De-couple scripts from experimental mode like Mods

Brandon P shared this feedback 7 days ago
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The fieldwork update de-coupled mods from experimental mode - I (personally) think scripts should have the same. They're a logic processing tool, and are less likely to cause a game-breaking crash than mods and yet they're still locked away behind the experimental mode.

Scripts are very useful for players in that they can create almost anything that the API allows, a very common one being automated mining - having them unlocked would allow players a lot more flexibility in how they play the game, espescially advanced players, without negatively beginners very much.

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I agree with you, as long as Keen implements some sort of "garbage collection" for scripts; I'm using that term loosely. What I mean is, the server needs to monitor scripts being run, shutting down any scripts that adversely harm server performance. This will force players to use efficient, low-demand scripts that don't impact the gameplay of others. It should also limit scripts that give unfair advantages to players (like over-the-horizon tracking missiles), since such scripts probably tax the server.

Me personally, I'd be happy with very basic automation (expanding on what we have in event controllers and timers), along with custom LCDs! The "apps" that Keen includes for LCDs are anemic at best, and we need way more options to track things like O2, jump drive charge time, etc.

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