This object is in archive! 
[Scripts] How to make scripts viable in multiplayer? Script PCU cost!
Not Enough Votes
As fas as I know, scripts are disabled in servers because they cause lag, right? What if lightweight functions had a low PCU cost and heavy functions had a high PCU cost? It's probably complex to estimate the exact impact of code, given the infinite combinations it can produce, but please consider it. How resource-intensive can a solar tracker be?
You can't vote. Please authorize!
You can't vote. Please authorize!
You can't vote. Please authorize!
Most servers permit players to run scripts. Maybe you are referring to the Keen servers? I don't know, since I don't play on them. But every server I do play on, permits scripts.
You are correct that assigning PCU based on script complexity is "pretty complex." This is an actual field of study in computer science -- to algorithmically determine the complexity or efficiency or quality of source code -- and there are currently no serviceable solutions.
Most servers permit players to run scripts. Maybe you are referring to the Keen servers? I don't know, since I don't play on them. But every server I do play on, permits scripts.
You are correct that assigning PCU based on script complexity is "pretty complex." This is an actual field of study in computer science -- to algorithmically determine the complexity or efficiency or quality of source code -- and there are currently no serviceable solutions.
I think a workable solution might be to allow servers to whitelist scripts that are known to be "safe".
I think a workable solution might be to allow servers to whitelist scripts that are known to be "safe".
Replies have been locked on this page!