Some of the fixes include:
- The teleport out of plot glitch
- Small issues with plot saving/updating
- Issues with support sessions
- The tutorial has now been tweaked to work with the multi-node system. You can resume the tutorial even if you log out, you can repeat instructions, and you can end the tutorial if you want to skip it.
I also just developed a brand new system called LagSlayer! LagSlayer is designed to detect plots that are putting undue strain on the server and control their use of certain lag-causing actions.
It works something like this: Each plot has a "lag score". If you're doing nothing that could cause significant lag, then this score will be 0. When you perform some action that is more resource-intensive, such as spawning an entity or creating an explosion, this score will increase by some number of points. For example, shooting an arrow would raise my plot's lag score by 2 points. After 1 second, the points from that action go away. So 1 second after I shot the arrow, the 2 points go away and I'm back to 0. Now, let's say people are going crazy with exploding miniguns. The rapid explosions and projectiles are adding to the lag score faster than points are going away, causing the score to increase. Once the score crosses a certain "lag threshold", LagSlayer decides that the plot is taking up too much server resources. Any further lag-causing actions are cancelled until the score falls below the lag threshold again. Additionally, if the plot owner is online, they will receive a message notifying them that their plot has crossed the lag threshold.
I've tried to set the lag threshold at a level that will eliminate lag but not interfere with gameplay. I would greatly appreciate feedback as to how this level is working out and if it needs to be raised or possibly lowered.
Enjoy the patch and keep on creating!