Redgum
New member
G'day,
So I have a request that I'd like all mod builders to consider when writing their code for their awesome mod.
It's simple - please consider putting in some configurations that will allow server managers / owners / operators to either enable or disable certain features, especially those that consume a lot of CPU time or use independent threads.
For example, in one mod I'm looking at, they are keeping a collection of all users in memory, and writing out changes to the user's profiles periodically, keeping track of where the player is and where they've been.
That's pretty cool, but I ask that because some mods offer certain features not found in other mods, that we all stop and consider that its likely that our mod will run in conjunction with another mod.
It'd be nice not to have to write a special patch to disable some CPU-sucking feature in someone else's mod, since another mod may need the CPU for something else, since the server-op may not be using the user-tracking feature of your mod, or some other feature(s).
The game already suffers a bit from un-optimized code, let's try to work together to minimize redundancy as well as get our mods to play nice with each others'.
Thank you and happy modding,
Redgum aka -{QaD}Lurch
So I have a request that I'd like all mod builders to consider when writing their code for their awesome mod.
It's simple - please consider putting in some configurations that will allow server managers / owners / operators to either enable or disable certain features, especially those that consume a lot of CPU time or use independent threads.
For example, in one mod I'm looking at, they are keeping a collection of all users in memory, and writing out changes to the user's profiles periodically, keeping track of where the player is and where they've been.
That's pretty cool, but I ask that because some mods offer certain features not found in other mods, that we all stop and consider that its likely that our mod will run in conjunction with another mod.
It'd be nice not to have to write a special patch to disable some CPU-sucking feature in someone else's mod, since another mod may need the CPU for something else, since the server-op may not be using the user-tracking feature of your mod, or some other feature(s).
The game already suffers a bit from un-optimized code, let's try to work together to minimize redundancy as well as get our mods to play nice with each others'.

Thank you and happy modding,
Redgum aka -{QaD}Lurch