the things it would need to in order for this to work; it only takes one player for all queues to keep ticking on. So why not have the option to remove that requirement?

 

 

I wouldn't mind a separate executable that could create a "dummy player" that would be logged in all the time, if it were possible -- that's a solution as well. However, while I possibly could reverse-engineer enough of the protocol to get it working, I doubt it'd pass STEAM peer verification.

 

 

Suggestions?

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