**Proposal for Node Breaker Limit and Privilege Reduction** #7114
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Reference: your-land/bugtracker#7114
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Proposal for Node Breaker Limit and Privilege Reduction
Introduction:
In light of recent developments and ongoing challenges within our server community, I propose a strategic adjustment aimed at enhancing gameplay balance, server stability, and resource management. This proposal addresses several key factors including player motivations, essential mod components, server performance, and long-term sustainability.
Motivations and Player Needs:
Players often seek privileges (priv) primarily for advanced construction projects, city-building endeavors, and scaled commerce operations (e.g., shops). However, the majority of essential functionalities can be achieved through open-access components provided by mods like Mesecons, Digi, and Pipeworks. These include stackwise and singlewise injectors, filter injectors, auto crafters, time gates, delayers, Mesecon torches, logic gates, and additional features like adjustable and teleportation tubes.
Benefits of Node Breaker Limitation:
Setting a maximum limit of 5 node breakers per player at any given time serves multiple purposes:
Adaptation to Upstream Changes:
The dynamic nature of mod updates, particularly in Mesecons, Digi, and Pipeworks, necessitates proactive management of server resources and compatibility. By standardizing usage through open-access components, administrators can more effectively monitor and troubleshoot potential issues arising from upstream changes. This approach enhances overall system reliability and facilitates quicker resolution of technical challenges.
Implementation and Transition:
To facilitate a smooth transition, I recommend:
Conclusion:
In conclusion, the proposed limit on node breakers and expanded access to essential mod components represents a significant step towards optimizing our server's performance, promoting fairness, and adapting to evolving mod environments. This approach not only addresses immediate concerns but also positions our community for sustained growth and innovation in the future.
Next Steps:
I welcome further discussion and collaboration to refine and implement these recommendations. Together, we can ensure a vibrant and sustainable environment that benefits all participants and supports continued excellence in gameplay and community interaction.
Thank you for considering this proposal. Your feedback and support are crucial as we work towards a more resilient and inclusive server experience.
Sincerely,
Parrish
I am absolutely and wholly opposed to this. I'm all for open-access components, but this?
This would be the most arbitrary limitation of them all.
For the majority of machines that need node breakers, 5 is nowhere near enough.
Want to chop a tree? The default (and smallest) tree has 8 nodes, so guess tree farms are impossible now.
Want a cobble farm? If you want need than 20 cobble/minute, you'll have to start a 15 player cobble generation alliance. Can't wait to join the [COBBLE] faction.
Want a crop farm? Hope you're rationing, because you'll only get 23 crops per hour.
And I could go on, and on, and on...
This change would defeat the fundamental purpose of machines, to produce a large amount of product, with little to no labor.
Well see this is what taxes the server with lag and machine delay. Everyone wants "to produce a large amount of product, with little to no labor." With out taking into the fact of how it effects other players and the server. They just think about how much they need and what they need and what they want. That is not what the server needs. Especially for longevity as a server. If you can not make a machine that is on a small scale that has a low usage. In which produces a supply decent of producing a stock. Than imo I think you need to take another look at how machines work/function on YL. Since an ax chops and produces more product than a tree farm. Since most tree farms are one working on a high usage, delay behind and work with strain when the server is high with player number. Should be used for city/large scale builds or keeping a shop supplied. Though with inspections that you are not making auto tree farms on large enough scale that its really going to cause issue for all. You cobble example is far fetched. Since the most proficient cobble generator is actually on a very small scale and produces a ton of cobble. Same thing for any auto farms. The right setup on a small scale will produce more than any large scale. The whole purpose to make it so machines can be open to all not to have to stress over getting a priv for parts that really do not need to be locked away. The server is about the fun for all. If you need more and have reason to need more. Like I said and the proposal states the priv will still be there. One just neeeds to show that they can be responsible with using higher usage machines. We are trying to reduce allot of lag/delay of machines, make others not feel left out and make sure the server can keep running.
Do you forget we have a ratelimiter? Machines that hog all the server resources will be delayed and/or shut off.
The ratelimiter automatically adjusts how severe the delay is based on playercount, percentage of resources used, dtime, and a bunch of other factors. The ratelimiter works fine and balances resources fairly.
A hardcoded limit is not dynamic. It does not adjust and it does not divvy out resources fairly. And even if we put all that aside, your limit is way to low be be useful.
The lava cooling ABM only happens at a fixed interval. (every 2 seconds, with a 50% chance) No matter how much you optimize your cobble generator, there is nothing you can do that will ever increase the speed of that interval. The only way to increase the output of a cobble farm, is to increase the number of cells in that generator.
With 5 node breakers, good luck getting anything meaningful out of that farm.
YL is not a machine server. If we need to impose limits, then we will.
The idea is the same the ratelimiter had: It doesn't matter how many blocks are placed. It matters how they are operated.
I have yet to understand the specifics of this suggestion though.
if someone needs a large machine priv, we can do that... because along with the need they can demonstrate building machines that are not bad for the server... meanwhile if someone doesn't need that or can't demonstrate the ability to truly understand the parts the limit keeps the damage to a minimum. Sorta makes sense. It's called thinking outside the box and I'm here for it. What is healthy for a brand new server is rarely healthy 3+ years later when who knows how many machines are just abandoned and running somewhere. This deserves serious consideration and at the least a jumping off point to some new ways of thinking that can grow with the server.
I'm all for taking out abandoned machines. I'm all for open-access components. I'm all for most of this suggestion.
The thing I am 100% opposed to is setting a hard limit of node breakers available to a single player at any given time to 5.
A tree farm can be optimized. With most farms the node breakers only need to be ran every few minutes.
Most cobble generators have their adjustable blinkyplants set to 30s interval, which means the breakers only run once every minute.
Farms and machines can be optimized.
But setting a hard limit, and even worse setting it so low, It doesn't allow people to optimize their machines and make them have minimal server impact. It just makes machines useless.
My issue is not with the ratelimiter if it was it would of bin mentioned in the proposal. All you did is just add proof to my point. If we limit the the usage a player puts out we reduce the inefficiency of machines for all. Its about the whole picture not just a sigular person which you seem to be fighting for. A cobble generator running just one node of lava, a node detector and a breaker. will always produce more cobble than a generator on a large scale. Why cause it does not have the rate limiter balancing it out and taking away from its performance. Same thing for any machine whether its an auto farm, bone generator or any machine. if its setup with proper order of operation and function it always will work better.
I run all machines per neeed. Meaning I only setup a machine when needed and when done I take it down. All my machines run of the key principle of working with the rate limiter not againts it. Why would one want a machine that gets delayed shut down cause of the limiter when they can have a machine that runs fluid all the time. No interuptions in machine functions will always mean more supply. If everyone had the ability to run machines and run them on proper scale and setup. Than everyone would not have an issue with making supplies. Right now we are creating an uneven playing field on a Medieval server. Which should not have large scale machines. When it should have small cocise machines that do there job and do it well. With having that per chance situation where someone does need more. We can provide that though still with its own restrictions and rules per say. This is all about making the server fair and fun for all. Not meeting the needs of the few. Specially if the need of the few is not even able to have machines run at the compasity they force them too. Its just all counterintuitive if you ask me. The definition of insanity is doing the same thing over and over and exspecting the same results. Thats kind what large machines are when compaired to small scale that works with and not against.
This is about eliminating the need for mese priv. Unless for large scale machine need i.e city building or maintaining a shop that keeps the players of the servers stocked. Which would most likely not be the case once we level the playing field so as every player can supply them selves. Since we can not and will never be able to control fully how a player operates something. Though what we can do is prevent the over usage of improper use. While at the same time allow machines of aiding in making a task easier available to all players to enjoy. Especially if people where making machines on a fair level. What the fair level may be whether it be 5 node breakers or 10. It should never be more than 10. The whole point is one to stop over improper usage. Specially if that over usage is just going to work against the player anyways. What is the point? I rather see a server that is not a machine server have the parts needed only to have basic machines in making a task easier for a player. So they can spend less time getting certain things done and more time enjoying the server and having fun. Not sitting around for 3 hours watching 20 node breakers slowly make a mass supply of cobble. Instead taking a few hours a day in there machine room knowing there machines are working properly and with limiter. Making a nice supply that they amass each time they are on and at there base. With a parts learning center to show what the parts are and there function is. Along with examples of there proper usage. We would find that allot more players would be able to take part in something they wish they could. Just not only for players who have this vast understanding and knowledge of machines and coding. Instead if we allow all players to have access to the needed parts to have a small auto food farm, fert farm, auto crafter/cooker, cobbler. We would find one allot more players having fun, feeling included, less issues with mesecons/digi/pipeworks and a server showing more equality between the players. Also another big thing to which players do not take into account either. Is a large over usage even in the green 1ks still can lag and even freeze some players clients. Why either pc or connection or mix of both. So not really fair for players exploring the world or going to see someones machines. To find that happening quite often cause they are in facinity of someones high usage machine and starting it up. i.e a cobble generator thats setup not to be able to be shut down. Or that person is on trying and waiting for there high usage machine to start working again or having delay which may not be effecting them. But than that unlucky player comes by and its lag nightmare, freeze and possibly crash time. So limiting and evening the playing field to me is a must. Along with there is not need for a blinky plant or an adjustable one either. Since the injector controler one needs power supplied to it for it to work, two goes on and off every 2 seconds, third has very very very low usage (lower than a blinky or adjustable blinky), and its not even under priv right now. Why cause its safe like a singlewise injector, auto crafter, node breakers on limited placement amount, sticky pistons, piston. Its like alcohol its safe in moderation but never good in excess. So if we give the right amount of needed parts and show how they work and how to use them. Than allot of issues will be remedied. Just like I mentioned a one node of lava, a crystal, a node detector, a node breaker and a few invis signs makes a perfect cobble/stone generator. Just add a lava pick and bucket to the invis signs. So you can remove lava when not need to use and add back when need to use. Switch out the picks for either stone and or cobble. This is a safe machine, its controlable, only usage is that of the breaker and it works with the ABM for the lava. Why? Cause the node detector has to wait for the crystal to turn the lava to stone, than it detects the stone, sending a single to the breaker to break it. There is nothing fighting against each other. Everything goes in proper machine order for nothing to work against itself. Which how all machines should be.
I am not reading that wall of text.
Please format your posts properly.
If there are no machines on the server that run as long as their owners are not on the server, even an aging server should still be able to cope with it. Then the player limit (currently 52) is also the machine limit in a way.
I am still for #3417. Should be part of the mese maker priv examination to know, how to switched off a machine in many ways.
imo this is a step in the right direction - but its too much change all at once.
a power off switch is easy to make (and if all else just break a critical wire ...) and should be standard in machines to begin with.
targeting a single component doesn't really make any benefit unless the other changes suggested get implemented either first or alongside. (preferred first)
i support #3417 and currently am against this. unless everything gets cleared up (starting with the giant wall of text, its not even divided ...) or someone is willing to put it into rewired-friendly terms ... eh.
(and please remove the abandoned machines i am 100% for that and will literally participate in it if asked)
There's not a limit of 5 on anyone, if you wanted more than that, you qualify for it by showing the machine... it's not about making it so large machine players can't do their thing, it's to think about mesecons differently than we do now, it's about finding what works for us in 2024 not what seemed like a good idea in 2020.