#Repair Restrictor Mod

34 messages · Page 1 of 1 (latest)

granite chasm
#

DESCRIPTION

Repair Restrictor allows you to set a limit to the number of damage repairs players can do as well as set penalties for when a player goes over that limit. It also includes a player-to-player teleport system and a game timer.

FEATURES

  • Set how many damage repairs are allowed (from 0 to 99)
  • Repairs are not counted if the player doesn't have any damage
  • Repairs are not counted if the player has less damage than the adjustable allowance <NEW>
  • Set how many repair limit breaches (strikes) are allowed (from 1 to 99)
  • Set penalties combining timeouts, teleporting and height drops
  • Includes an Activation/Deactivation button so that settings can be made and players can be ready before activating restrictor mode
  • Includes a Countdown option for Activation which also acts as a race start or battle start countdown
  • Includes a Game timer option which will automatically end the game by deactivating restrictor mode after the set amount of time
  • The host can set a Common Jump Zone (a spawn point) to allow all players to gather together before or after a game
  • The host can set a Penalty Jump Zone which can be used as a more severe penalty
  • Each player can set their own Personal Jump Zone by clicking a button
  • Each player can teleport to any other connected player's position if restrictor mode is not activated
  • Repairs are detected even when a player transforms, respawns or uses build mode to fix damage
  • Un-occupied structures are regularly removed to improve performance <NEW>
  • In multiplayer each player can see every other connected player's current game stats
  • Click on your own name button to access the Jump Zone buttons
  • Click on another player's name button to access the 'jump to player' button (if restrictor mode is not activated)
  • Once restrictor mode is deactivated player stats remain visible for score keeping (these reset at the next activation)

KNOWN ISSUES

  • occasional wrong or missed damage/repair detections can occur
#

reserved...

granite chasm
#

.
v2025.1.1 Hotfix

  • fixed missing score data when deactivated
  • changed default disposal range from 50m to 100m
  • added host option to set disposal range (10 - 500m)
  • fixed damage allowance 'accumulation' occasionally causing false damage repair detection
  • tweaked code to improve performance slightly

v2025.1 Updates

NEW FEATURES:

DAMAGE DETECTION

  • damage detection now based on block health instead of block count
  • new host-adjustable "Damage Allowance" percentage (default 5%) to allow some amount of damage before a repair is counted

UI UPDATES

  • use of subtle messages
  • custom icon for subtle messages
  • new HUD displaying game stats
  • improved UI layout

EXCESS STRUCTURES REMOVAL

  • When restrictor mode is "activated" any un-occupied structures are regularly removed
  • an un-occupied structure is one that is 50m or more from the player that owns it
  • this helps maintain performance by removing unoccupied spawned builds and left over broken structures

MISC

  • use of 'true' spawn points for jump points (stops all player momentum when teleported)
  • jump point positions can display an indicator ('off' by default - can be toggled 'on' or 'off')
  • mod performance improvements
granite chasm
zenith plume
granite chasm
zenith plume
granite chasm
#

What do you mean by "a buggy collision"?

zenith plume
#

that sort of thing

#

player-to-player impacts flinging players with high velocity as well

granite chasm
zenith plume
granite chasm
#

Hmmm. I don't really see those collisions as a big issue personally.

#

In a battle you'd expect to get destroyed sometimes by a lucky hit.

zenith plume
#

regarding player-to-terrain collisions, in my experience dethrone is especially bad with them and in a game mode where it actually matters. a mod that smooths out those bugs would be really nice

granite chasm
#

Yeah good thought. As long as the health/velocity monitoring didn't slow the game down it could work I guess. But I think the monitoring would slow the game down unfortunately.

zenith plume
granite chasm
#

Well in RR I've already had to reduce the structure checking to an interval of over a second to avoid tanking game performance. It has to loop through a player's structures to tally up health and compare that to a baseline. To catch the buggy collisions while measuring velocity as well? I think it might become a slideshow. But maybe someone much better at coding that me can figure out a better way 🙂

zenith plume
#

most of the time when you get a terrain collision bug it doesnt deal that much damage

granite chasm
#

I'm not sure how you'd detect the difference between a terrain collision and a collision with an object or another structure

zenith plume
#

how expensive would it be to detect the distance from a structure (with a player in it) to other structures?

granite chasm
#

Not sure. I already do that for the excess structure disposal and it seems fine. But it detects distance from the player to all their structures and any structure further than a set distance (50m in this case) get's removed. I don't exactly know how to detect if another player is in a structure involved in a collision with this player. Might be some convoluted way to track each player's position and measure against that.

zenith plume
#

idk, how feasible would it be to use multiple raycasts to check space around the structure, to make sure it wasnt just a collision with a wall

granite chasm
#

Yeah that's what I was going to say - how would you know it wasn't a solid object like a wall. Raycasts could help with that but you're starting to talk about building a secondary collision detection system really. It would probably be as buggy as TM's one 🙂

#

Maybe there's some simple solution we haven't hit on yet though

zenith plume
#

ooh, maybe also impact death: if their creation decelerates too quickly they get killed

granite chasm
#

Yeah that could be possible

granite chasm
zenith plume