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Some Dood

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  1. Here's what I am seeing: Monument puzzles electrical systems are experiencing a progressively longer delay as the server uptime increases. It seems specific to electrical systems, although water systems as a subset of electrical may also have some complaint. This behavior is similar to when you reach your maximum stack and have to resort to fair arbitrary rotation in order to make sure all the work gets done, but there is simply not enough CPU to get it all done in time. So time slips, and things take longer than expected. There may be a server configuration variable that defines how big the electrical systems timer stack is, or it may be incorporated into a global timer. Regardless, it indicates that more and more and more timers are being added to the stack and at some point it is too much. The way the problem presents, it may be a buggy circuit, or it may be some sort of game bug. There may also be debugging available for the server config, but usually a debug like that would be hugely lag inducing, so not something that can be run full-time. Unsure of how to go about locating the source of very large, or malicious wiring in game, but I'm thinking on it. Also, it appeared that once all the monuments puzzles had stopped working, none of the animals would run, and zombies were very few. If anybody else noticed this, please say so!
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